【发布时间】:2021-02-04 04:45:27
【问题描述】:
所以,自上次以来,我的程序正常运行,一切都很好,直到我不得不使用连接插入高分系统。我在这里解决了一个之前提出的关于高分的问题:Saving the highscore for a python game
由于该人询问的程序与我的想法非常吻合,因此我决定使用搁置模块来保存分数变量。插入变量和模块并在 Pycharm 上重新格式化文件以查看是否一切正常。我收到此错误(这是错误的前半部分):
pygame 1.9.6
Hello from the pygame community. https://www.pygame.org/contribute.html
C:/Users/Dell/PycharmProjects/The Space Walker/main.py:441: DeprecationWarning: an integer is required (got type float). Implicit conversion to integers using __int__ is deprecated, and may be removed in a future version of Python.
pygame.draw.rect(DIMENSIONS, (255, 255, 255), (WIDTH / 2 - 75, 250, 150, 50))
C:/Users/Dell/PycharmProjects/The Space Walker/main.py:445: DeprecationWarning: an integer is required (got type float). Implicit conversion to integers using __int__ is deprecated, and may be removed in a future version of Python.
textRect.center = ((WIDTH / 2), (250 + (50 / 2)))
现在,我认为上半场不是问题,就像在我添加得分和搁置之前一样,它仍然用于显示这一点,并且程序会按照我的意愿运行。
因此,我认为这下半年是主要问题:
Traceback (most recent call last):
File "C:\Users\Dell\AppData\Local\Programs\Python\Python38-32\lib\shelve.py", line 111, in __getitem__
value = self.cache[key]
KeyError: 'score'
During handling of the above exception, another exception occurred:
Traceback (most recent call last):
File "C:/Users/Dell/PycharmProjects/The Space Walker/main.py", line 482, in <module>
start_screen()
File "C:/Users/Dell/PycharmProjects/The Space Walker/main.py", line 471, in start_screen
Score()
File "C:/Users/Dell/PycharmProjects/The Space Walker/main.py", line 456, in Score
score = max(d['score'])
File "C:\Users\Dell\AppData\Local\Programs\Python\Python38-32\lib\shelve.py", line 113, in __getitem__
f = BytesIO(self.dict[key.encode(self.keyencoding)])
File "C:\Users\Dell\AppData\Local\Programs\Python\Python38-32\lib\dbm\dumb.py", line 147, in __getitem__
pos, siz = self._index[key] # may raise KeyError
KeyError: b'score'
现在,我是初学者,我不明白为什么它告诉我在与分数完全无关的行中有错误。它之前工作正常! 第 147 行是关于激光的。我什至不知道第 113 行的错误是什么。我该怎么办?我该如何解决这个问题?
这是我的完整代码:
import random
import shelve
import pygame
from pygame import mixer
pygame.font.init()
pygame.init()
# THE SCREEN SIZE
WIDTH, HEIGHT = 800, 600
DIMENSIONS = pygame.display.set_mode((WIDTH, HEIGHT))
# THE GAME NAME
pygame.display.set_caption("The Space Walker")
# ENEMIES
REDEX = pygame.image.load("REDEX.png")
GENEX = pygame.image.load("GENEX.png")
BREX = pygame.image.load("BREX.png")
BOSS = pygame.image.load("Boss.png")
# THE PLAYER
player = pygame.image.load("BLShip.png")
THESPACEWALKER = pygame.image.load("SPACEWALKER.png")
# ENEMY LASERS
REDEXASER = pygame.image.load("REDEXASER.png")
GENEXASER = pygame.image.load("GENEXASER.png")
BREXASER = pygame.image.load("BREXASER.png")
BOSSXASER = pygame.image.load("BOSSXASER.png")
# PLAYER LASER
LAME = pygame.image.load("SPACEXASER.png")
NEOXASER = pygame.image.load("NEOXASER.png")
# GAME BACKGROUND
BG = pygame.transform.scale(pygame.image.load("background.png"), (WIDTH, HEIGHT))
# GAME MUSIC
music = pygame.mixer.music.load('background.mp3')
pygame.mixer.music.play(-1)
# FUNCTIONS BEING USED IN THE GAME
# PAUSE FUNCTION
def pause():
paused = True
while paused:
pause_font = pygame.font.SysFont("freesansbold.ttf", 80)
con_font = pygame.font.SysFont("freesansbold.ttf", 80)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
paused = False
pause_label = pause_font.render("Paused", 1, (255, 255, 255))
DIMENSIONS.blit(pause_label, (WIDTH / 2 - pause_label.get_width() / 2, 250))
con_label = con_font.render("C to Continue", 1, (255, 255, 255))
DIMENSIONS.blit(con_label, (WIDTH / 2 - con_label.get_width() / 2, 300))
pygame.mixer.pause()
pygame.display.update()
pygame.time.Clock()
class Laser:
def __init__(self, x, y, img):
self.x = x
self.y = y
self.img = img
self.mask = pygame.mask.from_surface(self.img)
