CARLA : Simulateur pour la navigation autonome d'un véhicule

Fermé
arestot Messages postés 3 Date d'inscription lundi 2 décembre 2019 Statut Membre Dernière intervention 28 janvier 2020 - Modifié le 17 janv. 2020 à 15:56
Chris 94 Messages postés 50978 Date d'inscription mardi 8 janvier 2008 Statut Modérateur Dernière intervention 17 février 2023 - 17 janv. 2020 à 16:04
Bonjour,
Je suis sur un projet CARLA, et j'essaie d'executer un scripte sous Python, mais il me retourne une erreur au niveau de la ligne 33 qui dit que le pygame n'est pas installer or que je l'ai bien installer, voici le scripe que j'essaie d'executer :
#!/usr/bin/env python

# Copyright (c) 2018 Intel Labs.
# authors: German Ros (***@***)
#
# This work is licensed under the terms of the MIT license.
# For a copy, see <https://opensource.org/licenses/MIT>.

"""
    Example of automatic vehicle control from client side.
"""

from __future__ import print_function

import argparse
import collections
import datetime
import glob
import logging
import math
import os
import random
import re
import sys
import weakref

try:
    import pygame
    from pygame.locals import KMOD_CTRL
    from pygame.locals import K_ESCAPE
    from pygame.locals import K_q
except ImportError:
    raise RuntimeError('cannot import pygame, make sure pygame package is installed')

try:
    import numpy as np
except ImportError:
    raise RuntimeError(
        'cannot import numpy, make sure numpy package is installed')

# ==============================================================================
# -- find carla module ---------------------------------------------------------
# ==============================================================================
try:
    sys.path.append(glob.glob('../carla/dist/carla-*%d.%d-%s.egg' % (
        sys.version_info.major,
        sys.version_info.minor,
        'win-amd64' if os.name == 'nt' else 'linux-x86_64'))[0])
except IndexError:
    pass

# ==============================================================================
# -- add PythonAPI for release mode --------------------------------------------
# ==============================================================================
try:
    sys.path.append(os.path.dirname(os.path.dirname(os.path.abspath(__file__))) + '/carla')
except IndexError:
    pass

import carla
from carla import ColorConverter as cc
from agents.navigation.roaming_agent import RoamingAgent
from agents.navigation.basic_agent import BasicAgent


# ==============================================================================
# -- Global functions ----------------------------------------------------------
# ==============================================================================

def find_weather_presets():
    rgx = re.compile('.+?(?:(?<=[a-z])(?=[A-Z])|(?<=[A-Z])(?=[A-Z][a-z])|$)')
    name = lambda x: ' '.join(m.group(0) for m in rgx.finditer(x))
    presets = [x for x in dir(carla.WeatherParameters) if re.match('[A-Z].+', x)]
    return [(getattr(carla.WeatherParameters, x), name(x)) for x in presets]


def get_actor_display_name(actor, truncate=250):
    name = ' '.join(actor.type_id.replace('_', '.').title().split('.')[1:])
    return (name[:truncate - 1] + u'\u2026') if len(name) > truncate else name


# ==============================================================================
# -- World ---------------------------------------------------------------
# ==============================================================================

class World(object):
    def __init__(self, carla_world, hud, actor_filter):
        self.world = carla_world
        self.map = self.world.get_map()
        self.hud = hud
        self.player = None
        self.collision_sensor = None
        self.lane_invasion_sensor = None
        self.gnss_sensor = None
        self.camera_manager = None
        self._weather_presets = find_weather_presets()
        self._weather_index = 0
        self._actor_filter = actor_filter
        self.restart()
        self.world.on_tick(hud.on_world_tick)
        self.recording_enabled = False
        self.recording_start = 0

