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Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1366楼

老师号,请问为什么我的墙壁与子弹碰撞后不会消失?

'''
新增功能:
    1.实现子弹与墙壁的碰撞

'''

import pygame, time,random  #导入包
from pygame.sprite import Sprite

WIN_WIDTH = 700     #框架大小,颜色
WIN_HEIGHT = 500
BG_COLOR = pygame.Color(0, 0, 0)
TEXT_COLOR = pygame.Color(245, 0, 0)


class MainGame():       #主类
    window = None       #列表,方便储存
    my_tank = None
    #存储敌方坦克的列表  定义敌方坦克的数量
    enemyTankList=[]
    enemyTankAmount=6
    myBulletList=[]       #存储我方子弹
    eBulletList = []  #敌方子弹列表
    ExplodeList = []
    WallList = []

    def startGame(self):        #开始游戏
        pygame.display.init()  # 初始化窗口
        MainGame.window = pygame.display.set_mode([WIN_WIDTH, WIN_HEIGHT])     #初始化游戏窗口大小
        self.createMyTank()
        #初始化敌方坦克,添加到列表中
        self.createETank()
        pygame.display.set_caption('坦克世界1.0')
        while True:     #循环遍历
            time.sleep(0.02)
            MainGame.window.fill(BG_COLOR)
            self.event()        #获取事件
            MainGame.window.blit(self.showText('敌方坦克剩余%d' %len(MainGame.enemyTankList)), (10, 10))
            if MainGame.my_tank and MainGame.my_tank.live:
                MainGame.my_tank.showTank()
            else:
                del MainGame.my_tank
                MainGame.my_tank = None
            #循环遍历敌方坦克列表,展示
            self.blitEnemyTank()
            #调用渲染子弹列表定方法
            self.blitBullet()
            self.blitEBullet()
            if MainGame.my_tank and MainGame.my_tank.live:
                if not MainGame.my_tank.stop:  # 开关启动才可以移动
                    MainGame.my_tank.move()
            self.displayExplode()
            self.createWall()
            self.blitWall()
            pygame.display.update()

    def createMyTank(self):
        MainGame.my_tank = Tank(350, 400)

    def createETank(self):
        top = 100
        #循环生成敌方坦克
        for i in range(MainGame.enemyTankAmount):
            left = random.randint(0,600)
            speed=random.randint(4,6)
            enemy=EnemyTank(left,top,speed)
            MainGame.enemyTankList.append(enemy)        #加入进列表

    def blitEnemyTank(self):
        for enemyTank in MainGame.enemyTankList:
            if enemyTank.live:
                enemyTank.showTank()
                enemyTank.randMove()
            #调用敌方坦克射击
                eBullet=enemyTank.shoot()
            #如果子弹为none,不加入列表
                if eBullet:
            #加载子弹到敌方子弹列表
                    MainGame.eBulletList.append(eBullet)
            else:
                MainGame.enemyTankList.remove(enemyTank)



    def blitBullet(self):
        for bullet in MainGame.myBulletList:
            #如果子弹活着,绘制出来,否则移除
            if bullet.live:
                bullet.showBullet()
                bullet.moveBullet()
                #调用子弹与敌坦克碰撞方法
                bullet.hitEnemyTank()
                bullet.hitWalls()
            else:
                MainGame.myBulletList.remove(bullet)

    def blitEBullet(self):
        for eBullet in MainGame.eBulletList:
            #如果子弹活着,绘制出来,否则移除
            if eBullet.live:
                eBullet.showBullet()
                eBullet.moveBullet()
                eBullet.hitWalls()
                if MainGame.my_tank and MainGame.my_tank.live:
                    eBullet.hitMyTank()
            else:
                MainGame.eBulletList.remove(eBullet)

    def createWall(self):
        for i in range(1,4):
            wall= Wall(160 * i, 230)
            MainGame.WallList.append(wall)

    def blitWall(self):
        for wall in MainGame.WallList:
            if wall.live:
                wall.displayWall()
            else:
                MainGame.WallList.remove(wall)

    def displayExplode(self):
        for explode in MainGame.ExplodeList:
            if explode.live:
                explode.showExplosion()
            else:
                MainGame.ExplodeList.remove(explode)

    def stopGame(self):
        pass

    def endGame(self):
        print('谢谢')
        exit()

    def showText(self, text):  # 绘制文字
        pygame.font.init()  # 文字初始化
        # print(pygame.font.get_fonts())      #查询所有字体
        font = pygame.font.SysFont('kaiti', 18)  # 获取字体对象
        textSurface = font.render(text, True, TEXT_COLOR)
        return textSurface

