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Macos Pygame:导入字体会导致游戏暂停_Macos_Python 2.7_Fonts_Pygame_Osx Yosemite - Fatal编程技术网

Macos Pygame:导入字体会导致游戏暂停

Macos Pygame:导入字体会导致游戏暂停,macos,python-2.7,fonts,pygame,osx-yosemite,Macos,Python 2.7,Fonts,Pygame,Osx Yosemite,这里的一切都在Windows中正常工作,但一旦我尝试在mac上开发,我就会遇到很多错误。目前,我正在进行这项工作: /Library/Frameworks/Python.framework/Versions/2.7/bin/python2.7 /Users/dlee/PycharmProjects/Pong/pong_5_intro_oop.py Traceback (most recent call last): File "/Users/dlee/PycharmProjects/Pong

这里的一切都在Windows中正常工作,但一旦我尝试在mac上开发,我就会遇到很多错误。目前,我正在进行这项工作:

/Library/Frameworks/Python.framework/Versions/2.7/bin/python2.7 /Users/dlee/PycharmProjects/Pong/pong_5_intro_oop.py
Traceback (most recent call last):
  File "/Users/dlee/PycharmProjects/Pong/pong_5_intro_oop.py", line 261, in <module>
    main()
  File "/Users/dlee/PycharmProjects/Pong/pong_5_intro_oop.py", line 219, in main
    text = Text()
  File "/Users/dlee/PycharmProjects/Pong/pong_5_intro_oop.py", line 53, in __init__
    self.pong = pygame.font.SysFont(pygame.font.get_default_font(), 250)
  File "/Library/Python/2.7/site-packages/pygame/sysfont.py", line 572, in SysFont
    initsysfonts()
  File "/Library/Python/2.7/site-packages/pygame/sysfont.py", line 522, in initsysfonts
    fonts = initsysfonts_darwin()
  File "/Library/Python/2.7/site-packages/pygame/sysfont.py", line 419, in initsysfonts_darwin
    fonts = initsysfonts_unix()
  File "/Library/Python/2.7/site-packages/pygame/sysfont.py", line 456, in initsysfonts_unix
    close_fds=True).communicate()
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py", line 751, in communicate
    return self._communicate(input)
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py", line 1291, in _communicate
    stdout, stderr = self._communicate_with_poll(input)
  File "/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/subprocess.py", line 1345, in _communicate_with_poll
    ready = poller.poll()
KeyboardInterrupt

Process finished with exit code 1
两人都在经营约塞米蒂。这些行导致程序暂停。我正在运行yosemite、pygame和python 2.7

以下是游戏的完整代码:

__author__ = 'daniel'
import sys, pygame, os

# Force static position of screen
os.environ['SDL_VIDEO_CENTERED'] = '1'

# to get rid of sound lag
pygame.mixer.pre_init(44100, -16, 2, 2048)

# Runs imported module
pygame.init()


class Size:
    def __init__(self):
        self.size = self.width, self.height = 920, 570

class Sound:
    def __init__(self):
        self.intro = pygame.mixer.Sound('sound/intro.ogg')
        self.select = pygame.mixer.Sound('sound/select.ogg')
        self.easy = pygame.mixer.Sound('sound/easy.ogg')

    def soundTrack(self, track):
        if track == "intro":
            self.intro.play(-1)
        elif track == "easy":
            self.easy.play(-1)
        elif track == "medium":
            pass
        elif track == "hard":
            pass
        elif track == "select":
            self.select.play(2)
            self.select.fadeout(1500)

