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老师麻烦帮我解释下这里面的参数tank,它是一个实例对象吗,如果是的话它是在哪里被实例化的?image.png

import pygame,time,random
from pygame.sprite import Sprite

SCREEN_WIDTH=700
SCREEN_HEIGHT=500
BG_COLOR=pygame.Color(0,0,0)
TEXT_COLOR=pygame.Color(255,0,0)

#定义一个基类
class BaseItem(Sprite):
    def __init__(self, color, width, height):
        # Call the parent class (Sprite) constructor
        pygame.sprite.Sprite.__init__(self)

class MainGame():
    my_tank=None
    window=None
    # 储存敌方坦克的列表
    enemyTankList=[]
    # 定义敌方坦克数量
    enemyTankCount=5
    # 储存我方子弹的列表
    myBulletList=[]
    # 存储敌方子弹的列表
    enemyBulletList=[]
    # 存储爆炸效果的列表
    explodeList=[]  
    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窗口
        MainGame.window=pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])
        # 初始化我方坦克
        MainGame.my_tank=Tank(350,350)
        # 初始化敌方坦克,储存到列表中
        self.createEnemyTank()
        # 设置窗口标题
        pygame.display.set_caption('坦克大战')
        while True:
            time.sleep(0.02)
            # 给窗口设置填充色
            MainGame.window.fill(BG_COLOR)
            # 获取事件
            self.getEvent()
            # 绘制文字
            MainGame.window.blit(self.getTextSurface('敌方剩余数量:'.format(len(MainGame.enemyTankList))),(10,10))
            # 调用坦克显示的方法
            MainGame.my_tank.displayTank()   
            # 循环遍历敌方坦克,展示敌方坦克
            self.blitEnemyTank()
            # 循环遍历显示我方坦克的子弹
            self.blitMyBullet()
            # 循环遍历敌方坦克的子弹
            self.blitEnemyBullet()
            # 循环遍历爆炸列表,展示爆炸效果
            self.blitExplode()
            # 调用坦克移动的方法,如果开关开启,坦克才能移动
            if not MainGame.my_tank.stop: 
                MainGame.my_tank.move()
            pygame.display.update()
    
    # 循环遍历敌方坦克,显示敌方坦克
    def blitEnemyTank(self):
        for enemyTank in MainGame.enemyTankList:
            # 判断当前敌方坦克是否或者
            if enemyTank.live:
                enemyTank.displayTank()
                enemyTank.ranMove()
                # 发射子弹
                enemyBullet=enemyTank.shot()
                # 判断敌方子弹是否为None,如果不为None,则添加到列表中
                if enemyBullet:
                    # 将敌方子弹存储到列表中
                    MainGame.enemyBulletList.append(enemyBullet)
            else:
                # 从敌方坦克列表中删除
                MainGame.enemyTankList.remove(enemyTank)

    def createEnemyTank(self):
        top=100
        # 通过循环生成坦克
        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) 

    # 循环遍历我方子弹,显示我方坦克的子弹
    def blitMyBullet(self):
        for myBullet in MainGame.myBulletList:
            # 判断子弹状态
            if myBullet.live:
                myBullet.displayBullet()
                myBullet.move() 
                # 检查子弹的状态
                myBullet.myBullet_hit_enemyTank()
            # 在列表中删除子弹
            else:
                MainGame.myBulletList.remove(myBullet)
            
    # 循环遍历敌方子弹,显示敌方坦克的子弹
    def blitEnemyBullet(self):
        for enemyBullet in MainGame.enemyBulletList:
            if enemyBullet.live:
                enemyBullet.displayBullet()
                enemyBullet.move()
            else:
                MainGame.enemyBulletList.remove(enemyBullet)
    
    # 循环遍历爆炸列表,展示爆炸效果
    def blitExplode(self):
        for explode in MainGame.explodeList:
            # 判断状态
            if explode.live:
                explode.displayExplode()
            else:
                # 从列表中移除
                MainGame.explodeList.remove(explode)

    #结束游戏
    def endGame(self):
        print('游戏结束,谢谢使用!!!')
        exit()

    def getTextSurface(self,text):
        # 初始化字体模块
        pygame.font.init()
        # # 查看所有字体的名称
        # print(pygame.font.get_fonts())
        # 获取字体font对象
        font=pygame.font.SysFont('kaiti',18)
        # 绘制文本信息
        textSurface=font.render(text,True,TEXT_COLOR)
        return textSurface

    # 获取事件
    def getEvent(self):
        # 获取所有文件
        eventList=pygame.event.get()
        # 遍历事件
        for event in eventList:
            # 判断按下的键
            # 如果按的是退出,则关闭窗口
            if event.type==pygame.QUIT:
                self.endGame()
            # 如果按下键盘
            if event.type==pygame.KEYDOWN:
                if event.key==pygame.K_LEFT:
                   # 切换方向
                   MainGame.my_tank.direction='L'
                   # 开启坦克开关
                   MainGame.my_tank.stop=False
        
                elif event.key==pygame.K_RIGHT:
                    # 切换方向
                   MainGame.my_tank.direction='R'# 开启坦克开关
                   MainGame.my_tank.stop=False
                
                elif event.key==pygame.K_UP:
                    # 切换方向
                   MainGame.my_tank.direction='U'# 开启坦克开关
                   MainGame.my_tank.stop=False
               
                elif event.key==pygame.K_DOWN:
                    # 切换方向
                   MainGame.my_tank.direction='D'# 开启坦克开关
                   MainGame.my_tank.stop=False

                elif event.key==pygame.K_SPACE:
                    # 我方子弹列表的大小小于等于3的时候才可创建
                    if len(MainGame.myBulletList)<3:
                        # 创建我方坦克的子弹
                        myBullet=Bullet(MainGame.my_tank)
                        MainGame.myBulletList.append(myBullet)

