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"""开发画图软件的菜单"""

from tkinter.colorchooser import *
from tkinter import *

# 窗口的宽度和高度
win_width = 900
win_height = 450


class Application(Frame):

    def __init__(self, master=None):
        super().__init__(master)
        self.master = master
        self.bgcolor = "#000000"
        self.x = 0
        self.y = 0
        self.fgcolor = "#ff0000"
        self.lastDraw = 0  # 表示最后绘制的图形的id
        self.startDrawFlag = False
        self.pack()
        self.createWidget()

    def createWidget(self):
        # 创建绘图区
        self.drawpad = Canvas(root, width=win_width, height=win_height * 0.9, bg=self.bgcolor)
        self.drawpad.pack()

        # 创建按钮
        btn_start = Button(root, text="开始", name="start")
        btn_start.pack(side="left", padx="10")
        btn_pen = Button(root, text="笔画", name="pen")
        btn_pen.pack(side="left", padx="10")
        btn_rect = Button(root, text="矩形", name="rect")
        btn_rect.pack(side="left", padx="10")
        btn_clear = Button(root, text="清屏", name="clear")
        btn_clear.pack(side="left", padx="10")
        btn_erasor = Button(root, text="橡皮擦", name="erasor")
        btn_erasor.pack(side="left", padx="10")
        btn_line = Button(root, text="直线", name="line")
        btn_line.pack(side="left", padx="10")
        btn_lineArrow = Button(root, text="箭头直线", name="lineArrow")
        btn_lineArrow.pack(side="left", padx="10")
        btn_color = Button(root, text="颜色", name="color")
        btn_color.pack(side="left", padx="10")

        # 事件处理
        btn_pen.bind_class("<ButtonRelease-1>", self.eventManager)
        self.drawpad.bind("<ButtonRelease-1>", self.stopDraw)

        # 增加颜色切换快捷键处理
        root.bind("<KeyPress-r>", self.kuaijiejian)
        root.bind("<KeyPress-g>", self.kuaijiejian)
        root.bind("<KeyPress-y>", self.kuaijiejian)

    def eventManager(self, event):
        name = event.widget.winfo_name()
        print(name)
        if name == "line":
            self.drawpad.bind("<B1-Motion>", self.myline)
        elif name == "lineArrow":
            self.drawpad.bind("<B1-Motion>", self.mylineArrow)

        elif name == "rect":
            self.drawpad.bind("<B1-Motion>", self.myRect)

        elif name == "pen":
            self.drawpad.bind("<B1-Motion>", self.myPen)

        elif name == "erasor":
            self.drawpad.bind("<B1-Motion>", self.myErasor)

        elif name == "clear":
            self.drawpad.delete("all")

        elif name == "color":
            c = askcolor(color=self.fgcolor, title="选择笔画颜色")
            self.fgcolor = c[1]

    def stopDraw(self, event):
        self.startDrawFlag = False
        self.lastDraw = 0

    def startDraw(self, event):
        self.drawpad.delete(self.lastDraw)

        if not self.startDrawFlag:
            self.startDrawFlag = True
            self.x = event.x
            self.y = event.y

    def myline(self, event):
        self.startDraw(event)
        self.lastDraw = self.drawpad.create_line(self.x, self.y, event.x, event.y, fill=self.fgcolor)

    def mylineArrow(self, event):
        self.startDraw(event)
        self.lastDraw = self.drawpad.create_line(self.x, self.y, event.x, event.y, arrow=LAST, fill=self.fgcolor)

    def myRect(self, event):
        self.startDraw(event)
        self.lastDraw = self.drawpad.create_rectangle(self.x, self.y, event.x, event.y, outline=self.fgcolor)

    def myPen(self, event):
        self.startDraw(event)
        self.drawpad.create_line(self.x, self.y, event.x, event.y, fill=self.fgcolor)
        self.x = event.x
        self.y = event.y

    def myErasor(self, event):
        self.startDraw(event)
        self.drawpad.create_rectangle(event.x-4, event.y-4, event.x+4, event.y+4, fill=self.bgcolor)
        self.x = event.x
        self.y = event.y

    def kuaijiejian(self, event):
        if event.char == "r":
            self.fgcolor = "#ff0000"
        elif event.char == "g":
            self.fgcolor = "#00ff00"
        elif event.char == "y":
            self.fgcolor = "#ffff00"


if __name__ == '__main__':
    root = Tk()
    root.geometry(str(win_width) + "x" + str(win_height) + "+200+300")
    root.title("画图软件项目")
    app = Application(master=root)
    root.mainloop()

老师,这代码能运行,但是,点击组件按钮画画,没反映,可能事件获取有问题,还是什么的?

Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1591楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1592楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1593楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1594楼
Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1595楼
Python 全系列/第二阶段:Python 深入与提高/文件处理 1598楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1600楼
Python 全系列/第二阶段:Python 深入与提高/模块 1601楼
Python 全系列/第二阶段:Python 深入与提高/异常机制 1602楼
Python 全系列/第二阶段:Python 深入与提高/异常机制 1603楼

'''
    坦克大战

新增功能:
    完善子弹发射功能
        坦克发射子弹 --> 产生一颗子弹

'''
# 导入pygame模块
import pygame
import time
import random
SCREEN_WIDTH=700
SCREEN_HEIGHT=500
BG_COLOR=pygame.Color(0,0,0)
TEXT_COLOR=pygame.Color(255,0,0)


class MainGame():
    window=None
    my_tank=None
    # 存储敌方坦克列表
    enemyTanklist=[]
    # 定义敌方坦克生成的数量
    enemyTankCount=5
    # 存储我立子弹列表
    Bullet_list=[]
    # 初始化方法
    def __init__(self):
        pass

    # 开始游戏
    def startGame(self):
        # 加载主窗口
        # 初始化窗口
        pygame.display.init()
        # 设置窗口大小及显示
        MainGame.window = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
        # 初始化我方坦克
        MainGame.my_tank=Tank(350,250)
        # 初始化敌方坦克,并将敌方坦克添加到列表中
        self.createEnemyTank()
        # 设置窗口标题
        pygame.display.set_caption("坦克大战")
        while True:
            # 使坦克移动速度降慢
            # time单位为秒
            time.sleep(0.02)
            # 设置窗口填充色
            MainGame.window.fill(BG_COLOR)
            # 获取事件
            self.getEvent()
            # 绘制文字
            MainGame.window.blit(self.getTextSurface("敌方坦克剩余数量%d"%len(MainGame.enemyTanklist)),(10,10))
            # 调用坦克显示方法
            MainGame.my_tank.displayTank()
            # 循环遍历敌方坦克列表,展示敌方坦克
            self.blitEnemyTank()
            # 调用移动方法
            # 如果坦克移动开关开启才能移动
            if not MainGame.my_tank.stop:
                MainGame.my_tank.move()
            # 调用子弹列表的方法
            self.blitBullet()
            pygame.display.update()

    # 初始化敌方坦克,并将敌方坦克添加到列表中
    def createEnemyTank(self):
        top=100
        # 循环生成敌方坦克
        for i in range(MainGame.enemyTankCount):
            left = random.randint(0,600)
            speed = random.randint(1,4)
            enemy=EnemyTank(left,top,speed)
            MainGame.enemyTanklist.append(enemy)

    # 循环遍历敌方坦克列表,展示敌方坦克
    def blitEnemyTank(self):
        for enemyTank in MainGame.enemyTanklist:
            enemyTank.displayTank()
            enemyTank.move()
            enemyTank.randMove()

    # 将子弹加载到窗口中
    def blitBullet(self):
        for bullet in MainGame.Bullet_list:
            bullet.displyBullet()

    # 结束游戏
    def endGame(self):
        print("谢谢")
        exit()

    # 左上角文字绘制
    def getTextSurface(self,text):
        # 查看所有字体名称
        #print(pygame.font.get_fonts())
        # 初始化字体模块
        pygame.font.init()
        # 获取字体Font对象
        font = pygame.font.SysFont("kaiti",18)
        # 绘制文字信息
        textSurface = font.render(text,True,TEXT_COLOR)
        return textSurface

