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from tkinter import *
from tkinter import messagebox
class Application(Frame):

    def __init__(self,master=None):
        super().__init__(master)
        self.master=master
        self.pack()

        self.createWidget()

    def createWidget(self):
        self.label01=Label(self,text="用户名")
        self.label01.pack()
        v1=StringVar()
        self.entry01= Entry(self,textvarible=v1)
        self.entry01.pack()
        v1.set("admin")
        print(v1.get());print(v1.entry01.get())

        self.label02 = Label(self, text="密码")
        self.label02.pack()
        v2 = StringVar()
        self.entry02 = Entry(self, textvarible=v2, show="*")
        self.entry02.pack()
        Button(self, text="登陆", command=self.login).pack()

    def login(self):
        print("用户名"+self.entry01.get())
        print("密码"+self.entry02.get())
        messagebox.showinfo("送花","送你99朵玫瑰花")
        if self.entry01.get()=="gaoqi" and self.entry02.get()=="123456":
            messagebox.showinfo("登陆成功")
        else:
            messagebox.showinfo("废物,登录失败")
if __name__=="__main__":
    root=Tk()
    root.geometry("400x400+200+300")
    root.title("一个经典的Label程序测试")
    app=Application(master=root)
    root.mainloop()

image.png

Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1997楼

'''
Text(多行文本框)的主要用于显示多行文本,还可以显示网页链接, 图片, HTML 页面,
甚至 CSS 样式表,添加组件等。因此,也常被当做简单的文本处理器、文本编辑器或者网
页浏览器来使用。比如 IDLE 就是 Text 组件构成的。
'''
import tkinter as tk
from tkinter import messagebox
import webbrowser

class Application(tk.Frame):

    def __init__(self,master=None):
        super().__init__(master)
        self.createWidget()
        self.pack()

    def createWidget(self):
        self.text = tk.Text(self, width=40, height=30, bg='white')
        self.text.insert(1.0, '李剑神使得一把好剑!')
        self.text.insert(3.2, '徐骁是人见人怕的北凉王!')
        self.text.pack(side='bottom')

        self.btn01 = tk.Button(self, text='插入文本', command=self.insertText)
        self.btn01.pack(side='left')
        self.btn02 = tk.Button(self, text='返回文本', command=self.returnText)
        self.btn02.pack(side='left')
        self.btn03 = tk.Button(self,text='插入图片',command=self.insertPhoto)
        self.btn03.pack(side='left')
        self.btn04 = tk.Button(self, text='插入组件', command=self.insertWidget)
        self.btn04.pack(side='left')
        self.btn05 = tk.Button(self, text='tag标记', command=self.insertTag)
        self.btn05.pack(side='left')
        self.btn06 = tk.Button(self,text='退出按钮',command=root.destroy)
        self.btn06.pack(side='bottom')
    def insertText(self):
        self.text.insert(2.0,'徐凤年')
        self.text.insert(tk.INSERT,'木马牛是把神剑!')
        self.text.insert(tk.END, '阿里巴巴四十大盗')
    def returnText(self):
        print('打印所有文本信息:{0}'.format(self.text.get(1.0,tk.END)))
    def insertPhoto(self):
        self.photo = tk.PhotoImage(file='image/aaa.gif')
        self.text.image_create(tk.END,image=self.photo)
    def insertWidget(self):
        self.btn07 = tk.Button(self.text,text='添加的按钮')
        self.text.window_create(tk.INSERT,window=self.btn07)
    def insertTag(self):
        self.text.delete(1.0,tk.END)
        self.text.insert(tk.INSERT, 'good study!如果还不会就去\nbaidu好好查一下吧!')
        self.text.tag_add('good',1.0,1.4)
        self.text.tag_config('good',background='red')
        self.text.tag_add('baidu',2.0,2.4)
        self.text.config('baidu',underline=True)
        self.text.tag_bind('baidu','<Button-1>',self.webBrower)

    def webBrower(self,event):
        webbrowser.open('http://www.baidu.com')
if __name__ == '__main__':
    root = tk.Tk()
    root.title('TEXT多行文本测试')
    root.geometry('500x500+500+200')
    app = Application(master=root)
    root.mainloop()

老师帮我看一下定位到这两句语句报错,但是我不知道是什么原因,参数也是正确的啊。
        self.text.tag_add('baidu',2.0,2.4)
        self.text.config('baidu',underline=True)


Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 2000楼
Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 2001楼

老师为什么显示这种内容呢

'builtin_function_or_method' object has no attribute 'width'

image.png

这是报错信息

源码

pygame pg
time
random
screen_width=screen_height=bgcolor=pg.Color(,,)
rcolor=pg.Color(,,)
MainGame:
    window=my_tank=enemy_tankList=[]
    enemy_tankCount=myBulletList=[]
    __init__(self):
        startGame(self):
        pg.display.init()
        MainGame.window=pg.display.set_mode([screen_width,screen_height])
        MainGame.my_tank = Tank(, )
        self.creatEnemyTank()
        pg.display.set_caption()


        :
            time.sleep()
            MainGame.window.fill(bgcolor)
            self.getEvent()
            MainGame.window.blit(self.getTextSurface(%len(MainGame.enemy_tankList)),(,))
            MainGame.my_tank.displayTank()
            self.biltenemyTank()
            self.blitMyBullet()
            MainGame.my_tank.stop:
                MainGame.my_tank.move()
            pg.display.update()
creatEnemyTank(self):
        top=i range (MainGame.enemy_tankCount):
            left=random.randint(,)
            speed=random.randint(,)
            enemy=EnemyTank(left, top, speed)
            MainGame.enemy_tankList.append(enemy)
    biltenemyTank(self):
        enemyTank MainGame.enemy_tankList:
            enemyTank.displayTank()
            enemyTank.randMove()
    blitMyBullet(self):
        MyBullet MainGame.myBulletList:
            MyBullet.displayBullet()
            MyBullet.randMove()





    endGame(self):
        print()
        exit()
getTextSurface(self,text):
        pg.font.init()
        font=pg.font.SysFont(,)
        textSurface=font.render(text,,rcolor)
        textSurface
getEvent(self):
        eventList=pg.event.get()
        event eventList:
            event.type==pg.QUIT:
                self.endGame()
            event.type==pg.KEYDOWN:

                event.key==pg.K_LEFT:
                    MainGame.my_tank.stop = MainGame.my_tank.direction=print()
                event.key==pg.K_RIGHT:
                    MainGame.my_tank.stop = MainGame.my_tank.direction = print()
                event.key==pg.K_UP:
                    MainGame.my_tank.stop = MainGame.my_tank.direction = print()
                event.key==pg.K_DOWN:
                    MainGame.my_tank.stop = MainGame.my_tank.direction = print()
                event.key== pg.K_SPACE:
                    print()
                    MyBullet=Bullet(MainGame.my_tank)
                    MainGame.MyBulletList.append(MyBullet)
            event.type==pg.KEYUP:
                event.key==pg.K_UP event.key==pg.K_DOWN event.key==pg.K_LEFT event.key==pg.K_RIGHT:
                    MainGame.my_tank.stop=Tank:
__init__(self,left,top):
        self.images={:pg.image.load(),
                     : pg.image.load(),
                     : pg.image.load(),
                     : pg.image.load()}
        self.direction=self.image=self.images[self.direction]
        self.rect=self.image.get_rect()
        self.rect.top=top
        self.rect.left=left
        self.speed=self.stop=move(self):
        self.direction==:
            self.rect.left > :
                self.rect.left-=self.speed
        self.direction==:

            self.rect.left+self.rect.height<screen_width:
                self.rect.left += self.speed
        self.direction==:

            self.rect.top>:
                self.rect.top -= self.speed
        self.direction==:

            self.rect.top+ self.rect.height < screen_height:
                self.rect.top += self.speed