            # 如果松开键盘,修改开关,坦克停止移动
            if event.type==pygame.KEYUP:
                # 判断松开的键是否为方向键
                if event.key==pygame.K_LEFT or event.key==pygame.K_RIGHT or event.key==pygame.K_UP or event.key==pygame.K_DOWN:
                    MainGame.my_tank.stop=True

class Tank(BaseItem):
    def __init__(self,left,top):
        # 保存加载的图片
        self.images={
            'U':pygame.image.load('坦克大战\p1tankU.gif'),
            'D':pygame.image.load('坦克大战\p1tankD.gif'),
            'L':pygame.image.load('坦克大战\p1tankL.gif'),
            'R':pygame.image.load('坦克大战\p1tankR.gif')
                    }

    # 方向
        self.direction='U'
        # 根据当前图片的方向获取图片
        self.image=self.images[self.direction]
        # 根据图片获取区域
        self.rect=self.image.get_rect()
        # 设置区域的left和top
        self.rect.left=left
        self.rect.top=top
        self.speed=5
        # 坦克移动的开关
        self.stop=True
        # 坦克存活状态
        self.live=True

    #移动
    def move(self):
        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)
    #展示坦克的方法
    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
class MyTank(Tank):
    def __init__(self):
        pass

#敌方坦克
class EnemyTank(Tank):
    def __init__(self,left,top,speed):
        # 调用父类的初始化方法
        super(EnemyTank,self).__init__(left,top)
        self.images={
                    'U':pygame.image.load('坦克大战\enemy1U.gif'),
                    'D':pygame.image.load('坦克大战\enemy1D.gif'),
                    'L':pygame.image.load('坦克大战\enemy1L.gif'),
                    'R':pygame.image.load('坦克大战\enemy1R.gif'),
                    }

        # 敌方坦克的方向随机生成
        self.direction=self.randDirection()
        # 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
        # 移动开关键
        self.flag=True
        # 步数
        self.step=60

    def randDirection(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'

    def ranMove(self):
        if self.step<=0:
            # 修改方向
            self.direction=self.randDirection()
            # 步数复位
            self.step=60
        else:
            self.move()
            # 让步数递减
            self.step-=1

    def shot(self):
        num=random.randint(1,100)
        if num<3:
            return Bullet(self)
#子弹类
class Bullet(BaseItem):
    def __init__(self,tank):
        # 加载图片
        self.image=pygame.image.load('坦克大战\enemymissile.gif')
        # 坦克方向决定子弹方向
        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':
            self.rect.left=tank.rect.left+tank.rect.width/2-self.rect.width/2
            self.rect.top=tank.rect.top-self.rect.height
        if self.direction=='D':
            self.rect.left=tank.rect.left+tank.rect.width/2-self.rect.width/2
            self.rect.top=tank.rect.top+self.rect.height
        if self.direction=='L':
            self.rect.left=tank.rect.left-tank.rect.width/2-self.rect.width/2
            self.rect.top=tank.rect.top+self.rect.width/2-self.rect.width/2
        if self.direction=='R':
            self.rect.left=tank.rect.left+tank.rect.width
            self.rect.top=tank.rect.top+self.rect.width/2-self.rect.width/2
        # 子弹速度
        self.speed=6
        # 子弹的状态,若碰到墙壁,则修改此状态
        self.live=True

    #移动
    def move(self):
        if self.direction=='U':
            if self.rect.top>0:
                self.rect.top-=self.speed
            else:
                # 修改子弹状态
                self.live=False
        elif self.direction=='R':
            if self.rect.left+self.rect.width<SCREEN_WIDTH:
                self.rect.left+=self.speed
            else:
                self.live=False
        elif self.direction=='D':
            if self.rect.top+self.rect.height<SCREEN_HEIGHT:
                self.rect.top+=self.speed
            else:
                self.live=False

        elif self.direction=='L':
            if self.rect.left>0:
                self.rect.left-=self.speed
            else:
                self.live=False

        
    #展示子弹的方法
    def displayBullet(self):
        # 将图片展示到窗口
        MainGame.window.blit(self.image,self.rect)

    # 我方子弹与敌方坦克碰撞
    def myBullet_hit_enemyTank(self):
        # 循环遍历敌方坦克列表,判断是否碰撞
        for enemyTank in MainGame.enemyTankList:
            if pygame.sprite.collide_rect(enemyTank,self):
                # 修改敌方坦克以及我方子弹状态
                enemyTank.live=False
                self.live=False
                # 创建爆炸对象
                explode=Explode(enemyTank)
                # 将爆炸对象添加到列表中
                MainGame.explodeList.append(explode)

class Wall():
    def __init__(self):
        pass
    #展示墙壁的方法
    def displayWall(self):
        pass
class Explode():
    def __init__(self,tank):
        # 爆炸的位置由子弹打中坦克的位置决定
        self.rect=tank.rect
        self.images=[
                    pygame.image.load(r'坦克大战\blast0.gif'),
                    pygame.image.load(r'坦克大战\blast1.gif'),
                    pygame.image.load(r'坦克大战\blast2.gif'),
                    pygame.image.load(r'坦克大战\blast3.gif'),
                    pygame.image.load(r'坦克大战\blast4.gif'),]

        self.step=0
        self.image=self.images[self.step]
        # 状态
        self.live=True
    #展示爆炸效果的方法
    def displayExplode(self):
        if self.step<len(self.images):
            self.image=self.images[self.step]
            self.step+=1   
            # 添加到主窗口
            MainGame.window.blit(self.image,self.rect)
        else:
            # 修改状态
            self.live=False
            self.step=0  

class Music():
    def __init__(self):
        pass
    #播放音乐
    def play(self):
        pass

if __name__=='__main__':
    MainGame().startGame()


Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1937楼
Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1938楼

from tkinter.filedialog import *       # 导入模块
from tkinter.colorchooser import *
from tkinter.filedialog import *

win_width = 900
win_height = 450
class Appliacation(Frame):
    '''一个经典的GUI程序写法'''
    def __init__(self, master=None, bgcolor="#0000000"):
        super().__init__(master)        # super()代表的是父类的定义,而不是对象
        self.master = master
        self.pack()     # 布局管理器
        self.bgcolor = bgcolor
        self.x = 0
        self.y = 0
        self.fgcolor = "#ff0000"
        self.lastDraw = 0
        self.startDrawFlag = False
        self.creatWidgt()


    def creatWidgt(self):
        # 创建绘画区
        drawpad = Canvas(root, width=win_width, height=win_height*0.9, bg=["pink"])
        drawpad.pack()