    # 获取事件
    def getEvent(self):
        eventList = pygame.event.get()
        # 遍历事件
        for event in eventList:
            # 判断按下的键是关闭还是键盘按下
            # 判断是否关闭窗口
            if event.type == pygame.QUIT:
                self.endGame()
            # 判断键盘输入
            if event.type == pygame.KEYDOWN:
                # 判断键盘上下左右键
                if event.key == pygame.K_LEFT:
                    # 切换方向
                    MainGame.my_tank.direction="L"
                    # 修改坦克的移动开关
                    MainGame.my_tank.stop=False
                    # MainGame.my_tank.move()
                    print("坦克向左")
                elif event.key == pygame.K_RIGHT:
                    MainGame.my_tank.direction = "R"
                    MainGame.my_tank.stop = False
                    # MainGame.my_tank.move()
                    print("坦克向右")
                elif event.key == pygame.K_UP:
                    MainGame.my_tank.direction = "U"
                    MainGame.my_tank.stop = False
                    # MainGame.my_tank.move()
                    print("坦克向上")
                elif event.key == pygame.K_DOWN:
                    MainGame.my_tank.direction = "D"
                    MainGame.my_tank.stop = False
                    # MainGame.my_tank.move()
                    print("坦克向下")
                elif event.key ==pygame.K_SPACE:
                    print("发射子弹")
                    # 产生一颗子弹
                    m = Bullet(MainGame.my_tank)
                    # 将子弹加入子弹列表
                    MainGame.Bullet_list.append(m)
                # 松开方向键停止移动,修改坦克移动开关状态
            if event.type==pygame.KEYUP:
                # 判断松开的键是方向键才停止移动
                if event.key ==pygame.K_UP or event.key==pygame.K_LEFT or event.key==pygame.K_DOWN or event.key==pygame.K_RIGHT:
                    MainGame.my_tank.stop=True


class Tank():
    # 初始化方法
    # 距离左边left, 距离上边left
    def __init__(self,left,top):
        # 保存加载图片
        self.images={
            "U":pygame.image.load("img/p1tankU.gif"),
            "D":pygame.image.load("img/p1tankD.gif"),
            "L":pygame.image.load("img/p1tankL.gif"),
            "R":pygame.image.load("img/p1tankR.gif"),
        }
        # 方向
        self.direction = "U"
        # 根据当前图片的方向获取图片 返回surface
        self.image=self.images[self.direction]
        # 根据图片获取区域
        self.rect=self.image.get_rect()
        # 设置区域left和top
        self.rect.left=left
        self.rect.top=top
        # 速度  决定移动快慢
        self.speed=2
        # 坦克移动开关
        self.stop=True


    # 移动
    def move(self):
        # 判断坦克方向进行移动
        if self.direction =="L":
            if self.rect.left > 0:
                self.rect.left-=self.speed
        elif self.direction =="U":
            if self.rect.top>0:
                self.rect.top-=self.speed
        elif self.direction =="D":
            if self.rect.top+self.rect.height<SCREEN_HEIGHT:
                self.rect.top+=self.speed
        elif self.direction =="R":
            if self.rect.left+self.rect.height < SCREEN_WIDTH:
                self.rect.left+=self.speed

    # 射击
    def shot(self):
        return Bullet(self)

    # 展示坦克
    def displayTank(self):
        # 获取展示的对象
        self.image=self.images[self.direction]
        # 调用blit方法展示
        MainGame.window.blit(self.image,self.rect)

# 我方坦克(继承自坦克类)
class MyTank(Tank):
    # 初始化方法
    def __init__(self):
        pass


# 敌方坦克(继承自坦克类)
class EnemyTank(Tank):
    # 初始化方法
    def __init__(self,left,top,speed):
        # 加载敌方坦克图片
        self.images={
            "U": pygame.image.load("img/enemy1U.gif"),
            "D": pygame.image.load("img/enemy1D.gif"),
            "L": pygame.image.load("img/enemy1L.gif"),
            "R": pygame.image.load("img/enemy1R.gif")
        }

        # 随机生成敌方坦克方向
        self.direction=self.randomDirection()
        # 根据方向获取图片
        self.image=self.images[self.direction]
        # 区域
        self.rect=self.image.get_rect()
        # 对left和top赋值
        self.rect.left=left
        self.rect.top=top
        # 速度
        self.speed=speed
        # 移动开关
        self.flag=True
        # 新增一个步数变量 step
        self.step = 30


    def randomDirection(self):
        num=random.randint(1,4)
        if num==1:
            return "U"
        elif num==2:
            return "D"
        elif num==3:
            return "L"
        elif num==4:
            return "R"