    shot(self):
        displayTank(self):
        self.image=self.images[self.direction]
        MainGame.window.blit(self.image,self.rect)
MyTank(Tank):
    __init__(self):
        EnemyTank(Tank):
    __init__(self,left,top,speed):
        self.images={:pg.image.load(),
                     : pg.image.load(),
                     : pg.image.load(),
                     : pg.image.load()}
        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.rect.left=left
        self.speed=speed
        self.flag=self.step=randDirection(self):
        num=random.randint(,)
        num==:
            num==:
            num==:
            num==:
            randMove(self):
        self.step<=:
            self.direction=self.randDirection()
            self.step=:
            self.move()
            self.step-=Bullet():
    __init__(self,tank):
        self.image=pg.image.load()
        self.direction=tank.direction
        self.rect=self.image.get_rect
        self.direction==:
            self.rect.left=int(tank.rect.left+tank.rect.width/-self.rect.width/)
            self.rect.top=int(tank.rect.top-self.rect.height)
        self.direction==:
            self.rect.left=int(tank.rect.left+tank.rect.width/-self.rect.width/)
            self.rect.top=int(tank.rect.top+tank.rect.height)
        self.direction==:
            self.rect.left=int(tank.rect.left-self.rect.width/-self.rect.width/)
            self.rect.top=int(tank.rect.top+tank.tect.width/-self.rect.width/)
        self.direction==:
            self.rect.left=int(tank.rect.left+tank.rect.width)
            self.rect.top=int(tank.rect.top+tank.tect.width/-self.rect.width/)
        self.speed=move(self):
        displayBullet(self):
        MainGame.window.blit(self.image,self.rect)
Wall():
    __init(self):
        displayWall(self):
        Explore():
    __init__(self):
        displayExplore(self):
        Music():
    __init__(self):
        play(self):
        __name__==:
    MainGame().startGame()


Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 2002楼

老师请问为什么会出现这样

import pygame as pg
import time
import random
screen_width=700
screen_height=500
bgcolor=pg.Color(0,0,0)
rcolor=pg.Color(255,0,0)
class MainGame:
    window=None
    my_tank=None
    enemy_tankList=[]
    enemy_tankCount=5
    def __init__(self):
        pass
    #开始游戏
    def startGame(self):
        #加载主窗口
        #初始化窗口
        pg.display.init()
        #设置窗口的显示
        MainGame.window=pg.display.set_mode([screen_width,screen_height])
        #初始化我的坦克
        MainGame.my_tank = Tank(350, 250)
        #初始化敌方坦克
        self.createEnemyTank()   #!!!就是这个地方报错,说类里找不到这个函数
        #设置窗口的标题
        pg.display.set_caption("坦克大战1.02")


        while True:
            time.sleep(0.02)
            #窗口填充色
            MainGame.window.fill(bgcolor)
            #获取事件
            self.getEvent()
            #绘制文字
            MainGame.window.blit(self.getTextSurface("敌方剩余坦克数量%d"%6),(5,5))
            MainGame.my_tank.displayTank()
            #展示敌方坦克
            self.biltenemyTank()
            #使坦克移动
            if  not MainGame.my_tank.stop:
                MainGame.my_tank.move()
            pg.display.update()
#定义敌方坦克的方法
    def creatEnemyTank(self):
        top=100
        for i in range (MainGame.enemy_tankCount):
            left=random.randint(0,600)
            speed=random.randint(1,4)
            enemy=EnemyTank(left, top, speed)
            MainGame.enemy_tankList.append(enemy)
    #显示我方坦克
    #循环遍历敌方坦克列表,展示敌方坦克
    def biltenemyTank(self):
        for enemyTank in MainGame.enemy_tankList:
            enemyTank.displayTank()




    #结束游戏
    def endGame(self):
        print("谢谢使用")
        exit()
#左上角绘制
    def getTextSurface(self,text):
        #初始化字体
        pg.font.init()
        #获取字体对象
        font=pg.font.SysFont("kaiti",18)
        #绘制文字
        textSurface=font.render(text,True,rcolor)
        return textSurface
#获取事件
    def getEvent(self):
        #获取所有事件
        eventList=pg.event.get()
        #遍历事件
        for event in eventList:
            #判断按下是什么键
            if event.type==pg.QUIT:
                self.endGame()
            #键盘的按向 上下左右
            if event.type==pg.KEYDOWN:

                if event.key==pg.K_LEFT:
                    MainGame.my_tank.stop = False
                    MainGame.my_tank.direction="L"
                    #MainGame.my_tank.move()
                    print("xiangzuo")
                elif event.key==pg.K_RIGHT:
                    MainGame.my_tank.stop = False
                    MainGame.my_tank.direction = "R"
                    #MainGame.my_tank.move()
                    print("xiang you")
                elif event.key==pg.K_UP:
                    MainGame.my_tank.stop = False
                    MainGame.my_tank.direction = "U"
                    #MainGame.my_tank.move()
                    print("xiangshang")
                elif event.key==pg.K_DOWN:
                    MainGame.my_tank.stop = False
                    MainGame.my_tank.direction = "D"
                    #MainGame.my_tank.move()
                    print("xiang xia")
                elif event.key== pg.K_SPACE:
                    print("发射子弹")
            #松开方向键 让坦克停下
            if event.type==pg.KEYUP:
                if event.key==pg.K_UP or event.key==pg.K_DOWN or event.key==pg.K_LEFT or event.key==pg.K_RIGHT:
                    MainGame.my_tank.stop=True