    def event(self):
        eventList = pygame.event.get()  # 获取所有时间
        for event in eventList:  # 遍历事件
            if event.type == pygame.QUIT:  # 判断按了什么键 #如果是退出就关闭窗口
                self.endGame()

            if event.type == pygame.KEYDOWN:        #event.type=事件类型,event.key=事件按键
                # 判断是上下左右键
                if event.key == pygame.K_ESCAPE and not MainGame.my_tank:
                    self.createMyTank()

                if MainGame.my_tank and MainGame.my_tank.live:
                    if event.key == pygame.K_LEFT:
                        MainGame.my_tank.direction = 'L'
                        MainGame.my_tank.stop = False
                        # MainGame.my_tank.move()
                    # print('按下左键,向左移动')
                    elif event.key == pygame.K_RIGHT:
                        MainGame.my_tank.direction = 'R'
                        MainGame.my_tank.stop = False
                        # MainGame.my_tank.move()
                    # print('按下右键,向右移动')
                    elif event.key == pygame.K_UP:
                        MainGame.my_tank.direction = 'U'
                        MainGame.my_tank.stop = False
                        # MainGame.my_tank.move()
                    # print('按下上键,向上移动')
                    elif event.key == pygame.K_DOWN:
                        MainGame.my_tank.direction = 'D'
                        MainGame.my_tank.stop = False
                        # MainGame.my_tank.move()
                    # print('按下下键,向下移动')
                    elif event.key == pygame.K_SPACE:
                        print('发射子弹')
                        #产生子弹,加入列表
                        if len(MainGame.myBulletList) < 3:        #屏幕内子弹最多只为3
                            m = Bullet(MainGame.my_tank)
                            MainGame.myBulletList.append(m)
                        else:
                            print('子弹数量不足')     #不然就显示不足
                        print('当前屏幕中的子弹数量为:%d'%len(MainGame.myBulletList))


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

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


class Tank(BaseItem):
    # 添加距离左边left,距离上面top
    def __init__(self, left, top):
        self.images = {'U': pygame.image.load('photo/tank/p1tankU.gif'),
                       'D': pygame.image.load('photo/tank/p1tankD.gif'),
                       'L': pygame.image.load('photo/tank/p1tankL.gif'),
                       'R': pygame.image.load('photo/tank/p1tankR.gif')
                       }
        self.direction = 'L'
        # 根据当前图片方向获取图片
        self.image = self.images[self.direction]
        # 根据当前图片获取区域
        self.rect = self.image.get_rect()
        # 设置left top距离
        self.rect.left = left
        self.rect.top = top
        self.speed = 4
        self.stop = True
        self.live = True

    def move(self):
        # 判断坦克方向进行移动
        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 < WIN_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 < WIN_WIDTH:
                self.rect.left += self.speed

    def shoot(self):
        return Bullet(self)

    def showTank(self):
        # 获取展示的对象
        self.image = self.images[self.direction]
        # 使用blit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):
        #super(enemyTank,self).__init__(left,top)
        self.live = True
        self.images={
            'U':pygame.image.load('photo/tank/enemy1U.gif'),
            'D': pygame.image.load('photo/tank/enemy1D.gif'),
            'L': pygame.image.load('photo/tank/enemy1L.gif'),
            'R': pygame.image.load('photo/tank/enemy1R.gif')
        }
        #随机生成坦克方向
        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()
        self.rect.left=left
        self.rect.top=top
        self.speed=speed
        #移动开关
        self.flag=True
        #步数变量
        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 randMove(self):
        if self.step <= 0:
            self.direction = self.randDirection()
            self.step=70
        else:
            self.move()
            #步数递减
            self.step -= 1

    def shoot(self):
        num = random.randint(1,1000)
        if num <= 25:
            return Bullet(self)


class Bullet(BaseItem):
    def __init__(self,tank):
        self.image=pygame.image.load('photo/tank/enemymissile.gif')
        #坦克方向=子弹方向
        self.direction=tank.direction
        #获取区域
        self.rect=self.image.get_rect()
        #子弹left top与方向有关 画图计算
        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
        self.speed=6
        #用来记录子弹是否碰撞
        self.live = True

    def showBullet(self):
        #加载图片surface到窗口
        MainGame.window.blit(self.image,self.rect)

    def moveBullet(self):
        if self.direction == 'U':
            if self.rect.top > 0:
                self.rect.top -= self.speed
            else:       #修改状态值
                self.live=False
        elif self.direction == 'D':
            if self.rect.top + self.rect.height < WIN_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
        elif self.direction == 'R':
            if self.rect.left + self.rect.width < WIN_WIDTH:
                self.rect.left += self.speed
            else:
                self.live=False