    # Fades out Intro music on game start
    def startCheck(self):
        for event in pygame.event.get():
            if event.type == pygame.MOUSEBUTTONDOWN or pygame.key.get_pressed()[pygame.K_RETURN] != 0:
                self.soundTrack("select")
                self.intro.fadeout(1500)
                pygame.time.wait(2300)
                return True
            elif event.type == pygame.QUIT:
                sys.exit()


class Text(Size):
    def __init__(self):
        Size.__init__(self)

        self.pong = pygame.font.SysFont(pygame.font.get_default_font(), 250)
        self.clickHere = pygame.font.SysFont(pygame.font.get_default_font(), 65)
        self.darkGreen = (179, 224, 161)
        self.lastFPS = pygame.time.get_ticks()

    def click(self, gScreen, back):
        # Blinking start text
        if (pygame.time.get_ticks() - self.lastFPS)%1000 < 500:
            gScreen.screen.blit(back.introBack, back.introrect)
            # Centering text
            start = self.clickHere.render("- Click here to start! -", 1, self.darkGreen)
            startpos = start.get_rect()
            startpos = startpos.move(0, self.height/1.7)
            startpos.centerx = gScreen.screen.get_rect().centerx
            gScreen.screen.blit(start, startpos)
        else:
            gScreen.screen.blit(back.introBack, back.introrect)

    def title(self, gScreen):
        # Print title
        title = self.pong.render("Pong", 1, self.darkGreen)
        titlepos = title.get_rect()
        titlepos = titlepos.move(0, self.height/4)
        titlepos.centerx = gScreen.screen.get_rect().centerx
        gScreen.screen.blit(title, titlepos)

    def end(self):
        pass


class GameScreen(Size):
    def __init__(self):
        Size.__init__(self)

        self.black = (0, 0, 0)
        self.fps = 30
        self.counter = 0
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode(self.size, pygame.SRCALPHA)
        pygame.display.set_caption('Pong')

    def refresh(self, back, ball, lpaddle, rpaddle):
        # Print background
        self.screen.fill(self.black)

        # Limits frames per iteration of while loop
        self.clock.tick(self.fps)

        # Print images
        self.screen.fill(self.black)
        self.screen.blit(back.background, back.backrect)
        self.screen.blit(ball.ball, ball.ballrect)
        self.screen.blit(rpaddle.rpaddle, rpaddle.rpaddlerect)
        self.screen.blit(lpaddle.lpaddle, lpaddle.lpaddlerect)


class Background(Size):
    def __init__(self):
        Size.__init__(self)

        # Intro background
        self.introBack = pygame.image.load("image/introBackground.bmp").convert()
        self.introBack = pygame.transform.scale(self.introBack, (self.width, self.height))
        self.introrect = self.introBack.get_rect()
        self.introrect = self.introrect.move(0,0)

        #Game background
        self.background = pygame.image.load("image/background.bmp").convert()
        self.background = pygame.transform.scale(self.background, (self.width, self.height))
        self.backrect = self.background.get_rect()
        self.backrect = self.backrect.move(0,0)


class Paddle(Size):
    def __init__(self):
        Size.__init__(self)

        self.paddleSpace = 10
        self.paddlespeed = 15
        self.paddlewidth = 40
        self.paddleheight = 150
        self.buffer = 10


class RightPaddle(Paddle):
    def __init__(self):
        Paddle.__init__(self)

        self.rpaddle = pygame.image.load("image/paddle.bmp").convert_alpha()
        self.rpaddle = pygame.transform.scale(self.rpaddle, (self.paddlewidth, self.paddleheight))
        self.rpaddlerect = self.rpaddle.get_rect()
        self.rpaddlerect = self.rpaddlerect.move((self.width - self.rpaddlerect.width - self.paddleSpace, self.height/2-(self.rpaddlerect.height/2)))

    def move(self):
        if pygame.key.get_pressed()[pygame.K_UP] != 0 and self.rpaddlerect.y-self.buffer > 0:
            self.rpaddlerect = self.rpaddlerect.move((0, -self.paddlespeed))
        elif pygame.key.get_pressed()[pygame.K_DOWN] != 0 and self.rpaddlerect.y < self.height-self.rpaddlerect.height-self.buffer:
            self.rpaddlerect = self.rpaddlerect.move((0, self.paddlespeed))


class LeftPaddle(Paddle):
    def __init__(self):
        Paddle.__init__(self)