class Tank:
#距离左边left,距离上边top,坦克的展示初始位置,距离左边和上边
    def __init__(self,left,top):
        #"保存加载的图片"
        self.images={"U":pg.image.load("p1tankU.gif"),
                     "D": pg.image.load("p1tankD.gif"),
                     "L": pg.image.load("p1tankL.gif"),
                     "R": pg.image.load("p1tankR.gif" )}
        self.direction="U"
        self.image=self.images[self.direction]
        self.rect=self.image.get_rect()
        self.rect.top=top
        self.rect.left=left
        self.speed=1
        self.stop=True

    #移动
    def move(self):
        #判断方向
        if 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
        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


    #射击
    def shot(self):
        pass
     #展示
    def displayTank(self):
        #获取展示的对象
        self.image=self.images[self.direction]
        MainGame.window.blit(self.image,self.rect)
#我方坦克
class MyTank(Tank):
    def __init__(self):
        pass


class EnemyTank(Tank):
    def __init__(self,left,top,speed):
        self.images={"U":pg.image.load("enemy1U.gif"),
                     "D": pg.image.load("enemy1D.gif"),
                     "L": pg.image.load("enemy1L.gif"),
                     "R": pg.image.load("enemy1R.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.rect.left=left
        self.speed=speed
        self.flag=True

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


class Bullte():
    def __init__(self):
        pass
    #移动
    def move(self):
        pass
    #zhanshi
    def displayBullet(self):
        pass
class Wall():
    def __init(self):
        pass
    #展示墙壁的方法
    def displayWall(self):
        pass

class Explore():
    def __init__(self):
        pass
        #展示爆炸的方法
    def displayExplore(self):
        pass
class Music():
    def __init__(self):
        pass
    #播放音乐的方法
    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 2003楼

代码:

"""测试一个grid布局"""

from tkinter import *
from tkinter import messagebox

class Application(Frame):
    """一个经典的GUI程序的类的写法"""
    def __init__(self, master=None):
        super().__init__(master)  # super()代表的是父类的定义,而不是父类对象
        self.master = master
        self.pack()
        self.createWidget()
    def createWidget(self):
        """创建计算器界面的组件"""
        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 == "=":
                    Button(self, text=c, width=2)\
                        .grid(row=rindex + 1, column=cindex, rowspan=2, sticky=NSEW)
                elif 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+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("190x235+1300-400")
    app = Application(master=root)
    root.mainloop()

疑问01.png

老师,我按照视频上的代码敲了一遍,为什么0没有跨列呢?

Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 2005楼

from tkinter import *
from tkinter import messagebox


class Application(Frame):
    """一个经典的GUI程序的类的写法"""

    def __init__(self, master=None):
        super().__init__(master)
        self.master = master
        self.pack()
        self.createWidge()

    def createWidge(self):
        """创建组件"""
        self.label01 = Label(self, text="北京尚学堂", width=10,
                             height=2, bg="black", fg="white")
        self.label01.pack()
        self.label02 = Label(self, text="百战程序员", width=10,
                             height=2, bg="red", fg="blue", font=("仿宋", 30))
        self.label02.pack()
        self.label03 = Label(self, text="高淇老师\nPYTHON专家\n有一个儿子叫高晓曦",
                             font=("宋体", 40), relief="solid", borderwidth=3, justify="left")
        self.label03.pack()
        # 测试图片加载
        global photo
        photo = PhotoImage(file="imgs\logo.gif")    #如果在这里输入绝对路径,可以正常显示,但是相对路径不行。
        self.label04 = Label(image=photo)
        self.label04.pack()


if __name__ == '__main__':
    root = Tk()
    root.geometry("888x555+200+200")
    root.title("测试label")
    Application(master=root)
    root.mainloop()