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

        btn_pen.bind_class("<Button>","<1>",self.eventManager)
        self.drawpad.bind("<ButtonRalease-1>", self.stopDraw)


    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.lineArrow)

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


    def myline(self,event):
        self.drawpad.delete(self.lastDraw)
        if not self.startDrawFlag:
            self.startDrawFlag = True
            self.x = event.x
            self.y = event.y

        self.lastDraw = self.drawpad.create_line(self.x, self.y, event.x, event.y, fill=self.fgcolor)

    def lineArrow(self,event):
        self.drawpad.delete(self.lastDraw)
        if not self.startDrawFlag:
            self.startDrawFlag = True
            self.x = event.x
            self.y = event.y

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



if __name__ == "__main__":
    root = Tk()
    root.title("绘画软件")
    root.geometry(str(win_width) + "x" + str(win_height)+"+500+300")
    app = Appliacation(master=root)

    root.mainloop()

我是按照视频里边老师讲解的顺序一点一点跟着敲的,但是有点问题现在。一直报错,报错的原因如下:

blob.png

希望老师帮我指点一下!先谢谢了。

Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1939楼

# coding=GBK
"""计算器软件界面的设计"""
from tkinter import *

class AppLication(Frame):
    '''创建一个App'''
    def __init__(self,master=None):
        super().__init__(master)
        self.master = master
        self.pack()
        self.createWidget()

    def createWidget(self):
        """通过gird实现计算器界面的展示"""
        btnText = (("MC","M+","M-","MR"),
                   ("C","±","/","×"),
                   (7,8,9,"-"),
                   (4,5,6,"+"),
                   (1,2,3,"="),
                   (0,"."))

        Entry(self).grid(row=0,column=0,columnspan=4,pady=10)

        for rindex,r in enumerate(btnText):
            for cindex,c in enumerate(r):
                if c == "0":
                    Button(self, text=c, width=2).grid(row=rindex + 1, column=cindex, columnspan=2,sticky=NSEW)
                elif c == "=":
                    Button(self, text=c, width=2).grid(row=rindex + 1, column=cindex, rowspan=2,sticky=NSEW)
                elif c == ".":
                    Button(self, text=c, width=2).grid(row=rindex + 1, column=cindex+1,sticky=NSEW)
                else:

                    Button(self,text=c,width=2).grid(row=rindex+1,column=cindex,sticky=NSEW)


if __name__=='__main__':
    root = Tk()
    root.geometry("200x260+800+600")
    app = AppLication(master=root)
    root.mainloop()


image.png



老师,我这个0的跨列跨不过去,您帮我看看是怎么回事?


Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1940楼
Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1943楼

import pygame
from pygame.sprite import Sprite
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 BaseItem(Sprite):
    def __init__(self,color,width,height):
        pygame.sprite.Sprite.__init__(self)

class Maingame():
    window=None
    my_tank=None
    enemyTankList=[]
    enemyTankcount=5
    myBulletList=[]
    enemyBulletList=[]
    explodeList=[]
    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)
    def blitEnemyTank(self):
        #判断敌方坦克是否活着

        for enemyTank in Maingame.enemyTankList:
            if enemyTank.live:
                enemyTank.displayTank()
                enemyTank.randMove()
                enemyBullet=enemyTank.shot()
                if enemyBullet:
                    Maingame.enemyBulletList.append(enemyBullet)
            else:
                Maingame.enemyTankList.remove(enemyTank)


    def blitMyBullet(self):
        #判断当前子弹是否为活着的状态,如果不是则在列表中删除

        for myBullet in Maingame.myBulletList:
            if myBullet.live:
                myBullet.displayBullet()
                myBullet.move()
                myBullet.myBullet_hit_enemyTank()
            else:
                Maingame.myBulletList.remove(myBullet)
    def blitEnemyBullet(self):
        for enemyBullet in Maingame.enemyBulletList:
            if enemyBullet.live:

                enemyBullet.displayBullet()
                enemyBullet.move()

            else:
                Maingame.enemyBulletList.remove(enemyBullet)




    def  __init__(self):
       pass
    def startgame(self):
        pygame.display.init()
        Maingame.window = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
        pygame.display.set_caption("坦克大战1.03")
        Maingame.my_tank=Tank(350,250)
        self.createEnemyTank()
        while True:
            time.sleep(0.02)
            pygame.display.update()
            Maingame.window.fill(BG_COLOR)
            Maingame.window.blit(self.getTextSurface("敌方坦克剩余数量%d"%len(Maingame.enemyTankList)),(10,10))# 后一个位置可接元组
            self.getEvent()
            Maingame.my_tank.displayTank()
            self.blitEnemyTank()
            self.blitMyBullet()
            self.blitEnemyBullet()
            self.blitExplode()
    def blitExplode(self):
        for explode in Maingame.explodeList:
            if explode.live:
                explode.displayExplode()
            else:
                Maingame.explodeList.remove(explode)
            if not Maingame.my_tank.stop:
                Maingame.my_tank.move()

    def endgame(self):
        print("谢谢使用哦")
        exit()
    def getEvent(self):
        eventList=pygame.event.get()
        for event in eventList:
            if event.type == pygame.QUIT:
                self.endgame()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    Maingame.my_tank.direction="L"
                    Maingame.my_tank.stop=False
                    #Maingame.my_tank.move()
                    print("坦克向左移动")
                elif event.key == pygame.K_UP:
                    Maingame.my_tank.direction = "U"
                    Maingame.my_tank.stop=False