def draw(self, window):
window.blit(self.img, (self.x, self.y))
def move(self, vel):
self.y += vel
def off_screen(self, height):
return not (height >= self.y >= 0)
def collision(self, obj):
return collide(self, obj)
class Ship:
COOLDOWN = 30
def __init__(self, x, y, health=100):
self.x = x
self.y = y
self.health = health
self.ship_img = None
self.laser_img = None
self.lasers = []
self.cool_down_counter = 0
def draw(self, window):
window.blit(self.ship_img, (self.x, self.y))
for laser in self.lasers:
laser.draw(window)
def move_lasers(self, vel, obj):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
elif laser.collision(obj):
obj.health -= 10
self.lasers.remove(laser)
def cooldown(self):
if self.cool_down_counter >= self.COOLDOWN:
self.cool_down_counter = 0
elif self.cool_down_counter > 0:
self.cool_down_counter += 1
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x - 17, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
lsound = mixer.Sound('Lfire.wav')
lsound.play()
def get_width(self):
return self.ship_img.get_width()
def get_height(self):
return self.ship_img.get_height()
class Player(Ship):
def __init__(self, x, y, health=100):
super().__init__(x, y, health)
self.ship_img = player
self.laser_img = LAME
self.mask = pygame.mask.from_surface(self.ship_img)
self.max_health = health
def move_lasers(self, vel, objs):
self.cooldown()
for laser in self.lasers:
laser.move(vel)
if laser.off_screen(HEIGHT):
self.lasers.remove(laser)
else:
for obj in objs:
if laser.collision(obj):
colli = mixer.Sound('coll.wav')
colli.play()
obj.health -= 10
if laser in self.lasers:
self.lasers.remove(laser)
def draw(self, window):
super().draw(window)
self.healthbar(window)
def healthbar(self, window):
pygame.draw.rect(window, (255, 0, 0),
(self.x, self.y + self.ship_img.get_height() + 10, self.ship_img.get_width(), 10))
pygame.draw.rect(window, (0, 255, 0), (
self.x, self.y + self.ship_img.get_height() + 10,
self.ship_img.get_width() * (self.health / self.max_health),
10))
class Enemy(Ship):
COLOR_MAP = {
"red": (REDEX, REDEXASER),
"green": (GENEX, GENEXASER),
"blue": (BREX, BREXASER),
"black": (BOSS, BOSSXASER)
}
def __init__(self, x, y, color, health=10):
super().__init__(x, y, health)
self.ship_img, self.laser_img = self.COLOR_MAP[color]
self.mask = pygame.mask.from_surface(self.ship_img)
def move(self, vel):
self.y += vel
def shoot(self):
if self.cool_down_counter == 0:
laser = Laser(self.x - 20, self.y, self.laser_img)
self.lasers.append(laser)
self.cool_down_counter = 1
if self.y > 0:
lsound = mixer.Sound('Lfire.wav')
lsound.play()
def collide(obj1, obj2):
offset_x = int(obj2.x - obj1.x)
offset_y = int(obj2.y - obj1.y)
return obj1.mask.overlap(obj2.mask, (offset_x, offset_y)) is not None
def text_objects(text, font):
textSurface = font.render(text, True, (0, 0, 0))
return textSurface, textSurface.get_rect()
def main():
run = True
FPS = 60
level = 0
lives = 3
crashed = 0
# score = 0 # But do I need it since I'm making it as a dict?
main_font = pygame.font.SysFont("freesansbold.ttf", 50)
winc_font = pygame.font.SysFont("freesansbold.ttf", 70)
lost_font = pygame.font.SysFont("freesansbold.ttf", 70)
upgrad_font = pygame.font.SysFont("freesansbold.ttf", 30)
enemies = []
wave_length = 5
enemy_vel = 1
player_vel = 5
laser_vel = 3
player = Player(400 - 30, 500)
clock = pygame.time.Clock()
lost = False
lost_count = 0
winc = False
winc_count = 0
upgrad = False
upgrad_count = 0
upgraded = False
upgraded_count = 0
def redraw_window():
DIMENSIONS.blit(BG, (0, 0))
# draw text
lives_label = main_font.render(f"Lives: {lives}", 1, (255, 255, 255))
level_label = main_font.render(f"Level: {level}", 1, (255, 255, 255))
crashed_label = main_font.render(f"Crashed: {crashed}", 1, (255, 255, 255))