image.png

老师帮忙看看是什么原因,说找不到文件。我用绝对路径是没有问题的。

Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 2006楼

"""
    添加墙壁
    1 完善墙壁
    2 窗口添加墙壁,展示墙壁
"""
import time
import pygame
from pygame.sprite import Sprite
import random
SCREN_WIDTH = 700
SCREN_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
    # 存储敌方坦克的列表
    enemyTankList = []
    # 定义敌方坦克的数量
    enemyTankCount = 5
    # 存储我方子弹的列表
    myBulletList = []
    # 存储敌方子弹的列表
    enemyBulletList = []
    #存储爆炸效果的列表
    explodeList = []
    # 存储墙壁的列表
    wallList = []
    def __init__(self):
        pass
    #开始游戏
    def startGame(self):
        # 加载主窗口
        # 初始化窗口
        pygame.display.init()
        # 设置窗口大小以及显示
        MainGame.window = pygame.display.set_mode([SCREN_WIDTH,SCREN_HEIGHT])
        # 创建我方坦克方法
        self.create_mytank()

        # 初始化敌方坦克,并将敌方坦克添加到列表中
        self.createEnemyTank()
        # 初始化墙壁
        self.createWall()
        #设置窗口标题
        pygame.display.set_caption("坦克大战1.03")
        while True:
            # 使移动慢一点,休眠一会
            # 使用坦克移动的速度慢一点
            time.sleep(0.01)
            # 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.getTextSuface("敌方坦克剩余数量%d"%len(MainGame.enemyTankList)),(10,10))
            # 调用显示坦克的方法
            if MainGame.my_tank and MainGame.my_tank.live:
                MainGame.my_tank.displayTank()
            # 循环遍历敌方坦克列表,展示敌方坦克
            self.blitEnemyTank()
            # 循环遍历显示我方子弹
            self.biltBullet()
            # 循环遍历敌方子弹列表,展示敌方子弹
            self.blitEnemyBullet()
            # 循环遍历爆炸列表,展示爆炸效果
            self.blitExplode()
            # 循环遍历墙壁列表
            self.blitwall()
            # 调用坦克移动方法
            if MainGame.my_tank and MainGame.my_tank.live:
                MainGame.my_tank.displayTank()
            else:# 删除我方坦克
                del MainGame.my_tank
                MainGame.my_tank = None
            # 判断我方坦克是否存活
            # 如果坦克的开关开启,那么可以移动
            if MainGame.my_tank and MainGame.my_tank.live:
                if not MainGame.my_tank.stop:
                    MainGame.my_tank.move()

            pygame.display.update()