                    #Maingame.my_tank.move()
                    print("坦克向上移动")
                elif event.key == pygame.K_RIGHT:
                    Maingame.my_tank.direction = "R"
                    Maingame.my_tank.stop = False
                    #Maingame.my_tank.move()
                    print("坦克向右移动")
                elif event.key == pygame.K_DOWN:
                    Maingame.my_tank.direction = "D"
                    Maingame.my_tank.stop = False
                    print("坦克向下移动")
                elif event.key == pygame.K_SPACE:
                    print("发射子弹")
                    #Maingame.my_tank.move()
                    if len(Maingame.myBulletList)<=3:
                        myBullet=Bullet(Maingame.my_tank)
                        Maingame.myBulletList.append(myBullet)

            if event.type == pygame.KEYUP:
                if event.key== pygame.K_UP or event.key==pygame.K_DOWN or event.key==pygame.K_RIGHT or event.key==pygame.K_LEFT:
                    Maingame.my_tank.stop=True

    def getTextSurface(self,text):
        #初始化字体模块
        pygame.font.init()
        font=pygame.font.SysFont("kaiti",18)
        textSurface=font.render(text,True,TEXT_COLOR)
        return textSurface




class Tank(BaseItem):
    def __init__(self,top,left):
        self.images={
            "U":pygame.image.load("imgs/p1tankU.gif"),
            "D": pygame.image.load("imgs/p1tankD.gif"),
            "L": pygame.image.load("imgs/p1tankL.gif"),
            "R": pygame.image.load("imgs/p1tankR.gif")

        }
        self.direction="U"
        self.image=self.images[self.direction]
        self.rect=self.image.get_rect()
        self.rect.left=left
        self.rect.top=top
        self.speed=10
        self.stop = True
        self.live = True

    def move(self):
        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
    def shot(self):
        return Bullet(self)
    def displayTank(self):
        self.image=self.images[self.direction]
        Maingame.window.blit(self.image,self.rect)
#我方坦克
class Mytank():
    def __init__(self):
        pass
class Enemytank(Tank):
    def __init__(self,left,top,speed):
        super(Enemytank,self).__init__(left,top)
        self.images={"U":pygame.image.load("imgs/enemy1U.gif"),
                     "R": pygame.image.load("imgs/enemy1R.gif"),
                     "L":pygame.image.load("imgs/enemy1L.gif"),
                     "D":pygame.image.load("imgs/enemy1D.gif")
                     }
        self.direction=self.randDirection()
        self.image = self.images[self.direction]
        self.rect=self.image.get_rect()
        self.rect.left=left
        self.rect.top=top
        self.speed=speed
        self.flag=True
        self.step=60



    def randDirection(self):
        num = random.randint(1,4)
        if num==1:
            return "U"
        elif num ==2:
            return "R"
        elif num ==3:
            return  "L"
        elif num==4:
            return "D"
    #敌方坦克随机移动的方法
    def randMove(self):
        if self.step <=0:
            self.direction=self.randDirection()
            self.step=60
        else:
            self.move()
            self.step-=1
    def shot(self):
        num=random.randint(1,100)
        if num <10:
            return Bullet(self)

class Wall():
    def __init__(self):
        pass
    def display(self):
        pass
class Explode():
    #爆炸同tank的位置相同
    def __init__(self,tank):
        self.rect= tank.rect
        self.images=[pygame.image.load("imgs/blast0.gif"),
                     pygame.image.load("imgs/blast1.gif"),
                     pygame.image.load("imgs/blast2.gif"),
                     pygame.image.load("imgs/blast3.gif"),
                     pygame.image.load("imgs/blast4.gif"),

        ]
        self.step=0
        self.image=self.images[self.step]
        self.live=True

    def displayExplode(self):
        if self.step <len(self.images):
            self.image=self.images[self.step]
            self.step+=1
            Maingame.window.blit(self.image,self.rect)
        else:
            self.live=False
            self.step=0

class music():
    def __init__(self):
        pass
    def play(self):
        pass
class Bullet(BaseItem):
    def __init__(self,tank):
        self.image=pygame.image.load("imgs/enemymissile.gif")

        self.direction= tank.direction
        self.rect=self.image.get_rect()
        if self.direction=="U":
            self.rect.left= tank.rect.left+tank.rect.width/2-self.rect.width/2
            self.rect.top = tank.rect.top-self.rect.top
        elif self.direction=="D":
            self.rect.left= tank.rect.left+tank.rect.width/2-self.rect.width/2
            self.rect.top = tank.rect.top+self.rect.top
        elif self.direction=="L":
            self.rect.left= tank.rect.left-tank.rect.width/2-self.rect.width/2
            self.rect.top = tank.rect.top+tank.rect.width/2-self.rect.width/2
        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

        self.speed=6
        #增加子弹的状态是否碰到墙壁
        self.live=True

    def displayBullet(self):
        Maingame.window.blit(self.image,self.rect)
    def move(self):
        if self.direction =="U":
            if self.rect.top >0:
                self.rect.top -=self.speed
            else:
                self.live=False
        elif self.direction == "R":
            if self.rect.left+self.rect.width<SCREEN_WIDTH:
                self.rect.left+=self.speed
            else:
                self.live=False
        elif self.direction == "L":
            if self.rect.left>0:
                self.rect.left-=self.speed
            else:
                self.live=False
        elif self.direction == "D":
            if self.rect.top+self.rect.height<SCREEN_HEIGHT:
                self.rect.top+=self.speed
            else:
                self.live=False
    #我方子弹与敌方坦克的碰撞
    def myBullet_hit_enemyTank(self):
        for enemyTank in Maingame.enemyTankList:
            if pygame.sprite.collide_rect(enemyTank,self):
                enemyTank.live=False
                self.live=False
                explode=Explode(enemyTank)
                Maingame.explodeList.append(explode)





if __name__== '__main__':
    Maingame().startgame()
 