# score_label = main_font.render(f"Score: {score}", 1, (225, 225, 225)) # The score on-screen counter idea.
# I've dropped the idea of having it on-screen for the entire game for now.
DIMENSIONS.blit(lives_label, (10, 10))
DIMENSIONS.blit(level_label, (WIDTH - level_label.get_width() - 10, 10))
DIMENSIONS.blit(crashed_label, (20, 550))
# DIMENSIONS.blit(score_label, (WIDTH - score_label.get_width() - 10, 550)) # Not using it for now.
# Is 'score' required to be a variable here? If it's a dict. how do I do it?
for enemy in enemies:
enemy.draw(DIMENSIONS)
player.draw(DIMENSIONS)
if lost:
pygame.mixer.music.pause()
LoseSound = mixer.Sound('LoseSound.wav')
LoseSound.play()
lost_label = lost_font.render("GAME OVER", 1, (255, 255, 255))
DIMENSIONS.blit(lost_label, (WIDTH / 2 - lost_label.get_width() / 2, 250))
crashed_label = main_font.render(f"You crashed: {crashed} times", 1, (255, 60, 60))
DIMENSIONS.blit(crashed_label, (WIDTH / 2 - crashed_label.get_width() / 2, 305))
credit_label = main_font.render(f"Game by (Aaditya & Aaryan) Sharma", 1, (255, 255, 0))
DIMENSIONS.blit(credit_label, (WIDTH / 2 - credit_label.get_width() / 2, 345))
credit1_label = main_font.render(f"Thank you for playing The Space Walker!", 1, (255, 128, 0))
DIMENSIONS.blit(credit1_label, (WIDTH / 2 - credit1_label.get_width() / 2, 385))
score_label = main_font.render(f"Score: {score - crashed}", 1, (255, 60, 60)) # Total score calc.
DIMENSIONS.blit(score_label, (WIDTH / 2 - score_label.get_width() / 2, 395)) # But again, this will be a
# dictionary, so how will this work?
if winc:
pygame.mixer.music.pause()
WinSound = mixer.Sound('WinSound.wav')
WinSound.play()
winc_label = winc_font.render("You Win!", 1, (255, 255, 255))
DIMENSIONS.blit(winc_label, (WIDTH / 2 - winc_label.get_width() / 2, 250))
crashed_label = main_font.render(f"You crashed: {crashed} times", 1, (255, 60, 60))
DIMENSIONS.blit(crashed_label, (WIDTH / 2 - crashed_label.get_width() / 2, 305))
credit_label = main_font.render(f"Game by (Aaditya & Aaryan) Sharma", 1, (255, 255, 0))
DIMENSIONS.blit(credit_label, (WIDTH / 2 - credit_label.get_width() / 2, 345))
credit1_label = main_font.render(f"Thank you for playing The Space Walker!", 1, (255, 128, 0))
DIMENSIONS.blit(credit1_label, (WIDTH / 2 - credit1_label.get_width() / 2, 385))
score_label = main_font.render(f"Score: {score - crashed}", 1, (255, 60, 60)) # Total score calc.
DIMENSIONS.blit(score_label, (WIDTH / 2 - score_label.get_width() / 2, 395)) # Same problems as above.
if upgrad:
upgrad_label = upgrad_font.render("Your ship is being upgraded!", 1, (255, 255, 255))
DIMENSIONS.blit(upgrad_label, (WIDTH / 2 - upgrad_label.get_width() / 2, 250))
upgrad_label = upgrad_font.render("Survive this level!!", 1, (255, 255, 255))
DIMENSIONS.blit(upgrad_label, (WIDTH / 2 - upgrad_label.get_width() / 2, 270))
if upgraded:
upgraded_label = winc_font.render("UPGRADE COMPLETED", 1, (255, 255, 255))
DIMENSIONS.blit(upgraded_label, (WIDTH / 2 - upgraded_label.get_width() / 2, 250))
upgraded_label = upgrad_font.render("Health Restored!!", 1, (0, 255, 0))
DIMENSIONS.blit(upgraded_label, (WIDTH / 2 - upgraded_label.get_width() / 2, 300))
upgraded_label = upgrad_font.render("Final Wave!!", 1, (255, 0, 0))
DIMENSIONS.blit(upgraded_label, (WIDTH / 2 - upgraded_label.get_width() / 2, 330))
pygame.display.update()
while run:
clock.tick(FPS)
redraw_window()
if lives <= 0 or player.health <= 0:
lost = True
lost_count += 1
if lost:
if lost_count > FPS * 8.9:
run = False
else:
continue
if level < 6:
if len(enemies) == 0:
level += 1
wave_length += 1
for i in range(wave_length):
if level == 1:
enemy = Enemy(random.randrange(25, WIDTH - 80), random.randrange(-1200, -100),
random.choice(["blue"]))
enemies.append(enemy)
score += 10 # Here the var 'score' which I've deleted for now, is incrased at every level.