    # 初始化墙壁
    def createWall(self):
        for i in range(6):
            wall = Wall(i*130,220)
            # 将墙壁添加到列表
            MainGame.wallList.append(wall)
    # 初始化我方坦克
    def create_mytank(self):
        MainGame.my_tank = Tank(350, 100)
    # 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(1,2)
            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:
            # 判断当前坦克是否活着
            if enemyTank.live:
                enemyTank.displayTank()
                # enemyTank.move()
                enemyTank.randMove()
                # 发送子弹
                enemyBullet = enemyTank.shot()
                # 判断敌方子弹是否为空,不为空则添加
                if enemyBullet:
                    # 将敌方子弹存储到敌方子弹列表
                    MainGame.enemyBulletList.append(enemyBullet)
            else:#不活着,从敌方列表删除
                MainGame.enemyTankList.remove(enemyTank)
    # 循环遍历我方子弹存储列表
    def biltBullet(self):
        for myBullet in MainGame.myBulletList:
            # 判断当前的子弹是否是活着状态,如果是则进行显示及移动
            if myBullet.live:
                myBullet.displayBullet()
                # 调用子弹移动
                myBullet.move()
                # 调用是否检测碰撞的方法
                myBullet.myBullet_hit_enemyTank()
            # 如果不是活着状态,删除子弹
            else:
                MainGame.myBulletList.remove(myBullet)
    # 循环展示爆炸效果
    def blitExplode(self):
        for explode in MainGame.explodeList:
            # 判断是否活着
            if explode.live:
                # 展示
                explode.displayExplode()
            else:
                # 在爆炸列表中移除
                MainGame.explodeList.remove(explode)
    # 循环遍历敌方子弹存储列表,展示子弹
    def blitEnemyBullet(self):
        for enemyBullet in MainGame.enemyBulletList:
            if enemyBullet.live:
                enemyBullet.displayBullet()
                enemyBullet.move()
                # 调用敌方子弹与我方坦克碰撞的方法
                enemyBullet.enemyBullet_hit_mytank()
            else:
                MainGame.enemyBulletList.remove(enemyBullet)
    # 循环遍历墙壁
    def blitwall(self):
        for wall in MainGame.wallList:
            # 调用墙壁显示方法
            wall.displayWall()
    def endGame(self):
        print("谢谢使用,欢迎再次使用")
        exit()
        # 左上角文字的绘制
    def getTextSuface(self,text):
        # 初始化字体模块
        pygame.font.init()
        # # 查看所有的字体样式
        # print(pygame.font.get_fonts())
        # 获取字体Font对象
        font = pygame.font.SysFont("kaiti",18)
        # 绘制文本文字信息
        testSurface = font.render(text,True,TEXT_COLOR)
        return testSurface
    def getEvent(self):
        # 获取所有的事件
        eventList = pygame.event.get()
        # 遍历事件
        for event in eventList:
            if not MainGame.my_tank:
                if event.key == pygame.K_ESCAPE:
                    self.create_mytank()
            # 判断按下的键是关闭还是键盘按下
            # 按下的键盘是退出,关闭窗口
            if event.type == pygame.QUIT:
                # 退出
                self.endGame()
            # 键盘是按下
            if event.type ==pygame.KEYDOWN:
                if MainGame.my_tank and MainGame.my_tank.live:
                    # 判断按下的上下左右
                    if event.key == pygame.K_LEFT:
                        # 切换方向
                        MainGame.my_tank.direction = "L"
                        # 修改坦克开关状态
                        MainGame.my_tank.stop = False
                        # MainGame.my_tank.move()
                        print("按下左键,坦克向左移动")
                    elif event.key == pygame.K_RIGHT:
                        # 切换方向
                        MainGame.my_tank.direction = "R"
                        MainGame.my_tank.stop = False
                        # MainGame.my_tank.move()
                        print("按下右键,坦克向右移动")
                    elif event.key == pygame.K_UP:
                        # 切换方向
                        MainGame.my_tank.direction = "U"
                        MainGame.my_tank.stop = False
                        # MainGame.my_tank.move()
                        print("按下上键,坦克向上移动")
                    elif event.key == pygame.K_DOWN:
                        # 切换方向
                        MainGame.my_tank.direction = "D"
                        MainGame.my_tank.stop = False
                        # MainGame.my_tank.move()
                        print("按下下键,坦克向下移动")
                    elif event.key ==pygame.K_SPACE:
                        print("发射子弹")
                        # 如果我方子弹列表的大小 小于等于3的时候才可以创建
                        if len(MainGame.myBulletList) < 3:
                            myBullet = Bullet(MainGame.my_tank)
                            MainGame.myBulletList.append(myBullet)
                        # # 创建子弹 我方坦克发射的子弹
                        # myBullet = Bullet(MainGame.my_tank)
                        # MainGame.myBulletList.append(myBullet)
            # 松开方向键,坦克停止移动,修改坦克的开关状态
            if event.type ==pygame.KEYUP:
                # 判断释放的是哪一个键
                if event.key ==pygame.K_UP or event.key ==pygame.K_LEFT or event.key==pygame.K_DOWN or event.key ==pygame.K_RIGHT:
                    if MainGame.my_tank and MainGame.my_tank.live:
                        MainGame.my_tank.stop = True

class Tank(BaseItem):
    # 添加距离左边left,距离上边top
    def __init__(self,left,top):
        # 保存加载的图片
        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"
        # 根据当前的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left和top
        self.rect.left = left
        self.rect.top = top
        # 速度决定移动的快慢
        self.speed= 2
        # 坦克移动的开关
        self.stop = True
        # 是否活着
        self.live = True
    # 移动
    def move(self):
        # 判断坦克的方向进行移动
        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 <SCREN_HEIGHT:
                self.rect.top +=self.speed
        elif self.direction =="R":
            if self.rect.left+self.rect.height<SCREN_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bilt方法展示
        MainGame.window.blit(self.image,self.rect)
class MyTank(Tank):
    def __init__(self):
        pass
class EnemyTank(Tank):
    def __init__(self,left,top,speed):
        # 调用父类的初始化方法
        # super().__init__(left,top)
        super(EnemyTank,self).__init__(left,top)
        # 加载图片集
        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")
        }
        # 方向 随机生成敌方坦克的方向
        self.direction = self.randDirection()
        # 根据方向 获取图片
        self.image = self.images[self.direction]
        # 获取图片的区域
        self.rect = self.image.get_rect()
        # 对left和top进行赋值
        self.rect.left = left
        self.rect.top = top
        # 速度
        self.speed = speed
        # 移动开关
        self.flag = True
        # 新增步数的变量
        self.step = 30
    # 方向 随机生成敌方坦克数量
    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"
    # 敌方坦克随机移动的方法
    def randMove(self):
        if self.step<=0:
            # 修改方向
            self.direction = self.randDirection()
            #步数复位
            self.step = 30
            # self
        else:
            self.move()
            # 步数递减
            self.step-=1
    # 重写父类shot
    def shot(self):
        # 随机生成100以内的数
        num = random.randint(1,100)
        if num < 10:
            return Bullet(self)
class Bullet(BaseItem):
    def __init__(self,tank):
        # 加载子弹图片
        self.image = pygame.image.load("img/enemymissile.gif")
        # 坦克的方向决定 子弹的方向
        self.direction = tank.direction
        # 获取区域和位置
        self.rect = self.image.get_rect()
        # 子弹的速度
        self.speed = 6
        # 子弹是否碰到墙壁 如果碰到修改状态,子弹消失
        self.live = True
        # 子弹的位置 left和top
        # 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
        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