        self.lpaddle = pygame.image.load("image/paddle.bmp").convert_alpha()
        self.lpaddle = pygame.transform.scale(self.lpaddle, (self.paddlewidth, self.paddleheight))
        self.lpaddlerect = self.lpaddle.get_rect()
        self.lpaddlerect = self.lpaddlerect.move((self.paddleSpace, self.height/2-(self.lpaddlerect.height/2)))

    def move(self):
        # Moves paddles with W/S and UP/DOWN
        if pygame.key.get_pressed()[pygame.K_w] != 0 and self.lpaddlerect.y-self.buffer > 0:
            self.lpaddlerect = self.lpaddlerect.move((0, -self.paddlespeed))
        elif pygame.key.get_pressed()[pygame.K_s] != 0 and self.lpaddlerect.y < self.height-self.lpaddlerect.height-self.buffer:
            self.lpaddlerect = self.lpaddlerect.move((0, self.paddlespeed))


class Ball(Size):
    def __init__(self):
        Size.__init__(self)

        self.speed = [10, 10]

        #convert_alpha() for transparent images
        self.ball = pygame.image.load("image/ball.bmp").convert_alpha()
        self.ball = pygame.transform.scale(self.ball, (60, 60))
        self.ballrect = self.ball.get_rect()
        self.ballrect = self.ballrect.move((self.width/2 - (self.ballrect.width/2), self.height/2-(self.ballrect.height/2)))

        # Sound effects
        self.blipwall = pygame.mixer.Sound('sound/beep1.ogg')
        self.blippaddle = pygame.mixer.Sound('sound/blip1.wav')

    # Moves the ball on start
    def move(self):
        self.ballrect = self.ballrect.move(self.speed)

    # Bounces off walls
    def walls(self):
        if (self.ballrect.top - 20) < 0 or (self.ballrect.bottom + 20) > self.height:
            self.blipwall.play()
            self.speed[1] = -self.speed[1]

    def paddles(self, lpaddle, rpaddle):
        # If ball hits paddles
        if self.ballrect.colliderect(lpaddle.lpaddlerect) or self.ballrect.colliderect(rpaddle.rpaddlerect):
            self.blippaddle.play()
            self.speed[0] = -self.speed[0]


def main():
    # Create screen
    gScreen = GameScreen()
    # Create Background
    back = Background()
    # Loads Sound
    sound = Sound()
    # Create Paddles
    lpaddle = LeftPaddle()
    rpaddle = RightPaddle()
    # Create Ball
    ball = Ball()

    # Plays intro
    sound.soundTrack("intro")

    text = Text()
    # Intro
    while True:
        # Prints blinking text
        text.click(gScreen, back)
        # Prints title
        text.title(gScreen)

        pygame.display.flip()

        # Checks game start
        if sound.startCheck():
            break

    # Gameplay
    while True:
        # Checks if window exit button pressed
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()

        # Writes to surface
        gScreen.refresh(back, ball, lpaddle, rpaddle)
        # Writes changes to main surface
        pygame.display.flip()

        if gScreen.counter == 0:
            pygame.time.wait(1500)
            gScreen.counter = 1;

        # Ball movement
        ball.move()
        # Ball hits walls
        ball.walls()
        # When Ball hits Paddles
        ball.paddles(lpaddle, rpaddle)
        # Move Paddles
        lpaddle.move()
        rpaddle.move()


if __name__ == "__main__":
    main()

你想用什么字体?字体在Mac上吗?您是使用默认字体还是特定字体出现错误?另外,您是否可以发布用于导入特定字体的代码?
__author__ = 'daniel'
import sys, pygame, os

# Force static position of screen
os.environ['SDL_VIDEO_CENTERED'] = '1'

# to get rid of sound lag
pygame.mixer.pre_init(44100, -16, 2, 2048)

# Runs imported module
pygame.init()


class Size:
    def __init__(self):
        self.size = self.width, self.height = 920, 570

class Sound:
    def __init__(self):
        self.intro = pygame.mixer.Sound('sound/intro.ogg')
        self.select = pygame.mixer.Sound('sound/select.ogg')
        self.easy = pygame.mixer.Sound('sound/easy.ogg')

    def soundTrack(self, track):
        if track == "intro":
            self.intro.play(-1)
        elif track == "easy":
            self.easy.play(-1)
        elif track == "medium":
            pass
        elif track == "hard":
            pass
        elif track == "select":
            self.select.play(2)
            self.select.fadeout(1500)