if level == 2:
enemy = Enemy(random.randrange(25, WIDTH - 80), random.randrange(-1200, -100),
random.choice(["red"]))
enemies.append(enemy)
score += 10
if level == 3:
enemy = Enemy(random.randrange(25, WIDTH - 80), random.randrange(-1200, -100),
random.choice(["green"]))
enemies.append(enemy)
score += 10
if level == 4:
enemy = Enemy(random.randrange(12, WIDTH - 80), random.randrange(-1200, -100),
random.choice(["red", "green", "blue"]))
enemies.append(enemy)
score += 10
wave_length = 15
for i in range(wave_length):
if level == 5:
enemy_vel = 1.3
player.health = 100
player_vel = 3
player.ship_img = THESPACEWALKER
player.laser_img = NEOXASER
enemy = Enemy(random.randrange(0, WIDTH - 172), random.randrange(-1200, -100),
random.choice(["black"]))
enemies.append(enemy)
score += 60
if level > 5:
winc = True
winc_count += 1
if level == 4:
upgrad = True
upgrad_count += 1
if winc:
if winc_count > FPS * 9:
run = False
else:
continue
if upgrad:
if upgrad_count > FPS * 3:
upgrad = False
else:
continue
if level == 5:
upgraded = True
upgraded_count += 1
if upgraded:
if upgraded_count > FPS * 2:
upgraded = False
else:
continue
d = shelve.open('score.txt') # I want to save the score at the end of the game, outside of the program.
d['score'] = score # Here's the error.
d.close()
for event in pygame.event.get():
if event.type == pygame.QUIT:
quit()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and player.x - player_vel > 0: # left
player.x -= player_vel
if keys[pygame.K_RIGHT] and player.x + player_vel + player.get_width() < WIDTH: # right
player.x += player_vel
if keys[pygame.K_SPACE]:
player.shoot()
if keys[pygame.K_p]:
pause()
for enemy in enemies[:]:
enemy.move(enemy_vel)
enemy.move_lasers(laser_vel, player)
if enemy.health == 0:
enemies.remove(enemy)
if random.randrange(0, 2 * 60) == 1:
enemy.shoot()
if collide(enemy, player):
player.health -= 10
enemies.remove(enemy)
crashed += 1
elif enemy.y + enemy.get_height() > HEIGHT:
lives -= 1
enemies.remove(enemy)
player.move_lasers(-laser_vel, enemies)
def button1():
mouse = pygame.mouse.get_pos()
if WIDTH / 2 - 75 + 150 > mouse[0] > WIDTH / 2 - 75 and 250 + 50 > mouse[1] > 250:
pygame.draw.rect(DIMENSIONS, (100, 100, 100), (WIDTH / 2 - 75, 250, 150, 50))
else:
pygame.draw.rect(DIMENSIONS, (255, 255, 255), (WIDTH / 2 - 75, 250, 150, 50))
smallText = pygame.font.Font("freesansbold.ttf", 20)
textSurf, textRect = text_objects("BLAST OFF!", smallText)
textRect.center = ((WIDTH / 2), (250 + (50 / 2)))
DIMENSIONS.blit(textSurf, textRect)
for event in pygame.event.get():
if WIDTH / 2 - 75 + 150 > mouse[0] > WIDTH / 2 - 75 and 250 + 50 > mouse[1] > 250:
if event.type == pygame.MOUSEBUTTONDOWN:
main()
def Score1():
d = shelve.open('score.txt') # This is where I'm trying to get the saved score from outside the program.
score = d['score']
highscore = max(score) # I want it to be a highscore display at the start screen.
d.close()
smallText = pygame.font.Font("freesansbold.ttf", 20)
textSurf, textRect = text_objects(f"HIGH SCORE: {highscore}", smallText)
textRect.center = ((WIDTH / 2), (260 + (50 / 2)))
DIMENSIONS.blit(textSurf, textRect)
def start_screen():
run = True
while run:
DIMENSIONS.blit(BG, (0, 0))
button1()
Score1()
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
start_screen()
【问题讨论】:
-
d['score']是您的代码 - 对吧?看起来 d 是一个字典,但没有名为“score”的键。一个可能的解决方案是d.get('score',0) -
@balderman 我不太确定,但这是部分:
d = shelve.open('score.txt')d['score'] = scored.close()所以,当我尝试输入 d.get('score',0)它说我不能分配函数来调用。此外,我将分数作为变量,我打算增加每个级别,同时让它在运行时显示在屏幕上。如果是字典,我该怎么做? -
请分享代码。
-
好的,我不用GitHub,怎么分享呢?我可以邮寄给你吗?
-
这解释了这个问题。文件为空,所以没有分数
标签: python python-3.x pygame pycharm