我正在用pygame做游戏,到目前为止,角色可以跳跃,奔跑,用剑和弓攻击,并且我可以在他的任一侧产蛇以追赶他。现在,我希望玩家能够攻击蛇并使蛇死亡/消失。我是通过生成一个精灵(attack_area)来实现的,玩家在攻击时会在其中攻击。蛇的每一帧都检查它们是否与攻击区域相撞。 检测到碰撞后以及要从列表中删除蛇时,就会发生错误。
这是一个错误的例子,发生在我产生了两条蛇并且其中一条与Attack_area相撞之后。
3.6.6 (v3.6.6:4cf1f54eb7, Jun 27 2018, 03:37:03) [MSC v.1900 64 bit (AMD64)]
Python Type "help", "copyright", "credits" or "license" for more information.
[evaluate game_v1.2 (Debug).py]
Traceback (most recent call last):
File "C:/Users/Haig/Desktop/game_v1.2 (Debug).py", line 167, in <module>
sanke_list.update()
File "C:\Program Files\Python36\Lib\site-packages\pygame\sprite.py", line 462, in update
s.update(*args)
File "C:/Users/Haig/Desktop/game_v1.2 (Debug).py", line 88, in <module>
sanke_list.remove(self)
File "C:\Program Files\Python36\Lib\site-packages\pygame\sprite.py", line 398, in remove
sprite.remove_internal(self)
File "C:\Program Files\Python36\Lib\site-packages\pygame\sprite.py", line 166, in remove_internal
del self.__g[group]
builtins.KeyError: <Group(1 sprites)>
发生错误的位置:
col = pygame.sprite.collide_rect(self, attack_area)
if col == True:
#BUG OCCURS HERE
snake_list.remove(self)
由于我的游戏时间超过1000行,因此我删除了与该错误无关的所有内容,现在它已不足200行,(仍然会发生相同的错误)。缩短后的程序仅允许用户在屏幕的任何一侧生成蛇,它们会朝着x 900移动。当它们与通常为x 600的Attack_area碰撞时,就会发生错误。
这是整个程序
import pygame
SCREEN_SIZE = (1280, 720)
SNAKE_SPEED = 2
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
#CREATE LIST:
snake_list = pygame.sprite.Group()
#SANKE SLITHER animation
animation_index_snake = 0
animation_frame_snake = 0
# Initialize the game engine
pygame.init()
#Create Screen
screen = pygame.display.set_mode(SCREEN_SIZE)
#LOAD IMAGES AS VARIABLES:
background_image = pygame.image.load("game/gamefolder/images/backgrounds/background_1.png").convert()
#snakes
snake_left_1 = pygame.image.load("game/gamefolder/images/enemies/sanke/sanke_left_1.png").convert_alpha()
snake_left_2 = pygame.image.load("game/gamefolder/images/enemies/sanke/sanke_left_2.png").convert_alpha()
snake_right_1 = pygame.image.load("game/gamefolder/images/enemies/sanke/sanke_right_1.png").convert_alpha()
snake_right_2 = pygame.image.load("game/gamefolder/images/enemies/sanke/sanke_right_2.png").convert_alpha()
#MAKE SNAKE CLASS
class Snake(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.change_x = 0
self.change_y = 0
#transitions from 0 to 1:
self.frame = 0
#direction snake is facing
self.direction = "left"
self.image = snake_left_1
self.rect = self.image.get_rect()
def update(self):
super().__init__()
sanke_dimensions = self.image.get_rect()
#y coord so snake is on ground
self.rect.y = 472
#Move the snake
#if the snake is to the left of x 900 then
if self.rect.x <= 900:
#move right
self.change_x = SNAKE_SPEED
#face right
self.direction = "right"
#if the snake is to the right of x 900 then
if self.rect.x > 900:
#move left
self.change_x = -1*SNAKE_SPEED
#face left
self.direction = "left"
#UPDATE
self.rect.x += self.change_x
self.rect.y += self.change_y
#set sprite according to direction and frame
if self.direction == "left":
if animation_index_snake == 0:
self.image = snake_left_1
if animation_index_snake == 1:
self.image = snake_left_2
if self.direction == "right":
if animation_index_snake == 0:
self.image = snake_right_1
if animation_index_snake == 1:
self.image = snake_right_2
#check if any snakes were hurt
col = pygame.sprite.collide_rect(self, attack_area)
if col == True:
#BUG OCCURS HERE
snake_list.remove(self)
class Attack_area(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
#make a surface
self.image = pygame.Surface([72, 118])
self.image.fill(WHITE)
self.rect = self.image.get_rect()
def move(self):
#move surface to center of screen (simplified for debugging)
self.rect.x = 600
self.rect.y = 472
#--------main program----------
attack_area = Attack_area()
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# -------- Main Program Loop ---------------------------------------------------
while not done:
# --- Main event loop-------------------------------------------------------
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done = True # Flag that we are done so we exit this loop
# User pressed down on a key
elif event.type == pygame.KEYDOWN:
#spawn enemy snake (either side of screen:)
if event.key == pygame.K_LEFT:
#make snake instance on left side of screen facing right
snake = Snake()
snake.rect.x = -96
snake.rect.y = 0
snake.direction = "right"
snake.frame = 0
snake.change_x = 0
snake.change_y = 0
snake.sprite = "snake_right_1"
#add to snake list
snake_list.add(snake)
elif event.key == pygame.K_RIGHT:
#make snake instance on right side of screen facing left
snake = Snake()
snake.rect.x = 1376
snake.rect.y = 0
snake.direction = "left"
snake.frame = 0
snake.change_x = 0
snake.change_y = 0
snake.sprite = "sanke_left_1"
#add to snake list
snake_list.add(snake)
elif event.key == pygame.K_w:
print(snake_list.sprites())
# --- Game logic ---------------------------------------------
#move attack in actual program this method would be more complex/useful
attack_area.move()
# --- Drawing code -------------------------------------------
screen.fill(BLACK)
#blit background
screen.blit(background_image, [0, 0])
#move/update all snakes in list
snake_list.update()
#draw all snakes in list
snake_list.draw(screen)
# --- Go ahead and update the screen with what we've drawn------------------
pygame.display.flip()
# --- Clock Work------------------------------------------------------------
#Limit to 60 frames per second
clock.tick(60)
#one frame passed:
animation_frame_snake += 1
#(18 is how many frames the animation frame should be shown for)
if animation_frame_snake >= 18:
#reset
animation_frame_snake = 0
#alternate index between 0 & 1
if animation_index_snake == 0:
animation_index_snake = 1
elif animation_index_snake == 1:
animation_index_snake = 0
#now left main program loop (because user pressed X), so quit
pygame.quit()
我已经花了几个小时了,但是我敢打赌这太愚蠢了。在这一点上,我只是该死的蛇从它的群中移除的东西!帮助将不胜感激。即使有人告诉我这是什么:
builtins.KeyError: <Group(1 sprites)>
答案 0 :(得分:1)
问题在于,您在1
方法中每帧调用sample_size_array
。只需删除此行,程序即可正常运行。
调用super().__init__()
时,子画面的update
属性(包含该子画面的子画面组的字典)将被设置为空字典,即使它仍位于{{1 }}。因此,super().__init__()
组仍包含子画面,但该子画面认为它不在任何组中。
现在,当您调用_Sprite__g
时,sprite组以snake_list
(该组)为参数调用sprite的snake_list
方法,以便sprite可以从中删除自身通过删除其组字典snake_list.remove(self)
的键来进行分组,但是字典为空,因此引发remove_internal
。
如果要查看源代码,这里是sprite module。