    # Fades out Intro music on game start
    def startCheck(self):
        for event in pygame.event.get():
            if event.type == pygame.MOUSEBUTTONDOWN or pygame.key.get_pressed()[pygame.K_RETURN] != 0:
                self.soundTrack("select")
                self.intro.fadeout(1500)
                pygame.time.wait(2300)
                return True
            elif event.type == pygame.QUIT:
                sys.exit()


class Text(Size):
    def __init__(self):
        Size.__init__(self)

        self.pong = pygame.font.SysFont(pygame.font.get_default_font(), 250)
        self.clickHere = pygame.font.SysFont(pygame.font.get_default_font(), 65)
        self.darkGreen = (179, 224, 161)
        self.lastFPS = pygame.time.get_ticks()

    def click(self, gScreen, back):
        # Blinking start text
        if (pygame.time.get_ticks() - self.lastFPS)%1000 < 500:
            gScreen.screen.blit(back.introBack, back.introrect)
            # Centering text
            start = self.clickHere.render("- Click here to start! -", 1, self.darkGreen)
            startpos = start.get_rect()
            startpos = startpos.move(0, self.height/1.7)
            startpos.centerx = gScreen.screen.get_rect().centerx
            gScreen.screen.blit(start, startpos)
        else:
            gScreen.screen.blit(back.introBack, back.introrect)

    def title(self, gScreen):
        # Print title
        title = self.pong.render("Pong", 1, self.darkGreen)
        titlepos = title.get_rect()
        titlepos = titlepos.move(0, self.height/4)
        titlepos.centerx = gScreen.screen.get_rect().centerx
        gScreen.screen.blit(title, titlepos)

    def end(self):
        pass


class GameScreen(Size):
    def __init__(self):
        Size.__init__(self)

        self.black = (0, 0, 0)
        self.fps = 30
        self.counter = 0
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode(self.size, pygame.SRCALPHA)
        pygame.display.set_caption('Pong')

    def refresh(self, back, ball, lpaddle, rpaddle):
        # Print background
        self.screen.fill(self.black)

        # Limits frames per iteration of while loop
        self.clock.tick(self.fps)

        # Print images
        self.screen.fill(self.black)
        self.screen.blit(back.background, back.backrect)
        self.screen.blit(ball.ball, ball.ballrect)
        self.screen.blit(rpaddle.rpaddle, rpaddle.rpaddlerect)
        self.screen.blit(lpaddle.lpaddle, lpaddle.lpaddlerect)


class Background(Size):
    def __init__(self):
        Size.__init__(self)

        # Intro background
        self.introBack = pygame.image.load("image/introBackground.bmp").convert()
        self.introBack = pygame.transform.scale(self.introBack, (self.width, self.height))
        self.introrect = self.introBack.get_rect()
        self.introrect = self.introrect.move(0,0)

        #Game background
        self.background = pygame.image.load("image/background.bmp").convert()
        self.background = pygame.transform.scale(self.background, (self.width, self.height))
        self.backrect = self.background.get_rect()
        self.backrect = self.backrect.move(0,0)


class Paddle(Size):
    def __init__(self):
        Size.__init__(self)

        self.paddleSpace = 10
        self.paddlespeed = 15
        self.paddlewidth = 40
        self.paddleheight = 150
        self.buffer = 10


class RightPaddle(Paddle):
    def __init__(self):
        Paddle.__init__(self)

        self.rpaddle = pygame.image.load("image/paddle.bmp").convert_alpha()
        self.rpaddle = pygame.transform.scale(self.rpaddle, (self.paddlewidth, self.paddleheight))
        self.rpaddlerect = self.rpaddle.get_rect()
        self.rpaddlerect = self.rpaddlerect.move((self.width - self.rpaddlerect.width - self.paddleSpace, self.height/2-(self.rpaddlerect.height/2)))