    def restart(self):
        # Keep same camera config if the camera manager exists.
        cam_index = self.camera_manager.index if self.camera_manager is not None else 0
        cam_pos_index = self.camera_manager.transform_index if self.camera_manager is not None else 0
        # Get a random blueprint.
        blueprint = random.choice(self.world.get_blueprint_library().filter(self._actor_filter))
        blueprint.set_attribute('role_name', 'hero')
        if blueprint.has_attribute('color'):
            color = random.choice(blueprint.get_attribute('color').recommended_values)
            blueprint.set_attribute('color', color)
        # Spawn the player.
        if self.player is not None:
            spawn_point = self.player.get_transform()
            spawn_point.location.z += 2.0
            spawn_point.rotation.roll = 0.0
            spawn_point.rotation.pitch = 0.0
            self.destroy()
            self.player = self.world.try_spawn_actor(blueprint, spawn_point)
        while self.player is None:
            spawn_points = self.map.get_spawn_points()
            spawn_point = random.choice(spawn_points) if spawn_points else carla.Transform()
            self.player = self.world.try_spawn_actor(blueprint, spawn_point)
        # Set up the sensors.
        self.collision_sensor = CollisionSensor(self.player, self.hud)
        self.lane_invasion_sensor = LaneInvasionSensor(self.player, self.hud)
        self.gnss_sensor = GnssSensor(self.player)
        self.camera_manager = CameraManager(self.player, self.hud)
        self.camera_manager.transform_index = cam_pos_index
        self.camera_manager.set_sensor(cam_index, notify=False)
        actor_type = get_actor_display_name(self.player)
        self.hud.notification(actor_type)

    def next_weather(self, reverse=False):
        self._weather_index += -1 if reverse else 1
        self._weather_index %= len(self._weather_presets)
        preset = self._weather_presets[self._weather_index]
        self.hud.notification('Weather: %s' % preset[1])
        self.player.get_world().set_weather(preset[0])

    def tick(self, clock):
        self.hud.tick(self, clock)

    def render(self, display):
        self.camera_manager.render(display)
        self.hud.render(display)

    def destroy_sensors(self):
        self.camera_manager.sensor.destroy()
        self.camera_manager.sensor = None
        self.camera_manager.index = None

    def destroy(self):
        actors = [
            self.camera_manager.sensor,
            self.collision_sensor.sensor,
            self.lane_invasion_sensor.sensor,
            self.gnss_sensor.sensor,
            self.player]
        for actor in actors:
            if actor is not None:
                actor.destroy()


# ==============================================================================
# -- KeyboardControl -----------------------------------------------------------
# ==============================================================================


class KeyboardControl(object):
    def __init__(self, world):
        world.hud.notification("Press 'H' or '?' for help.", seconds=4.0)

    def parse_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return True
            elif event.type == pygame.KEYUP:
                if self._is_quit_shortcut(event.key):
                    return True

    @staticmethod
    def _is_quit_shortcut(key):
        return (key == K_ESCAPE) or (key == K_q and pygame.key.get_mods() & KMOD_CTRL)

# ==============================================================================
# -- HUD -----------------------------------------------------------------------
# ==============================================================================


class HUD(object):
    def __init__(self, width, height):
        self.dim = (width, height)
        font = pygame.font.Font(pygame.font.get_default_font(), 20)
        font_name = 'courier' if os.name == 'nt' else 'mono'
        fonts = [x for x in pygame.font.get_fonts() if font_name in x]
        default_font = 'ubuntumono'
        mono = default_font if default_font in fonts else fonts[0]
        mono = pygame.font.match_font(mono)
        self._font_mono = pygame.font.Font(mono, 12 if os.name == 'nt' else 14)
        self._notifications = FadingText(font, (width, 40), (0, height - 40))
        self.help = HelpText(pygame.font.Font(mono, 24), width, height)
        self.server_fps = 0
        self.frame = 0
        self.simulation_time = 0
        self._show_info = True
        self._info_text = []
        self._server_clock = pygame.time.Clock()