 
#老师,请问我这个代码跑的时候为什么会出现我方坦克只能打中对方才能移动的情况呢


Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1945楼

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 BaseItem(pygame.sprite):
    def __init__(self,color,width,height):
        pygame.sprite.Sprite.__init__(self)

class Maingame():
    window=None
    my_tank=None
    enemyTankList=[]
    enemyTankcount=5
    myBulletList=[]
    enemyBulletList=[]
    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)
    def blitEnemyTank(self):
        #判断敌方坦克是否活着

        for enemyTank in Maingame.enemyTankList:
            enemyTank.displayTank()
            enemyTank.randMove()
            enemyBullet=enemyTank.shot()
            if enemyBullet:
                Maingame.enemyBulletList.append(enemyBullet)


    def blitMyBullet(self):
        #判断当前子弹是否为活着的状态,如果不是则在列表中删除

        for myBullet in Maingame.myBulletList:
            if myBullet.live:
                myBullet.displayBullet()
                myBullet.move()
            else:
                Maingame.myBulletList.remove(myBullet)
    def blitEnemyBullet(self):
        for enemyBullet in Maingame.enemyBulletList:
            if enemyBullet.live:

                enemyBullet.displayBullet()
                enemyBullet.move()
            else:
                Maingame.enemyBulletList.remove(enemyBullet)




    def  __init__(self):
       pass
    def startgame(self):
        pygame.display.init()
        Maingame.window = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
        pygame.display.set_caption("坦克大战1.03")
        Maingame.my_tank=Tank(350,250)
        self.createEnemyTank()
        while True:
            time.sleep(0.02)
            pygame.display.update()
            Maingame.window.fill(BG_COLOR)
            Maingame.window.blit(self.getTextSurface("敌方坦克剩余数量%d"%len(Maingame.enemyTankList)),(10,10))# 后一个位置可接元组
            self.getEvent()
            Maingame.my_tank.displayTank()
            self.blitEnemyTank()
            self.blitMyBullet()
            self.blitEnemyBullet()
            if not Maingame.my_tank.stop:
                Maingame.my_tank.move()

    def endgame(self):
        print("谢谢使用哦")
        exit()
    def getEvent(self):
        eventList=pygame.event.get()
        for event in eventList:
            if event.type == pygame.QUIT:
                self.endgame()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    Maingame.my_tank.direction="L"
                    Maingame.my_tank.stop=False
                    #Maingame.my_tank.move()
                    print("坦克向左移动")
                elif event.key == pygame.K_UP:
                    Maingame.my_tank.direction = "U"
                    Maingame.my_tank.stop=False

                    #Maingame.my_tank.move()
                    print("坦克向上移动")
                elif event.key == pygame.K_RIGHT:
                    Maingame.my_tank.direction = "R"
                    Maingame.my_tank.stop = False
                    #Maingame.my_tank.move()
                    print("坦克向右移动")
                elif event.key == pygame.K_DOWN:
                    Maingame.my_tank.direction = "D"
                    Maingame.my_tank.stop = False
                    print("坦克向下移动")
                elif event.key == pygame.K_SPACE:
                    print("发射子弹")
                    #Maingame.my_tank.move()
                    if len(Maingame.myBulletList)<=3:
                        myBullet=Bullet(Maingame.my_tank)
                        Maingame.myBulletList.append(myBullet)

            if event.type == pygame.KEYUP:
                if event.key== pygame.K_UP or event.key==pygame.K_DOWN or event.key==pygame.K_RIGHT or event.key==pygame.K_LEFT:
                    Maingame.my_tank.stop=True

    def getTextSurface(self,text):
        #初始化字体模块
        pygame.font.init()
        font=pygame.font.SysFont("kaiti",18)
        textSurface=font.render(text,True,TEXT_COLOR)
        return textSurface




class Tank(BaseItem):
    def __init__(self,top,left):
        self.images={
            "U":pygame.image.load("imgs/p1tankU.gif"),
            "D": pygame.image.load("imgs/p1tankD.gif"),
            "L": pygame.image.load("imgs/p1tankL.gif"),
            "R": pygame.image.load("imgs/p1tankR.gif")

        }
        self.direction="U"
        self.image=self.images[self.direction]
        self.rect=self.image.get_rect()
        self.rect.left=left
        self.rect.top=top
        self.speed=10
        self.stop = True
        self.live = True
        self.color=color
    def move(self):
        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
    def shot(self):
        return Bullet(self)
    def displayTank(self):
        self.image=self.images[self.direction]
        Maingame.window.blit(self.image,self.rect)
#我方坦克
class Mytank():
    def __init__(self):
        pass
class Enemytank(Tank):
    def __init__(self,left,top,speed):
        super(Enemytank,self).__init__(left,top)
        self.images={"U":pygame.image.load("imgs/enemy1U.gif"),
                     "R": pygame.image.load("imgs/enemy1R.gif"),
                     "L":pygame.image.load("imgs/enemy1L.gif"),
                     "D":pygame.image.load("imgs/enemy1D.gif")
                     }
        self.direction=self.randDirection()
        self.image = self.images[self.direction]
        self.rect=self.image.get_rect()
        self.rect.left=left
        self.rect.top=top
        self.speed=speed
        self.flag=True
        self.step=60



    def randDirection(self):
        num = random.randint(1,4)
        if num==1:
            return "U"
        elif num ==2:
            return "R"
        elif num ==3:
            return  "L"
        elif num==4:
            return "D"
    #敌方坦克随机移动的方法
    def randMove(self):
        if self.step <=0:
            self.direction=self.randDirection()
            self.step=60
        else:
            self.move()
            self.step-=1
    def shot(self):
        num=random.randint(1,100)
        if num <10:
            return Bullet(self)

class Wall():
    def __init__(self):
        pass
    def display(self):
        pass
class Explode():
    def __init__(self):
        pass
    def showexplode(self):
        pass
class music():
    def __init__(self):
        pass
    def play(self):
        pass
class Bullet(BaseItem):
    def __init__(self,tank):
        self.image=pygame.image.load("imgs/enemymissile.gif")