    #新增子弹碰撞敌方坦克方法
    def hitEnemyTank(self):
        for eTank in MainGame.enemyTankList:
            if pygame.sprite.collide_rect(eTank,self):
                #打中产生爆炸效果,加入爆炸效果列表
                explode = explosionEffect(eTank)
                MainGame.ExplodeList.append(explode)
                eTank.live = False
                self.live = False
                
    def hitMyTank(self):
        if pygame.sprite.collide_rect(self,MainGame.my_tank):
    # 产生爆炸效果,加入到爆炸效果列表
            explode = explosionEffect(MainGame.my_tank)
            MainGame.ExplodeList.append(explode)
            #修改子弹状态
            self.live = False
            #修改我方坦克状态
            MainGame.my_tank.live = False

    def hitWalls(self):
        for wall in MainGame.WallList:
            if pygame.sprite.collide_rect(wall,self):
                self.live = False
                wall.hp -= 1
                if wall.hp <= 0:
                    wall.live = False


class Wall():
    def __init__(self,left,top):
        self.image = pygame.image.load('photo/tank/steels.gif')
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.live = True    #判断墙壁是否应该在窗口中展示
        self.hp = 5     #墙壁生命值

    def displayWall(self):
        MainGame.window.blit(self.image,self.rect)


class explosionEffect():
    def __init__(self,tank):
        self.rect = tank.rect
        self.step = 0
        self.images = [
            pygame.image.load('photo/tank/blast0.gif'),
            pygame.image.load('photo/tank/blast1.gif'),
            pygame.image.load('photo/tank/blast2.gif'),
            pygame.image.load('photo/tank/blast3.gif'),
            pygame.image.load('photo/tank/blast4.gif')
        ]
        self.image = self.images[self.step]
        self.live = True

    def showExplosion(self):
        if self.step < len(self.images):
            MainGame.window.blit(self.image, self.rect)
            self.image = self.images[self.step]
            self.step += 1

        else:
            self.live = False
            self.step = 0


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

    def playmusic(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 1367楼

老师我这个坦克移动有重影,换方向时之前方向的图片都还保留着

# !/user/bin/env python3
# -*- coding: utf-8 -*-

import pygame
TEXTCOLOR=pygame.Color(255,0,0)
BG_COLOR=pygame.Color(255,0,0)
# 创建主类
class MainGame():
    window = None
    my_Tank=None
    def __init__(self):
        pass
    # 开始方法
    def startGame(self):
        # 初始化窗口
        pygame.display.init()
        screen_width = 700
        screen_height = 400
        MainGame.window = pygame.display.set_mode([screen_width, screen_height])
        MainGame.my_Tank = Tank(200, 150)
        pygame.display.set_caption('坦克大战 1.0')
        while True:
            self.getEvent()
            MainGame.window.blit(self.Textsurface('敌方坦克剩余数量:%d'%6),(10,10))
            # 调用坦克显示方法
            MainGame.my_Tank.displayTank()
            pygame.display.update()

        # 结束方法
    def endGame(self):
        print('谢谢使用,欢迎下次使用!')
        exit()
    # 左上角文字的绘制
    def Textsurface(self, text):
        pygame.font.init()
        font=pygame.font.SysFont('kaiti', 18)
        # 绘制文字信息
        textSurface=font.render(text, True, BG_COLOR)
        return textSurface
    # 获取事件
    def getEvent(self):
        eventList = pygame.event.get()
        for event in eventList:
            # 监听事件类型
            if event.type == pygame.QUIT:
                self.endGame()
            # 判断事件类型是否是按下
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_d:
                    # 切换方向
                    MainGame.my_Tank.direction='R'
                    MainGame.my_Tank.move()
                    print('按下D键,坦克向右移动')
                elif event.key == pygame.K_a:
                    MainGame.my_Tank.direction = 'L'
                    MainGame.my_Tank.move()
                    print('按下A键,坦克向左移动')
                elif event.key == pygame.K_w:
                    MainGame.my_Tank.direction = 'U'
                    MainGame.my_Tank.move()
                    print('按下W键,坦克向上移动')
                elif event.key == pygame.K_s:
                    MainGame.my_Tank.direction = 'D'
                    MainGame.my_Tank.move()
                    print('按下S键,坦克向下移动')
                elif event.key == pygame.K_SPACE:
                    print('坦克发射子弹')

class  Tank():
    #添加距离属性left,top 来确定坦克位置
    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(默认)
        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()

        self.rect.left=left
        self.rect.top=top
        # 指定速度
        self.speed=10
        # 坦克显示方法
    def displayTank(self):
        # 获取展示对象
        self.image=self.images[self.direction]
        MainGame.window.blit(self.image,self.rect)