    def on_world_tick(self, timestamp):
        self._server_clock.tick()
        self.server_fps = self._server_clock.get_fps()
        self.frame = timestamp.frame
        self.simulation_time = timestamp.elapsed_seconds

    def tick(self, world, clock):
        self._notifications.tick(world, clock)
        if not self._show_info:
            return
        t = world.player.get_transform()
        v = world.player.get_velocity()
        c = world.player.get_control()
        heading = 'N' if abs(t.rotation.yaw) < 89.5 else ''
        heading += 'S' if abs(t.rotation.yaw) > 90.5 else ''
        heading += 'E' if 179.5 > t.rotation.yaw > 0.5 else ''
        heading += 'W' if -0.5 > t.rotation.yaw > -179.5 else ''
        colhist = world.collision_sensor.get_collision_history()
        collision = [colhist[x + self.frame - 200] for x in range(0, 200)]
        max_col = max(1.0, max(collision))
        collision = [x / max_col for x in collision]
        vehicles = world.world.get_actors().filter('vehicle.*')
        self._info_text = [
            'Server:  % 16.0f FPS' % self.server_fps,
            'Client:  % 16.0f FPS' % clock.get_fps(),
            '',
            'Vehicle: % 20s' % get_actor_display_name(world.player, truncate=20),
            'Map:     % 20s' % world.map.name,
            'Simulation time: % 12s' % datetime.timedelta(seconds=int(self.simulation_time)),
            '',
            'Speed:   % 15.0f km/h' % (3.6 * math.sqrt(v.x ** 2 + v.y ** 2 + v.z ** 2)),
            u'Heading:% 16.0f\N{DEGREE SIGN} % 2s' % (t.rotation.yaw, heading),
            'Location:% 20s' % ('(% 5.1f, % 5.1f)' % (t.location.x, t.location.y)),
            'GNSS:% 24s' % ('(% 2.6f, % 3.6f)' % (world.gnss_sensor.lat, world.gnss_sensor.lon)),
            'Height:  % 18.0f m' % t.location.z,
            '']
        if isinstance(c, carla.VehicleControl):
            self._info_text += [
                ('Throttle:', c.throttle, 0.0, 1.0),
                ('Steer:', c.steer, -1.0, 1.0),
                ('Brake:', c.brake, 0.0, 1.0),
                ('Reverse:', c.reverse),
                ('Hand brake:', c.hand_brake),
                ('Manual:', c.manual_gear_shift),
                'Gear:        %s' % {-1: 'R', 0: 'N'}.get(c.gear, c.gear)]
        elif isinstance(c, carla.WalkerControl):
            self._info_text += [
                ('Speed:', c.speed, 0.0, 5.556),
                ('Jump:', c.jump)]
        self._info_text += [
            '',
            'Collision:',
            collision,
            '',
            'Number of vehicles: % 8d' % len(vehicles)]
        if len(vehicles) > 1:
            self._info_text += ['Nearby vehicles:']

            def distance(l): return math.sqrt(
                (l.x - t.location.x) ** 2 + (l.y - t.location.y) ** 2 + (l.z - t.location.z) ** 2)
            vehicles = [(distance(x.get_location()), x) for x in vehicles if x.id != world.player.id]
            for d, vehicle in sorted(vehicles):
                if d > 200.0:
                    break
                vehicle_type = get_actor_display_name(vehicle, truncate=22)
                self._info_text.append('% 4dm %s' % (d, vehicle_type))

    def toggle_info(self):
        self._show_info = not self._show_info

    def notification(self, text, seconds=2.0):
        self._notifications.set_text(text, seconds=seconds)

    def error(self, text):
        self._notifications.set_text('Error: %s' % text, (255, 0, 0))

