从组中删除精灵

时间:2018-08-11 19:56:27

标签: python pygame sprite

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)>

1 个答案:

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