    # 敌方坦克随机移动方法
    def randMove(self):
        if self.step <=0:
            # 修改方向
            self.direction=self.randomDirection()
            self.step=random.randint(20,80)
        else:
            self.move()
            # 让步数递减
            self.step-=1

# 子弹类
class Bullet():
    def __init__(self):
        # 加载图片
        self.image = pygame.image.load("img/enemymissile.gif")
        # 坦克的方向决定子弹的方向
        self.direction = tank.direction
        # 获取区域
        self.rect = self.image.get_rect()
        # 子弹的left和top与方向有关
        if self.direction == "U":
            # 子弹left=tank.left+tank.rect.width/2-子弹.width/2
            self.rect.left = tank.left + tank.rect.width / 2 - self.rect.width / 2
            # 子弹top=tank.top-子弹.height
            self.rect.top = tank.top - self.rect.height
        elif self.direction == "L":
            self.rect.left = tank.rect.left - self.rect.width / 2 - self.rect.width / 2
            self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2
        elif self.direction == "D":
            self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
            self.rect.top = tank.rect.top + tank.rect.height
        elif self.direction == "R":
            self.rect.left = tank.rect.left + tank.rect.width
            self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2
        # 子弹的速度
        self.speed = random.randint((1, 3))

    # 移动
    def move(self):
        pass

    # 展示子弹
    def displayBullet(self):
        # 将图片surface加载到窗口
        MainGame.window.blit(self.image.self.rect)


class Wall():
    def __init__(self):
        pass

    # 展示墙壁
    def displayWall(self):
        pass


class Explode():
    def __init__(self):
        pass

    # 爆炸效果
    def displayExplode(self):
        pass


class Music():
    def __init__(self):
        pass

    # 播放音乐
    def play(self):
        pass


if __name__== "__main__":
    MainGame().startGame()
    #MainGame().getTextSurface()

F:\Python\pythonProject\Tank\venv\Scripts\python.exe F:/Python/pythonProject/Tank/13.py

pygame 2.0.1 (SDL 2.0.14, Python 3.9.1)

Hello from the pygame community. https://www.pygame.org/contribute.html

发射子弹

Traceback (most recent call last):

  File "F:\Python\pythonProject\Tank\13.py", line 329, in <module>

    MainGame().startGame()

  File "F:\Python\pythonProject\Tank\13.py", line 52, in startGame

    self.getEvent()

  File "F:\Python\pythonProject\Tank\13.py", line 143, in getEvent

    m = Bullet(MainGame.my_tank)

TypeError: __init__() takes 1 positional argument but 2 were given


Process finished with exit code 1


Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1604楼

pygame
time
random
SCREEN_WIDTH=SCREEN_HEIGHT=BG_COLOR=pygame.Color()
TEXT_COLOR=pygame.Color()


MainGame():
    window=my_tank=enemyTanklist=[]
    enemyTankCount=Bullet_list=[]
    ():
        ():
        pygame.display.init()
        MainGame.window = pygame.display.set_mode([SCREEN_WIDTHSCREEN_HEIGHT])
        MainGame.my_tank=Tank()
        .createEnemyTank()
        pygame.display.set_caption()
        :
            time.sleep()
            MainGame.window.fill(BG_COLOR)
            .getEvent()
            MainGame.window.blit(.getTextSurface(%(MainGame.enemyTanklist))())
            MainGame.my_tank.displayTank()
            .blitEnemyTank()
            MainGame.my_tank.stop:
                MainGame.my_tank.move()
            .blitBullet()
            pygame.display.update()

    ():
        top=i (MainGame.enemyTankCount):
            left = random.randint()
            speed = random.randint()
            enemy=EnemyTank(lefttopspeed)
            MainGame.enemyTanklist.append(enemy)

    ():
        enemyTank MainGame.enemyTanklist:
            enemyTank.displayTank()
            enemyTank.move()
            enemyTank.randMove()

    ():
        bullet MainGame.Bullet_list:
            bullet.displyBullet()

    ():
        ()
        ()