    def render(self, display):
        if self._show_info:
            info_surface = pygame.Surface((220, self.dim[1]))
            info_surface.set_alpha(100)
            display.blit(info_surface, (0, 0))
            v_offset = 4
            bar_h_offset = 100
            bar_width = 106
            for item in self._info_text:
                if v_offset + 18 > self.dim[1]:
                    break
                if isinstance(item, list):
                    if len(item) > 1:
                        points = [(x + 8, v_offset + 8 + (1.0 - y) * 30) for x, y in enumerate(item)]
                        pygame.draw.lines(display, (255, 136, 0), False, points, 2)
                    item = None
                    v_offset += 18
                elif isinstance(item, tuple):
                    if isinstance(item[1], bool):
                        rect = pygame.Rect((bar_h_offset, v_offset + 8), (6, 6))
                        pygame.draw.rect(display, (255, 255, 255), rect, 0 if item[1] else 1)
                    else:
                        rect_border = pygame.Rect((bar_h_offset, v_offset + 8), (bar_width, 6))
                        pygame.draw.rect(display, (255, 255, 255), rect_border, 1)
                        f = (item[1] - item[2]) / (item[3] - item[2])
                        if item[2] < 0.0:
                            rect = pygame.Rect((bar_h_offset + f * (bar_width - 6), v_offset + 8), (6, 6))
                        else:
                            rect = pygame.Rect((bar_h_offset, v_offset + 8), (f * bar_width, 6))
                        pygame.draw.rect(display, (255, 255, 255), rect)
                    item = item[0]
                if item:  # At this point has to be a str.
                    surface = self._font_mono.render(item, True, (255, 255, 255))
                    display.blit(surface, (8, v_offset))
                v_offset += 18
        self._notifications.render(display)
        self.help.render(display)

# ==============================================================================
# -- FadingText ----------------------------------------------------------------
# ==============================================================================


class FadingText(object):
    def __init__(self, font, dim, pos):
        self.font = font
        self.dim = dim
        self.pos = pos
        self.seconds_left = 0
        self.surface = pygame.Surface(self.dim)

    def set_text(self, text, color=(255, 255, 255), seconds=2.0):
        text_texture = self.font.render(text, True, color)
        self.surface = pygame.Surface(self.dim)
        self.seconds_left = seconds
        self.surface.fill((0, 0, 0, 0))
        self.surface.blit(text_texture, (10, 11))

    def tick(self, _, clock):
        delta_seconds = 1e-3 * clock.get_time()
        self.seconds_left = max(0.0, self.seconds_left - delta_seconds)
        self.surface.set_alpha(500.0 * self.seconds_left)

    def render(self, display):
        display.blit(self.surface, self.pos)

# ==============================================================================
# -- HelpText ------------------------------------------------------------------
# ==============================================================================


class HelpText(object):
    def __init__(self, font, width, height):
        lines = __doc__.split('\n')
        self.font = font
        self.dim = (680, len(lines) * 22 + 12)
        self.pos = (0.5 * width - 0.5 * self.dim[0], 0.5 * height - 0.5 * self.dim[1])
        self.seconds_left = 0
        self.surface = pygame.Surface(self.dim)
        self.surface.fill((0, 0, 0, 0))
        for n, line in enumerate(lines):
            text_texture = self.font.render(line, True, (255, 255, 255))
            self.surface.blit(text_texture, (22, n * 22))
            self._render = False
        self.surface.set_alpha(220)

    def toggle(self):
        self._render = not self._render

    def render(self, display):
        if self._render:
            display.blit(self.surface, self.pos)

# ==============================================================================
# -- CollisionSensor -----------------------------------------------------------
# ==============================================================================


class CollisionSensor(object):
    def __init__(self, parent_actor, hud):
        self.sensor = None
        self.history = []
        self._parent = parent_actor
        self.hud = hud
        world = self._parent.get_world()
        bp = world.get_blueprint_library().find('sensor.other.collision')
        self.sensor = world.spawn_actor(bp, carla.Transform(), attach_to=self._parent)
        # We need to pass the lambda a weak reference to self to avoid circular
        # reference.
        weak_self = weakref.ref(self)
        self.sensor.listen(lambda event: CollisionSensor._on_collision(weak_self, event))

    def get_collision_history(self):
        history = collections.defaultdict(int)
        for frame, intensity in self.history:
            history[frame] += intensity
        return history

