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找了半天没找到错误呀

#coding=utf-8
from tkinter import *
from tkinter import messagebox

class Ai(Frame):
    def __init__(self, master=None):
        super().__init__(master)
        self.master = master
        self.pack()
        self.Zujian()

    def Zujian(self):
        self.labe01 = Label(self, text="用户名")
        self.labe01.grid(row=0, column=0)

        v1 = StringVar()
        self.entry01 = Entry(self, textvariabl=v1)
        v1.set("amande")
        self.entry01.grid(row=0, column=1)


        self.labe02 = Label(self, text="用户名")
        self.labe02.grid(row=0, column=2)
        self.labe03 = Label(self, text="密码")
        self.labe03.grid(row=1, column=0)

        v2 = StringVar()
        self.entry02 = Entry(self, textvariabl=v2, show="*").grid(row=1, column=1)
        v2.set("123456")

        Button(self, text="登录", command=self.zhengqu).grid(row=2, column=1)
        Button(self, text="退出", command=root.destroy).grid(row=2,column=2)


    def zhengqu(self):
        ID = self.entry01.get()
        Mima = self.entry02.get()
        if ID =="123456" and Mima == "123456":
            messagebox.showinfo("", "登录成功,送你99朵玫瑰花")
        else:
            messagebox.showinfo("", "登录失败,用户名或者密码错误")



root = Tk()
root.geometry("400x100+100+100")
AI = Ai(master=root)
root.mainloop()


Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1532楼
Python 全系列/第二阶段:Python 深入与提高/文件处理 1533楼
Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1534楼

'''

新增功能:

        加载主窗口

'''

#导入pygame

import pygame

SCREEN_WIDTH = 700

SCREEN_HEIGHT = 500

class MainGame():

    widow = None

    def __init__(self):

        pass

    #开始游戏

    def starGame(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.widow = pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])

        while True:

            pygame.display.update()



    #结束游戏

    def endGame(self):

        pass


class Tank():

    def __int__(self):

        pass

    #移动

    def move(self):

        pass

    #射击

    def shot(self):

        pass

    #展示坦克的方法

    def displayTank(self):

        pass

#我方坦克

class MyTanke(Tank):

    def __int__(self):

        pass

#敌方坦克

class EnemyTank(Tank):

    def __int__(self):

        pass

class Bullet():

    def __int__(self):

        pass

    #子弹的移动

    def move(self):

        pass

    #显示子弹的方法

    def displayBullet(self):

        pass


class Wall():

    def __int__(self):

        pass

    #展示墙壁的方法

    def displayWall(self):

        pass

class Explode():

    def __int__(self):

        pass

    #展示爆破效果的方法

    def displayExplode(self):

        pass

class music():

    def __int__(self):

        pass

    #播放音乐的方法

    def play(self):

        pass


if __name__=="__main__":

    MainGame().starGame()

image.png

这个那个地方错了

Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1535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 1536楼
Python 全系列/第二阶段:Python 深入与提高/坦克大战 1538楼
Python 全系列/第二阶段:Python 深入与提高/异常机制 1539楼
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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 1541楼

老师,请问,保存之后,为什么在文件夹中找不到这个文件呢

image.png

#coding=utf-8
'''开发记事本软件'''
from tkinter.filedialog import *
from tkinter.colorchooser import *

class Application(Frame):
    def __init__(self,master=None):
        super().__init__(master)
        self.master=master
        self.textpad=None
        self.filename=None
        self.contextMenu=None
        self.pack()
        self.createWidget()

    def createWidget(self):
        # 创建主菜单栏
        menubar=Menu(root)
        # 创建子菜单
        menuFile=Menu(menubar)
        menuEdit=Menu(menubar)
        menuHelp=Menu(menubar)

        # 将子菜单加入主菜单栏
        menubar.add_cascade(label="文件",menu=menuFile)
        menubar.add_cascade(label="编辑",menu=menuEdit)
        menubar.add_cascade(label="帮助",menu=menuHelp)

        #添加菜单项
        menuFile.add_command(label="新建",accelerator="ctrl+n",command=self.newfile)
        menuFile.add_command(label="打开",accelerator="ctrl+o",command=self.openfile)
        menuFile.add_command(label="保存", accelerator="ctrl+s", command=self.savefile)
        menuFile.add_separator()        #添加分割线
        menuFile.add_command(label="退出", accelerator="ctrl+q", command=self.exit)

        root["menu"]=menubar
        # 文本编辑区
        self.textpad = Text(root, width=50, height=30)
        self.textpad.pack()

        # 创建上下级菜单
        self.contextMenu=Menu(root)
        self.contextMenu.add_command(label="背景颜色",command=self.openAskColor)

        root.bind("<Button-3>",self.createContextMenu)

        # 添加快捷键事件处理
        root.bind("<Control-n>",lambda event:self.newfile())
        root.bind("<Control-o>",lambda event:self.openfile())
        root.bind("<Control-s>",lambda event:self.savefile())
        root.bind("<Control-q>",lambda event:self.exit())
    def createContextMenu(self,event):
        self.contextMenu.post(event.x_root,event.y_root)
    def openAskColor(self):
        s1=askcolor(color="red",title="选择背景色")

        self.textpad.config(bg=s1[1])
        print(s1)

    def newfile(self):
        self.filename=asksaveasfilename(title="另存为",initialfile="未命名.txt",
                                        filetypes=[("文本文档","*.txt")],
                                        defaultextension=".txt")
        print(self.filename)
    def openfile(self):
        with askopenfile(title="打开文件") as f:
            self.textpad.insert(INSERT,f.read())
            self.filename=f.name
            print(f.name)
            self.savefile()
    def savefile(self):
        with open(self.filename,"w") as f:
            c=self.textpad.get(1.0,END)
            f.write(c)
    def exit(self):
        root.quit()



if __name__=="__main__":
    root=Tk()
    root.geometry("450x300+200+300")
    root.title("百战程序员的简易记事本")
    app=Application(master=root)
    root.mainloop()


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