    def move(self):
        if pygame.key.get_pressed()[pygame.K_UP] != 0 and self.rpaddlerect.y-self.buffer > 0:
            self.rpaddlerect = self.rpaddlerect.move((0, -self.paddlespeed))
        elif pygame.key.get_pressed()[pygame.K_DOWN] != 0 and self.rpaddlerect.y < self.height-self.rpaddlerect.height-self.buffer:
            self.rpaddlerect = self.rpaddlerect.move((0, self.paddlespeed))


class LeftPaddle(Paddle):
    def __init__(self):
        Paddle.__init__(self)

        self.lpaddle = pygame.image.load("image/paddle.bmp").convert_alpha()
        self.lpaddle = pygame.transform.scale(self.lpaddle, (self.paddlewidth, self.paddleheight))
        self.lpaddlerect = self.lpaddle.get_rect()
        self.lpaddlerect = self.lpaddlerect.move((self.paddleSpace, self.height/2-(self.lpaddlerect.height/2)))

    def move(self):
        # Moves paddles with W/S and UP/DOWN
        if pygame.key.get_pressed()[pygame.K_w] != 0 and self.lpaddlerect.y-self.buffer > 0:
            self.lpaddlerect = self.lpaddlerect.move((0, -self.paddlespeed))
        elif pygame.key.get_pressed()[pygame.K_s] != 0 and self.lpaddlerect.y < self.height-self.lpaddlerect.height-self.buffer:
            self.lpaddlerect = self.lpaddlerect.move((0, self.paddlespeed))


class Ball(Size):
    def __init__(self):
        Size.__init__(self)

        self.speed = [10, 10]

        #convert_alpha() for transparent images
        self.ball = pygame.image.load("image/ball.bmp").convert_alpha()
        self.ball = pygame.transform.scale(self.ball, (60, 60))
        self.ballrect = self.ball.get_rect()
        self.ballrect = self.ballrect.move((self.width/2 - (self.ballrect.width/2), self.height/2-(self.ballrect.height/2)))

        # Sound effects
        self.blipwall = pygame.mixer.Sound('sound/beep1.ogg')
        self.blippaddle = pygame.mixer.Sound('sound/blip1.wav')

    # Moves the ball on start
    def move(self):
        self.ballrect = self.ballrect.move(self.speed)

    # Bounces off walls
    def walls(self):
        if (self.ballrect.top - 20) < 0 or (self.ballrect.bottom + 20) > self.height:
            self.blipwall.play()
            self.speed[1] = -self.speed[1]

    def paddles(self, lpaddle, rpaddle):
        # If ball hits paddles
        if self.ballrect.colliderect(lpaddle.lpaddlerect) or self.ballrect.colliderect(rpaddle.rpaddlerect):
            self.blippaddle.play()
            self.speed[0] = -self.speed[0]


def main():
    # Create screen
    gScreen = GameScreen()
    # Create Background
    back = Background()
    # Loads Sound
    sound = Sound()
    # Create Paddles
    lpaddle = LeftPaddle()
    rpaddle = RightPaddle()
    # Create Ball
    ball = Ball()

    # Plays intro
    sound.soundTrack("intro")

    text = Text()
    # Intro
    while True:
        # Prints blinking text
        text.click(gScreen, back)
        # Prints title
        text.title(gScreen)

        pygame.display.flip()

        # Checks game start
        if sound.startCheck():
            break

    # Gameplay
    while True:
        # Checks if window exit button pressed
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()

        # Writes to surface
        gScreen.refresh(back, ball, lpaddle, rpaddle)
        # Writes changes to main surface
        pygame.display.flip()

        if gScreen.counter == 0:
            pygame.time.wait(1500)
            gScreen.counter = 1;

        # Ball movement
        ball.move()
        # Ball hits walls
        ball.walls()
        # When Ball hits Paddles
        ball.paddles(lpaddle, rpaddle)
        # Move Paddles
        lpaddle.move()
        rpaddle.move()


if __name__ == "__main__":
    main()