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太空侵略者:高分关键错误

如何解决太空侵略者:高分关键错误

因此,自上次以来,我使程序正常运行,一切都很好,直到必须使用连接功能插入高分系统为止。我在这里经历了一个关于高分的先前提出的问题:Saving the highscore for a python game

由于该人员提出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上重新格式化文件后,看一切是否正常。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,我认为上半部不是问题,就像我添加分数并搁置之前一样,它仍然可以表明这一点,并且程序可以按照我的意愿运行。

因此,我认为下半年是主要问题:

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,我是一个初学者,我不明白为什么它告诉我一行中的错误与分数完全无关。之前运行良好! 147行是关于激光的。我什至不知道第113行中的错误是什么。我该怎么办?我该如何解决

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))
        DIMENSIONS.blit(pause_label,(WIDTH / 2 - pause_label.get_width() / 2,250))
        con_label = con_font.render("C to Continue",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,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.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,health=100):
        super().__init__(x,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,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,0),self.y + self.ship_img.get_height() + 10,self.ship_img.get_width(),10))
        pygame.draw.rect(window,(0,(
            self.x,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,color,health=10):
        super().__init__(x,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.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))
    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))
        # draw text
        lives_label = main_font.render(f"Lives: {lives}",255))
        level_label = main_font.render(f"Level: {level}",255))
        crashed_label = main_font.render(f"Crashed: {crashed}",255))
        # score_label = main_font.render(f"score: {score}",(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",255))
            DIMENSIONS.blit(lost_label,(WIDTH / 2 - lost_label.get_width() / 2,250))
            crashed_label = main_font.render(f"You crashed: {crashed} times",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",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!",128,0))
            DIMENSIONS.blit(credit1_label,(WIDTH / 2 - credit1_label.get_width() / 2,385))
            score_label = main_font.render(f"score: {score - crashed}",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!",255))
            DIMENSIONS.blit(winc_label,(WIDTH / 2 - winc_label.get_width() / 2,395))  # Same problems as above.

        if upgrad:
            upgrad_label = upgrad_font.render("Your ship is being upgraded!",255))
            DIMENSIONS.blit(upgrad_label,(WIDTH / 2 - upgrad_label.get_width() / 2,250))
            upgrad_label = upgrad_font.render("Survive this level!!",270))

        if upgraded:
            upgraded_label = winc_font.render("UPGRADE COMPLETED",255))
            DIMENSIONS.blit(upgraded_label,(WIDTH / 2 - upgraded_label.get_width() / 2,250))
            upgraded_label = upgrad_font.render("Health Restored!!",0))
            DIMENSIONS.blit(upgraded_label,300))
            upgraded_label = upgrad_font.render("Final Wave!!",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,random.choice(["red"]))
                        enemies.append(enemy)
                        score += 10
                    if level == 3:
                        enemy = Enemy(random.randrange(25,random.choice(["green"]))
                        enemies.append(enemy)
                        score += 10
                    if level == 4:
                        enemy = Enemy(random.randrange(12,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.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),50))
    else:
        pygame.draw.rect(DIMENSIONS,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",textRect = text_objects(f"HIGH score: {highscore}",(260 + (50 / 2)))
    DIMENSIONS.blit(textSurf,textRect)


def start_screen():
    run = True
    while run:
        DIMENSIONS.blit(BG,0))

        button1()
        score1()

        pygame.display.update()

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False

    pygame.quit()


start_screen()

解决方法

根据错误,您的书架中没有这样的钥匙。您正在尝试检索不存在的密钥。您可以验证密钥是否已经存在,代码取决于您的python版本。

https://docs.python.org/3/library/shelve.html

,

我认为这是由于WIDTH / 2造成的,您应尝试将其替换为int(WIDTH / 2)

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