    @staticmethod
    def _on_collision(weak_self, event):
        self = weak_self()
        if not self:
            return
        actor_type = get_actor_display_name(event.other_actor)
        self.hud.notification('Collision with %r' % actor_type)
        impulse = event.normal_impulse
        intensity = math.sqrt(impulse.x ** 2 + impulse.y ** 2 + impulse.z ** 2)
        self.history.append((event.frame, intensity))
        if len(self.history) > 4000:
            self.history.pop(0)

# ==============================================================================
# -- LaneInvasionSensor --------------------------------------------------------
# ==============================================================================


class LaneInvasionSensor(object):
    def __init__(self, parent_actor, hud):
        self.sensor = None
        self._parent = parent_actor
        self.hud = hud
        world = self._parent.get_world()
        bp = world.get_blueprint_library().find('sensor.other.lane_invasion')
        self.sensor = world.spawn_actor(bp, carla.Transform(), attach_to=self._parent)
        # We need to pass the lambda a weak reference to self to avoid circular
        # reference.
        weak_self = weakref.ref(self)
        self.sensor.listen(lambda event: LaneInvasionSensor._on_invasion(weak_self, event))

    @staticmethod
    def _on_invasion(weak_self, event):
        self = weak_self()
        if not self:
            return
        lane_types = set(x.type for x in event.crossed_lane_markings)
        text = ['%r' % str(x).split()[-1] for x in lane_types]
        self.hud.notification('Crossed line %s' % ' and '.join(text))

# ==============================================================================
# -- GnssSensor --------------------------------------------------------
# ==============================================================================


class GnssSensor(object):
    def __init__(self, parent_actor):
        self.sensor = None
        self._parent = parent_actor
        self.lat = 0.0
        self.lon = 0.0
        world = self._parent.get_world()
        bp = world.get_blueprint_library().find('sensor.other.gnss')
        self.sensor = world.spawn_actor(bp, carla.Transform(carla.Location(x=1.0, z=2.8)),
                                        attach_to=self._parent)
        # We need to pass the lambda a weak reference to self to avoid circular
        # reference.
        weak_self = weakref.ref(self)
        self.sensor.listen(lambda event: GnssSensor._on_gnss_event(weak_self, event))

    @staticmethod
    def _on_gnss_event(weak_self, event):
        self = weak_self()
        if not self:
            return
        self.lat = event.latitude
        self.lon = event.longitude

# ==============================================================================
# -- CameraManager -------------------------------------------------------------
# ==============================================================================


class CameraManager(object):
    def __init__(self, parent_actor, hud):
        self.sensor = None
        self.surface = None
        self._parent = parent_actor
        self.hud = hud
        self.recording = False
        self._camera_transforms = [
            carla.Transform(carla.Location(x=-5.5, z=2.8), carla.Rotation(pitch=-15)),
            carla.Transform(carla.Location(x=1.6, z=1.7))]
        self.transform_index = 1
        self.sensors = [
            ['sensor.camera.rgb', cc.Raw, 'Camera RGB'],
            ['sensor.camera.depth', cc.Raw, 'Camera Depth (Raw)'],
            ['sensor.camera.depth', cc.Depth, 'Camera Depth (Gray Scale)'],
            ['sensor.camera.depth', cc.LogarithmicDepth, 'Camera Depth (Logarithmic Gray Scale)'],
            ['sensor.camera.semantic_segmentation', cc.Raw, 'Camera Semantic Segmentation (Raw)'],
            ['sensor.camera.semantic_segmentation', cc.CityScapesPalette,
             'Camera Semantic Segmentation (CityScapes Palette)'],
            ['sensor.lidar.ray_cast', None, 'Lidar (Ray-Cast)']]
        world = self._parent.get_world()
        bp_library = world.get_blueprint_library()
        for item in self.sensors:
            bp = bp_library.find(item[0])
            if item[0].startswith('sensor.camera'):
                bp.set_attribute('image_size_x', str(hud.dim[0]))
                bp.set_attribute('image_size_y', str(hud.dim[1]))
            elif item[0].startswith('sensor.lidar'):
                bp.set_attribute('range', '50')
            item.append(bp)
        self.index = None