        self.direction= tank.direction
        self.rect=self.image.get_rect()
        if self.direction=="U":
            self.rect.left= tank.rect.left+tank.rect.width/2-self.rect.width/2
            self.rect.top = tank.rect.top-self.rect.top
        elif self.direction=="D":
            self.rect.left= tank.rect.left+tank.rect.width/2-self.rect.width/2
            self.rect.top = tank.rect.top+self.rect.top
        elif self.direction=="L":
            self.rect.left= tank.rect.left-tank.rect.width/2-self.rect.width/2
            self.rect.top = tank.rect.top+tank.rect.width/2-self.rect.width/2
        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

        self.speed=6
        #增加子弹的状态是否碰到墙壁
        self.live=True

    def displayBullet(self):
        Maingame.window.blit(self.image,self.rect)
    def move(self):
        if self.direction =="U":
            if self.rect.top >0:
                self.rect.top -=self.speed
            else:
                self.live=False
        elif self.direction == "R":
            if self.rect.left+self.rect.width<SCREEN_WIDTH:
                self.rect.left+=self.speed
            else:
                self.live=False
        elif self.direction == "L":
            if self.rect.left>0:
                self.rect.left-=self.speed
            else:
                self.live=False
        elif self.direction == "D":
            if self.rect.top+self.rect.height<SCREEN_HEIGHT:
                self.rect.top+=self.speed
            else:
                self.live=False
    #我方子弹与敌方坦克的碰撞
    def myBullet_hit_enemyTank(self):
        for enemyTank in Maingame.enemyTankList:
            if pygame.sprite.collide_rect(enemyTank,self):
                enemyTank.live=False
                self.live=False




if __name__== '__main__':
    Maingame().startgame()


Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1946楼

老师,昨晚代码粘贴错了,你看看这个代码,我的问题是,我根据课堂讲的一步一步写的坦克大战游戏,然后写到我方子弹和敌方坦克碰撞后消失的效果的程序,运行后,碰撞不消失!

import pygame,time,random
from pygame.sprite import Sprite
screen_width=700
screen_height=600
bg_color=pygame.Color(0,0,0)
text_color=pygame.Color(255,0,0)
class BaseItem(Sprite):
    def __init__(self, color, width, height):
        # Call the parent class (Sprite) constructor
        pygame.sprite.Sprite.__init__(self)
class MainGame():
    window=None
    mytank=None
    enemytanklist=[]
    enemytankcount=5
    mytankbulletlist=[]
    enemytankbulletlist=[]
    def __init__(self):
        pass
    #开始游戏
    def startgame(self):
        pygame.display.init()
        MainGame.window=pygame.display.set_mode([screen_width, screen_height])
        #设置窗口的标题
        pygame.display.set_caption("坦克大战1.0")
        MainGame.mytank=Tank(350,300)#这是初始化加载一次,不能一直加载,一直加载岂不是不死了,加载就是生成
        self.createenemytank()
        while True:
            time.sleep(0.02)
            MainGame.window.fill(bg_color)
            #要一直获取事件
            self.getEvent()
            MainGame.window.blit(self.textfont("敌方坦克剩余数量{0}".format(MainGame.enemytankcount)),(10,10))
            MainGame.mytank.dispalygame()#这是把加载的图片一直显示,并不是一直加载
            self.blitenemytank()
            self.enemytankbulletdisplay()
            self.mytankbulletdisplay()
            if not MainGame.mytank.stop:
                MainGame.mytank.move()
            pygame.display.update()
    def enemytankbulletdisplay(self):
        for enemytankbullet in MainGame.enemytankbulletlist:
            if enemytankbullet.bulletcount:
                enemytankbullet.displayBullet()
                enemytankbullet.move()
            else:
                MainGame.enemytankbulletlist.remove(enemytankbullet)

    def mytankbulletdisplay(self):
        for mytankbullet in MainGame.mytankbulletlist:
            if mytankbullet.bulletcount:
                mytankbullet.displayBullet()
                mytankbullet.move()
                print("你大爷的")
                mytankbullet.mybullet_hit_enemytank()
            else:    #bulletcount为False的时候,是子弹走到边界的时候,这子弹都是相对单个,不是列表里的所有
                MainGame.mytankbulletlist.remove(mytankbullet)

    def createenemytank(self):
        top = 100
        for i in range(MainGame.enemytankcount):
            left = random.randint(50, 600)
            speed = random.randint(1, 3)
            enemytank1=EnemyTank(left,top,speed)
            MainGame.enemytanklist.append(enemytank1)
    def blitenemytank(self):
        for enemytank in MainGame.enemytanklist:#遍历生成敌方坦克
            if enemytank.live:
                enemytank.dispalygame()
                enemytank.randmove()
                enemytankbullet = enemytank.shot()  # 遍历生成的所有坦克发射子弹,shot()返回了个Bullet(),所以相应的也生成了子弹
                if enemytankbullet:  # 返回的不是None的才可以加入列表,要不然报错的
                    MainGame.enemytankbulletlist.append(enemytankbullet)
            else:
                MainGame.enemytanklist.remove(enemytank)

    #结束游戏
    def endgame(self):
        print("谢谢使用,欢迎再次使用")
        exit()
    def getEvent(self):
        #获取所有事件
        eventlist=pygame.event.get()#获取所有事件
        for event in eventlist:#遍历
            if event.type==pygame.QUIT:
                self.endgame()
            if event.type==pygame.KEYUP:
                if event.key==pygame.K_LEFT or event.key==pygame.K_RIGHT or event.key==pygame.K_UP or event.key==pygame.K_DOWN:
                    MainGame.mytank.stop=True

            if event.type==pygame.KEYDOWN:#表示按下的是键盘按键
                if event.key==pygame.K_LEFT:
                    MainGame.mytank.direction = "L"
                    MainGame.mytank.stop=False
                    # MainGame.mytank.move()
                    print('按下左键,坦克向左移动')