    # 坦克的移动
    def move(self):
        # 判断坦克的方向来进行移动
        if self.direction=='L':
            self.rect.left -= self.speed
        elif self.direction=='U':
            self.rect.top -= self.speed
        elif self.direction=='R':
            self.rect.left += self.speed
        elif self.direction=='D':
            self.rect.top += self.speed














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 1368楼

 MainGame.window.blit(self.Textsurface('敌方坦克剩余数量%d'%6) ,(10 ,10))

AttributeError: 'NoneType' object has no attribute 'blit'

老师我想显示左上角信息,报了这样一个错,琢磨不明白

# !/user/bin/env python3
# -*- coding: utf-8 -*-

import pygame
TEXTCOLOR=pygame.Color(255,0,0)
BG_COLOR=pygame.Color(255,0,0)
# 创建主类
class MainGame():
    window = None
    def __init__(self):
        pass
    # 开始方法
    def startGame(self):
        # 初始化窗口
        pygame.display.init()
        screen_width = 700
        screen_height = 400
        screen = pygame.display.set_mode([screen_width, screen_height])
        pygame.display.set_caption('坦克大战 1.0')
        while True:
            self.getEvent()
            MainGame.window.blit(self.Textsurface('敌方坦克剩余数量%d'%6),(10,10))
            pygame.display.update()

        # 结束方法
    def endGame(self):
        print('谢谢使用,欢迎下次使用!')
        exit()
    # 左上角文字的绘制
    def Textsurface(self, text):
        pygame.font.init()
        pygame.font.SysFont('kaiti', 18)
        # 绘制文字信息
        textSurface=font.render(text, True, BG_COLOR)
        return textSurface
    # 获取事件
    def getEvent(self):
        eventList = pygame.event.get()
        for event in eventList:
            # 监听事件类型
            if event.type == pygame.QUIT:
                self.endGame()
            # 判断事件类型是否是按下
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_d:
                    print('按下D键,坦克向右移动')
                elif event.key == pygame.K_a:
                    print('按下A键,坦克向左移动')
                elif event.key == pygame.K_w:
                    print('按下W键,坦克向上移动')
                elif event.key == pygame.K_s:
                    print('按下S键,坦克向下移动')
                elif event.key == pygame.K_SPACE:
                    print('坦克发射子弹')





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 1370楼

image.png

'''
新增功能:
        让敌方坦克可以发射子弹

'''
#导入pygame模块
import pygame,time,random

SCREEN_WIDTH=700
SCREEN_HEIGHT=500
BG_COLOR=pygame.Color(0,0,0)
TEXT_COLOR = pygame.Color(255,0,0)
ZUOBIAO = (10,10)

class MainGame():
    window=None
    # 初始化我方坦克
    my_tank = None
    # 定义敌方坦克的列表
    enemytankList = []
    # 定义敌方坦克的数量
    enemytankcount = 5
    # 存储我方子弹的列表
    Bullet_list = []
    # 存储敌方子弹的列表
    EnemyTankBullet_list = []
    def __init__(self):
        pass
    #开始游戏
    def startGame(self):
        #加载主窗口
        #初始化窗口
        pygame.display.init()
        #设置窗口的大小及显示
        MainGame.window=pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])
        # 初始化我方坦克
        MainGame.my_tank = Tank(350,250)
        # 初始化敌方坦克并添加到列表中
        self.createEnemyTank()
        #设置窗口的标题
        pygame.display.set_caption('坦克大战1.03')
        while True:
            # 使坦克的移动速度慢一点
            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,要记得传入一个位置参数dest
            MainGame.window.blit(self.getTextSuface('敌方坦克剩余数量%d' %len(MainGame.enemytankList)),ZUOBIAO)
            # 设置窗口标题
            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,如果坦克方向的开关开启才可以移动
            if not MainGame.my_tank.stop:
                MainGame.my_tank.move()
            # 调用渲染子弹列表的方法
            self.blitBullet()
            #调用渲染敌方子弹列表的一个方法
            self.blitenemyBullet()
            time.sleep(0.02)
            # 更新屏幕的显示部分
            pygame.display.update()