    def toggle_camera(self):
        self.transform_index = (self.transform_index + 1) % len(self._camera_transforms)
        self.sensor.set_transform(self._camera_transforms[self.transform_index])

    def set_sensor(self, index, notify=True):
        index = index % len(self.sensors)
        needs_respawn = True if self.index is None \
            else self.sensors[index][0] != self.sensors[self.index][0]
        if needs_respawn:
            if self.sensor is not None:
                self.sensor.destroy()
                self.surface = None
            self.sensor = self._parent.get_world().spawn_actor(
                self.sensors[index][-1],
                self._camera_transforms[self.transform_index],
                attach_to=self._parent)
            # We need to pass the lambda a weak reference to self to avoid
            # circular reference.
            weak_self = weakref.ref(self)
            self.sensor.listen(lambda image: CameraManager._parse_image(weak_self, image))
        if notify:
            self.hud.notification(self.sensors[index][2])
        self.index = index

    def next_sensor(self):
        self.set_sensor(self.index + 1)

    def toggle_recording(self):
        self.recording = not self.recording
        self.hud.notification('Recording %s' % ('On' if self.recording else 'Off'))

    def render(self, display):
        if self.surface is not None:
            display.blit(self.surface, (0, 0))

    @staticmethod
    def _parse_image(weak_self, image):
        self = weak_self()
        if not self:
            return
        if self.sensors[self.index][0].startswith('sensor.lidar'):
            points = np.frombuffer(image.raw_data, dtype=np.dtype('f4'))
            points = np.reshape(points, (int(points.shape[0] / 3), 3))
            lidar_data = np.array(points[:, :2])
            lidar_data *= min(self.hud.dim) / 100.0
            lidar_data += (0.5 * self.hud.dim[0], 0.5 * self.hud.dim[1])
            lidar_data = np.fabs(lidar_data)  # pylint: disable=E1111
            lidar_data = lidar_data.astype(np.int32)
            lidar_data = np.reshape(lidar_data, (-1, 2))
            lidar_img_size = (self.hud.dim[0], self.hud.dim[1], 3)
            lidar_img = np.zeros(lidar_img_size)
            lidar_img[tuple(lidar_data.T)] = (255, 255, 255)
            self.surface = pygame.surfarray.make_surface(lidar_img)
        else:
            image.convert(self.sensors[self.index][1])
            array = np.frombuffer(image.raw_data, dtype=np.dtype("uint8"))
            array = np.reshape(array, (image.height, image.width, 4))
            array = array[:, :, :3]
            array = array[:, :, ::-1]
            self.surface = pygame.surfarray.make_surface(array.swapaxes(0, 1))
        if self.recording:
            image.save_to_disk('_out/%08d' % image.frame)


# ==============================================================================
# -- game_loop() ---------------------------------------------------------
# ==============================================================================

def game_loop(args):
    pygame.init()
    pygame.font.init()
    world = None

    try:
        client = carla.Client(args.host, args.port)
        client.set_timeout(4.0)

        display = pygame.display.set_mode(
            (args.width, args.height),
            pygame.HWSURFACE | pygame.DOUBLEBUF)

        hud = HUD(args.width, args.height)
        world = World(client.get_world(), hud, args.filter)
        controller = KeyboardControl(world)

        if args.agent == "Roaming":
            agent = RoamingAgent(world.player)
        else:
            agent = BasicAgent(world.player)
            spawn_point = world.map.get_spawn_points()[0]
            agent.set_destination((spawn_point.location.x,
                                   spawn_point.location.y,
                                   spawn_point.location.z))

        clock = pygame.time.Clock()
        while True:
            if controller.parse_events():
                return