                elif event.key==pygame.K_RIGHT:
                    MainGame.mytank.direction="R"
                    MainGame.mytank.stop = False
                    #MainGame.mytank.move()
                    print('按下右键,坦克向右移动')
                elif event.key==pygame.K_UP:
                    print("按下上键,坦克向上移动")
                    MainGame.mytank.direction="U"
                    MainGame.mytank.stop = False
                   # MainGame.mytank.move()
                elif event.key==pygame.K_DOWN:
                    print("按下下键,坦克向下移动")
                    MainGame.mytank.direction="D"
                    MainGame.mytank.stop = False
                    #MainGame.mytank.move()
                elif event.key==pygame.K_SPACE:
                    if len(MainGame.mytankbulletlist)<4:
                        print("发射子弹")
                        mytankbullet=Bullet(MainGame.mytank)
                        MainGame.mytankbulletlist.append(mytankbullet)
    def textfont(self,text):
        pygame.font.init()
        font=pygame.font.SysFont('kaiti',18)#创建字体对象
        text_win=font.render(text,True,text_color)
        return text_win

class Tank(BaseItem):
    def __init__(self,left,top):
        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")
        }
        self.direction="L"
        self.image=self.images[self.direction]
        self.rect=self.image.get_rect()#获取图片区域
        self.rect.left=left
        self.rect.top=top
        self.speed=5
        self.stop=True
        self.live=True
    #射击
    def shot(self):
        pass
    #移动
    def move(self):
        if 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 == "L":
            if self.rect.left>0:
                self.rect.left -= self.speed
        elif self.direction == "R":
            if self.rect.left+self.rect.height<screen_width:
                self.rect.left += self.speed
    #加载坦克的方法
    def dispalygame(self):
        self.image=self.images[self.direction]
        MainGame.window.blit(self.image,self.rect)
    #我方坦克
class MyTank(Tank):
    def __init__(self):
        pass
    #地方坦克
class EnemyTank(Tank):
    def __init__(self,left,top,speed):
        super(EnemyTank,self).__init__(left,top)#定义了构造函数,父类的属性不能直接继承,需要借用这个调用
        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")
        }
        self.direction=self.randdirection()#方向随机了
        self.image=self.images[self.direction]
        self.rect=self.image.get_rect()
        self.rect.left=left
        self.rect.top=top
        self.speed=speed
        self.stop=True
        self.step=60
    def randdirection(self):
        num=random.randint(1,4)#生成四个随机数,将这四个随机书与方向字典的建关联,则方向也就随机了
        if num==1:
            return "U"
        elif num==2:
            return "D"
        elif num==3:
            return "L"
        elif num==4:
            return "R"
    def randmove(self):
        if self.step<=0:
            self.direction=self.randdirection()
            self.step=60
        else:
            self.move()
            self.step-=1
    def shot(self):
        num=random.randint(1,100)
        if num<5:
            return Bullet(self) #因为是随机生成的数。所有如果不是大于5的数,则返回的是None

class Bullet(BaseItem):
    def __init__(self,tank):
        self.direction=tank.direction
        self.speed=6
        self.image=pygame.image.load("img/enemymissile.gif")
        self.rect=self.image.get_rect()
        self.bulletcount=True

        if self.direction == 'U':
            self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
            self.rect.top = tank.rect.top - self.rect.height
        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 == '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 == 'R':
            self.rect.left = tank.rect.left + tank.rect.width
            self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2
    def move(self):
        if self.direction=="U":
            if self.rect.top>0:
                self.rect.top-=self.speed
            else:
                # 这就是子弹走到边界的时候,将bulletcount置为False,也就是说bulletcount为False的时候,是子弹走到边界的时候
                self.bulletcount=False
        elif self.direction=="D":
            if self.rect.top+self.rect.height<screen_height:
                self.rect.top+=self.speed
            else:
                self.bulletcount = False
        elif self.direction=="L":
            if self.rect.left>0:
                self.rect.left-=self.speed
            else:
                self.bulletcount = False
        elif self.direction=="R":
            if self.rect.left+self.rect.width<screen_width:
                self.rect.left+=self.speed
            else:
                self.bulletcount = False
    def mybullet_hit_enemytank(self):
        for enemytank in MainGame.enemytankbulletlist:#这个敌方坦克列表存放的是敌方坦克。所以遍历敌方坦克就是所有的敌方坦克
                #生成的这个坦克也就是敌方的坦克,
            if pygame.sprite.collide_rect(enemytank,self):
                #修改敌方坦克和我方子弹的状态,即修改成消失的状态
                enemytank.live=False
                self.bulletcount=False


    #展示子弹的方法
    def displayBullet(self):
        MainGame.window.blit(self.image,self.rect)
class Wall():
    def __init__(self):
        pass
    #展示墙壁的方法
    def displayWall(self):
        pass
#展示效果
class Explode():
    def __init__(self):
        pass
    #展示爆炸效果的方法
    def displayExplode(self):
        pass
class Music():
    def __init__(self):
        pass
    #播放音乐的方法
    def displayMusic(self):
        pass
if __name__=="__main__":
    MainGame().startgame()


Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1948楼

tanke-liujiasheng2.zip

老师,帮我看看这个代码(上面是压缩文件,下面是复制的代码)这个坦克大战游戏我一直是按照课程做的,做到这节课做不下去了,实现不了我方子弹与敌方坦克碰撞的效果,运行不报错,但我方子弹和坦克碰撞没有实现消失的效果,我也找不出问题。

#分类:
'''
分类

1.坦克类(敌方坦克,我方坦克)
射击
移动
显示坦克的方法

2.子弹类
移动
显示子弹的方法

3.城墙类
属性:是否可以通过

4.音效类
播放音乐

5.爆炸效果类
显示爆炸效果

6.主窗口
开始运行
结束运行

'''
import pygame,time,random
screen_width=700
screen_height=600
bg_color=pygame.Color(0,0,0)
text_color=pygame.Color(255,0,0)
class MainGame():
    window=None
    mytank=None
    enemytanklist=[]
    enemytankcount=5
    mytankbulletlist=[]
    def __init__(self):
        pass
    #开始游戏
    def startgame(self):
        pygame.display.init()
        MainGame.window=pygame.display.set_mode([screen_width, screen_height])
        #设置窗口的标题
        pygame.display.set_caption("坦克大战1.0")
        MainGame.mytank=Tank(350,300)#这是初始化加载一次,不能一直加载,一直加载岂不是不死了,加载就是生成
        self.createenemytank()
        while True:
            time.sleep(0.02)
            MainGame.window.fill(bg_color)
            #要一直获取事件
            self.getEvent()
            MainGame.window.blit(self.textfont("敌方坦克剩余数量{0}".format(MainGame.enemytankcount)),(10,10))
            MainGame.mytank.dispalygame()#这是把加载的图片一直显示,并不是一直加载
            self.blitenemytank()
            self.mytankbulletdisplay()
            if not MainGame.mytank.stop:
                MainGame.mytank.move()
            pygame.display.update()
    def mytankbulletdisplay(self):
        for mytankbullet in MainGame.mytankbulletlist:
            mytankbullet.displayBullet()
            mytankbullet.move()