    # 初始化敌方坦克并添加到列表中
    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)
    #将坦克加入到窗口中
    def blitEnemyTank(self):
        for enemyTank in MainGame.enemytankList:
            enemyTank.displayTank()
            enemyTank.randMove()
            # 调用敌方坦克的射击
            enemybullet = enemyTank.shot()
            #将子弹存储敌方子弹列表
            MainGame.EnemyTankBullet_list.append(enemyTank)
    #将我方子弹加入到窗口中
    def blitBullet(self):
        for bullet in MainGame.Bullet_list:
            #如果子弹还活着,就直接绘制出来,否则从列表中移除子弹
            if bullet.live:
                bullet.displayBullet()
                bullet.bulletmove()
            else:
                MainGame.Bullet_list.remove(bullet)
    # 将敌方子弹加入到窗口中
    def blitenemyBullet(self):
        for eBullet in MainGame.EnemyTankBullet_list:
            #如果子弹还活着,就直接绘制出来,否则从列表中移除子弹
            if eBullet.live:
                eBullet.displayBullet()
                eBullet.bulletmove()
            else:
                MainGame.EnemyTankBullet_list.remove(eBullet)
    # 结束游戏
    def endGame(self):
        print('谢谢使用,欢迎再次使用')
        exit()
    #左上角文字绘制
    def getTextSuface(self,text):
        # 初始化字体模块
        pygame.font.init()
        # 查看所有字体名称print(pygame.font.get_fonts())
        # 获取字体font对象,可以用系统字体创建对象
        font = pygame.font.SysFont('kaiti',20)
        # 绘制文字信息
        textSurface = font.render(text,True,TEXT_COLOR)
        return textSurface

    #获取事件
    def getEvent(self):
        #获取所有事件
        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
            #如果按的是退出,关闭窗口
            if event.type == pygame.QUIT:
                self.endGame()
            #如果是键盘的按下
            if event.type == pygame.KEYDOWN:
                #判断按下的是上、下、左、右
                if event.key == pygame.K_LEFT:
                    #切换方向
                    MainGame.my_tank.direction = 'L'
                    # 修改坦克的开关状态
                    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:
                    MainGame.my_tank.direction = 'R'
                    # 修改坦克的开关状态
                    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:
                    MainGame.my_tank.direction = 'U'
                    # 修改坦克的开关状态
                    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:
                    MainGame.my_tank.direction = 'D'
                    # 修改坦克的开关状态
                    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')
                    if len(MainGame.Bullet_list) < 3:
                        #产生一颗子弹
                        m = Bullet(MainGame.my_tank)
                        # 将这个子弹加入到子弹列表
                        MainGame.Bullet_list.append(m)
                    else:
                        print('正在装填弹药')
                    print('当前屏幕子弹数量为%d' %len(MainGame.Bullet_list))
            # 松开方向键,坦克停止移动,修改坦克开关状态
            if event.type == pygame.KEYUP:
                # 判断释放松开的键是上、下、左、右才停止坦克移动
                if event.key == pygame.K_UP or event.key ==pygame.K_DOWN or event.key ==pygame.K_LEFT or event.key ==pygame.K_RIGHT:
                    MainGame.my_tank.stop=True


class Tank():
    # 添加距离左边left和上边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')
                       }
        # 默认方向
        self.direction = 'U'
        # 根据当前方向可以获取图片
        self.image = self.images[self.direction]
        # 根据当前图片获取区域
        self.rect = self.image.get_rect()
        # 设置区域left,top
        self.rect.left = left
        self.rect.top = top
        # 速度   设定移动的快慢
        self.speed = 10
        # 坦克移动的开关
        self.stop=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.width < 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):
        # 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')
                       }
        # 默认方向,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]
        # 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
        #新增加一个步数变量
        self.step = 60

    # 随机生成敌方坦克的方向
    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'

    # 敌方坦克的随机移动方法
    def randMove(self):
        if self.step <= 0:
            #修改方向
            self.direction = self.randDirection()
            #让步数复位
            self.step = 60
        else:
            self.move()
            # 让步数递减
            self.step -= 1

#子弹类
class Bullet():
    def __init__(self,tank):
        #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':
            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
        # 子弹的速度
        self.speed = 10
        # 用来记录子弹是否活着
        self.live = True
    #移动
    def bulletmove(self):
        if self.direction == 'U':
            if self.rect.top > 0:
                self.rect.top -= 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
        elif self.direction == 'R':
            if self.rect.left+self.rect.width<SCREEN_WIDTH:
                self.rect.left += self.speed
            else:
                self.live = False
    #展示子弹的方法
    def displayBullet(self):
        #将图片suface加载到窗口
        MainGame.window.blit(self.image,self.rect)
class Wall():
    def __init__(self):
        pass
    #展示墙壁的方法
    def displayWall(self):
        pass
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
    def play(self):
        pass
if __name__=='__main__':
    MainGame().startGame()
   # MainGame().getTextSuface()

老师,这里说我有一个类型错误,但是我不知道究竟错在哪里

Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1371楼
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