            # as soon as the server is ready continue!
            world.world.wait_for_tick(10.0)

            world.tick(clock)
            world.render(display)
            pygame.display.flip()
            control = agent.run_step()
            control.manual_gear_shift = False
            world.player.apply_control(control)

    finally:
        if world is not None:
            world.destroy()

        pygame.quit()


# ==============================================================================
# -- main() --------------------------------------------------------------
# ==============================================================================


def main():
    argparser = argparse.ArgumentParser(
        description='CARLA Manual Control Client')
    argparser.add_argument(
        '-v', '--verbose',
        action='store_true',
        dest='debug',
        help='print debug information')
    argparser.add_argument(
        '--host',
        metavar='H',
        default='127.0.0.1',
        help='IP of the host server (default: 127.0.0.1)')
    argparser.add_argument(
        '-p', '--port',
        metavar='P',
        default=2000,
        type=int,
        help='TCP port to listen to (default: 2000)')
    argparser.add_argument(
        '--res',
        metavar='WIDTHxHEIGHT',
        default='1280x720',
        help='window resolution (default: 1280x720)')
    argparser.add_argument(
        '--filter',
        metavar='PATTERN',
        default='vehicle.*',
        help='actor filter (default: "vehicle.*")')
    argparser.add_argument("-a", "--agent", type=str,
                           choices=["Roaming", "Basic"],
                           help="select which agent to run",
                           default="Basic")
    args = argparser.parse_args()

    args.width, args.height = [int(x) for x in args.res.split('x')]

    log_level = logging.DEBUG if args.debug else logging.INFO
    logging.basicConfig(format='%(levelname)s: %(message)s', level=log_level)

    logging.info('listening to server %s:%s', args.host, args.port)

    print(__doc__)

    try:

        game_loop(args)

    except KeyboardInterrupt:
        print('\nCancelled by user. Bye!')


if __name__ == '__main__':
    main()




Et voila l'erreur qui me retourne :

/home/pretil/PycharmProjects/test/venv/bin/python /home/pretil/PycharmProjects/test/test2
Traceback (most recent call last):
  File "/home/pretil/PycharmProjects/test/test2", line 28, in <module>
    import pygame
ModuleNotFoundError: No module named 'pygame'

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
  File "/home/pretil/PycharmProjects/test/test2", line 33, in <module>
    raise RuntimeError('cannot import pygame, make sure pygame package is installed')
RuntimeError: cannot import pygame, make sure pygame package is installed

Process finished with exit code 1



J'espère que j'ai été claire.

Merci d'avance

2 réponses

Chris 94 Messages postés 50978 Date d'inscription mardi 8 janvier 2008 Statut Modérateur Dernière intervention 17 février 2023 7 336
17 janv. 2020 à 15:57
Bonjour,

Merci d'attribuer au code la couleur syntaxique et la forme correcte avec le bouton
<>
.
1
arestot Messages postés 3 Date d'inscription lundi 2 décembre 2019 Statut Membre Dernière intervention 28 janvier 2020
17 janv. 2020 à 16:00
Bonjour,

je n'ai pas bien compris ce vous voulez me dire.

Sinon le code je l'ai copier tel quel est.

Merci
0
Chris 94 Messages postés 50978 Date d'inscription mardi 8 janvier 2008 Statut Modérateur Dernière intervention 17 février 2023 7 336
17 janv. 2020 à 16:04
A ton avis ? Qu'ai-je bien pu vouloir dire ?

Quand tu as fini de saisir le code, applique-lui la mise en forme ad hoc à l'aide du bouton que j'ai dit, en haut de la fenêtre d'édition... Plus clair ?
0