    def createenemytank(self):
        top = 100
        for i in range(MainGame.enemytankcount):
            left = random.randint(50, 600)
            speed = random.randint(1, 3)
            enemytank1=EnemyTank(left,top,speed)
            MainGame.enemytanklist.append(enemytank1)
    def blitenemytank(self):
        for enemytank in MainGame.enemytanklist:
            enemytank.dispalygame()
            enemytank.randmove()

    #结束游戏
    def endgame(self):
        print("谢谢使用,欢迎再次使用")
        exit()
    def getEvent(self):
        #获取所有事件
        eventlist=pygame.event.get()#获取所有事件
        for event in eventlist:#遍历
            if event.type==pygame.QUIT:
                self.endgame()
            if event.type==pygame.KEYUP:
                if event.key==pygame.K_LEFT or event.key==pygame.K_RIGHT or event.key==pygame.K_UP or event.key==pygame.K_DOWN:
                    MainGame.mytank.stop=True

            if event.type==pygame.KEYDOWN:#表示按下的是键盘按键
                if event.key==pygame.K_LEFT:
                    MainGame.mytank.direction = "L"
                    MainGame.mytank.stop=False
                    # MainGame.mytank.move()
                    print('按下左键,坦克向左移动')

                elif event.key==pygame.K_RIGHT:
                    MainGame.mytank.direction="R"
                    MainGame.mytank.stop = False
                    #MainGame.mytank.move()
                    print('按下右键,坦克向右移动')
                elif event.key==pygame.K_UP:
                    print("按下上键,坦克向上移动")
                    MainGame.mytank.direction="U"
                    MainGame.mytank.stop = False
                   # MainGame.mytank.move()
                elif event.key==pygame.K_DOWN:
                    print("按下下键,坦克向下移动")
                    MainGame.mytank.direction="D"
                    MainGame.mytank.stop = False
                    #MainGame.mytank.move()
                elif event.key==pygame.K_SPACE:
                    print("发射子弹")
                    mytankbullet=Bullet(MainGame.mytank)
                    MainGame.mytankbulletlist.append(mytankbullet)
    def textfont(self,text):
        pygame.font.init()
        font=pygame.font.SysFont('kaiti',18)#创建字体对象
        text_win=font.render(text,True,text_color)
        return text_win

class Tank():
    def __init__(self,left,top):
        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")
        }
        self.direction="L"
        self.image=self.images[self.direction]
        self.rect=self.image.get_rect()#获取图片区域
        self.rect.left=left
        self.rect.top=top
        self.speed=5
        self.stop=True
    #射击
    def shot(self):
        pass
    #移动
    def move(self):
        if 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 == "L":
            if self.rect.left>0:
                self.rect.left -= self.speed
        elif self.direction == "R":
            if self.rect.left+self.rect.height<screen_width:
                self.rect.left += self.speed
    #加载坦克的方法
    def dispalygame(self):
        self.image=self.images[self.direction]
        MainGame.window.blit(self.image,self.rect)
    #我方坦克
class MyTank(Tank):
    def __init__(self):
        pass
    #地方坦克
class EnemyTank(Tank):
    def __init__(self,left,top,speed):
        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")
        }
        self.direction=self.randdirection()#方向随机了
        self.image=self.images[self.direction]
        self.rect=self.image.get_rect()
        self.rect.left=left
        self.rect.top=top
        self.speed=speed
        self.stop=True
        self.step=60
    def randdirection(self):
        num=random.randint(1,4)#生成四个随机数,将这四个随机书与方向字典的建关联,则方向也就随机了
        if num==1:
            return "U"
        elif num==2:
            return "D"
        elif num==3:
            return "L"
        elif num==4:
            return "R"
    def randmove(self):
        if self.step<=0:
            self.direction=self.randdirection()
            self.step=60
        else:
            self.move()
            self.step-=1

class Bullet():
    def __init__(self,tank):
        self.direction=tank.direction
        self.speed=6
        self.image=pygame.image.load("img/enemymissile.gif")
        self.rect=self.image.get_rect()

        if self.direction == 'U':
            self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
            self.rect.top = tank.rect.top - self.rect.height
        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 == '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 == 'R':
            self.rect.left = tank.rect.left + tank.rect.width
            self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2
    def move(self):
        if self.direction=="U":
            if self.rect.top>0:
                self.rect.top-=self.speed
            else:
                pass
        elif self.direction=="D":
            if self.rect.top+self.rect.height<screen_height:
                self.rect.top+=self.speed
            else:
                pass
        elif self.direction=="L":
            if self.rect.left>0:
                self.rect.left-=self.speed
            else:
                pass
        elif self.direction=="R":
            if self.rect.left+self.rect.width<screen_width:
                self.rect.left+=self.speed
            else:
                pass

    #展示子弹的方法
    def displayBullet(self):
        MainGame.window.blit(self.image,self.rect)
class Wall():
    def __init__(self):
        pass
    #展示墙壁的方法
    def displayWall(self):
        pass
#展示效果
class Explode():
    def __init__(self):
        pass
    #展示爆炸效果的方法
    def displayExplode(self):
        pass
class Music():
    def __init__(self):
        pass
    #播放音乐的方法
    def displayMusic(self):
        pass
if __name__=="__main__":
    MainGame().startgame()


Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1950楼

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