    (text):
        pygame.font.init()
        font = pygame.font.SysFont()
        textSurface = font.render(textTEXT_COLOR)
        textSurface

    ():
        eventList = pygame.event.get()
        event eventList:
            event.type == pygame.QUIT:
                .endGame()
            event.type == pygame.KEYDOWN:
                event.key == pygame.K_LEFT:
                    MainGame.my_tank.direction=MainGame.my_tank.stop=()
                event.key == pygame.K_RIGHT:
                    MainGame.my_tank.direction = MainGame.my_tank.stop = ()
                event.key == pygame.K_UP:
                    MainGame.my_tank.direction = MainGame.my_tank.stop = ()
                event.key == pygame.K_DOWN:
                    MainGame.my_tank.direction = MainGame.my_tank.stop = ()
                event.key ==pygame.K_SPACE:
                    ()
                    m = Bullet(MainGame.my_tank)
                    MainGame.Bullet_list.append(m)
                event.type==pygame.KEYUP:
                event.key ==pygame.K_UP event.key==pygame.K_LEFT event.key==pygame.K_DOWN event.key==pygame.K_RIGHT:
                    MainGame.my_tank.stop=Tank():
    (lefttop):
        .images={
            :pygame.image.load():pygame.image.load():pygame.image.load():pygame.image.load()}
        .direction = .image=.images[.direction]
        .rect=.image.get_rect()
        .rect.left=left
        .rect.top=top
        .speed=.stop=():
        .direction ==:
            .rect.left > :
                .rect.left-=.speed
        .direction ==:
            .rect.top>:
                .rect.top-=.speed
        .direction ==:
            .rect.top+.rect.height<SCREEN_HEIGHT:
                .rect.top+=.speed
        .direction ==:
            .rect.left+.rect.height < SCREEN_WIDTH:
                .rect.left+=.speed

    ():
        Bullet()

    ():
        .image=.images[.direction]
        MainGame.window.blit(.image.rect)

MyTank(Tank):
    ():
        EnemyTank(Tank):
    (lefttopspeed):
        .images={
            : pygame.image.load(): pygame.image.load(): pygame.image.load(): pygame.image.load()
        }

        .direction=.randomDirection()
        .image=.images[.direction]
        .rect=.image.get_rect()
        .rect.left=left
        .rect.top=top
        .speed=speed
        .flag=.step = ():
        num=random.randint()
        num==:
            num==:
            num==:
            num==:
            ():
        .step <=:
            .direction=.randomDirection()
            .step=random.randint()
        :
            .move()
            .step-=Bullet():
    ():
        .image = pygame.image.load()
        .direction = tank.direction
        .rect = .image.get_rect()
        .direction == :
            .rect.left = tank.left + tank.rect.width / - .rect.width / .rect.top = tank.top - .rect.height
        .direction == :
            .rect.left = tank.rect.left - .rect.width / - .rect.width / .rect.top = tank.rect.top + tank.rect.width / - .rect.width / .direction == :
            .rect.left = tank.rect.left + tank.rect.width / - .rect.width / .rect.top = tank.rect.top + tank.rect.height
        .direction == :
            .rect.left = tank.rect.left + tank.rect.width
            .rect.top = tank.rect.top + tank.rect.width / - .rect.width / .speed = random.randint(())

    ():
        ():
        MainGame.window.blit(.image.self.rect)


Wall():
    ():
        ():
        Explode():
    ():
        ():
        Music():
    ():
        ():
        __name__== :
    MainGame().startGame()

F:\Python\pythonProject\Tank\venv\Scripts\python.exe F:/Python/pythonProject/Tank/13.py

pygame 2.0.1 (SDL 2.0.14, Python 3.9.1)

Hello from the pygame community. https://www.pygame.org/contribute.html

发射子弹

Traceback (most recent call last):

  File "F:\Python\pythonProject\Tank\13.py", line 329, in <module>

    MainGame().startGame()

  File "F:\Python\pythonProject\Tank\13.py", line 52, in startGame

    self.getEvent()

  File "F:\Python\pythonProject\Tank\13.py", line 143, in getEvent

    m = Bullet(MainGame.my_tank)

TypeError: __init__() takes 1 positional argument but 2 were given


Process finished with exit code 1

请问老师我哪里多给参数了?

Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1605楼

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