    # 移动
    def move(self):
        if self.direction =="U":
            if self.rect.top >0:
                self.rect.top -=self.speed
            else:
                # 修改状态
                self.live = False
        elif self.direction == "R":
            if self.rect.right+self.rect.width < SCREN_WIDTH:
                self.rect.right += self.speed
            else:
                # 修改状态
                self.live = False
        elif self.direction == "D":
            if self.rect.top + self.rect.height < SCREN_HEIGHT:
                self.rect.top += self.speed
            else:
                # 修改状态
                self.live = False
        elif self.direction == "L":
            if self.rect.left  > 0:
                self.rect.left -= self.speed
            else:
                # 修改状态
                self.live = False
    # 展示子弹
    def displayBullet(self):
        # 将图片surface加载到窗口
        MainGame.window.blit(self.image,self.rect)
    # 我方子弹与敌方坦克的碰撞
    def myBullet_hit_enemyTank(self):
        # 循环遍历敌方坦克列表,判断是否发生碰撞
        for enemyTank in MainGame.enemyTankList:
            if pygame.sprite.collide_rect(enemyTank,self):
                # 修改敌方坦克和我方子弹的状态
                    enemyTank.live = False
                    self.live = False
                    # 创建爆炸对象
                    explode = Explode(enemyTank)
                    # 将爆炸对象添加到爆炸列表中
                    MainGame.explodeList.append(explode)
    # 敌方子弹与我方坦克的碰撞
    def enemyBullet_hit_mytank(self):
        if MainGame.my_tank and MainGame.my_tank.live:

            if pygame.sprite.collide_rect(MainGame.my_tank,self):
                # 修改敌方坦克和我方子弹的状态
                MainGame.my_tank.live = False
                self.live = False
                # 创建爆炸对象
                explode = Explode(MainGame.my_tank)
                # 将爆炸对象添加到爆炸列表中
                MainGame.explodeList.append(explode)
class Wall():
    def __init__(self, left, top):
        # 加载墙壁图片
        self.image = pygame.image.load('img/steels.gif')
        # 获取墙壁的区域
        self.rect = self.image.get_rect()
        # 设置位置left、top
        self.rect.left = left
        self.rect.top = top
        # 是否存活
        self.live = True
        # 设置生命值
        self.hp = 3
    # 展示墙壁的方法
    def displayWall(self):
        MainGame.window.blit(self.image,self.rect)
class Explode():
    def __init__(self,tank):
        # 爆炸的位置由当前打中的坦克位置决定
        self.rect = tank.rect
        self.images = [
            pygame.image.load("img/blast0.gif"),
            pygame.image.load("img/blast1.gif"),
            pygame.image.load("img/blast2.gif"),
            pygame.image.load("img/blast3.gif"),
            pygame.image.load("img/blast4.gif")
        ]
        self.step = 0
        self.image=self.images[self.step]
        # 是否活着
        self.live = True

    #展示效果的方法
    def displayExplode(self):
        if self.step<len(self.images):
            # 根据索引获取爆炸对象
            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
    def plat(self):
        pass

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

    # MainGame().getTextSuface()

image.png

老师您好,找了很久实在找不到错误原因在哪,麻烦老师帮忙看下。




Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 2007楼

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