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# coding:utf-8
'''
坦克与坦克碰撞检测
'''
import pygame
from pygame.sprite import collide_rect
from time import sleep
import random

pygame.init()
#设置通用属性
BG_COLOR = pygame.Color(112, 128, 144)
TEXT_COLOR = pygame.Color(255, 0, 0)
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 720


class Tank:
    '''
    坦克类
    '''
    def __init__(self) -> None:
        self.live = True
        #定义坦克原来位置
        self.old_left = 0
        self.old_top = 0
    def display_tank(self) -> None:
        '''
        显示坦克 
        '''
        try:
            self.image = self.images.get(self.direction)
            MainGame.window.blit(self.image, self.rect)
        except BaseException as e:
            print(e)
       
    def move(self) -> None:
        '''
        坦克移动类
        '''
        #记录坦克出生的位置,为了方便还原碰撞后的位置
        self.old_left = self.rect.left
        self.old_top = self.rect.top

        if self.direction == 'L':
            #判断是否在左边界
            if self.rect.left > 0:
                #修改坦克的位置,离左边的距离-操作
                self.rect.left = self.rect.left - self.speed                        
        elif self.direction == 'R':
            if self.rect.left + self.rect.width < SCREEN_WIDTH:
                #修改坦克的位置,离右边的距离-操作
                self.rect.left = self.rect.left + self.speed            
        elif self.direction == 'U':
            if self.rect.top > 0:
                #修改坦克的位置,离上边的距离-操作
                self.rect.top = self.rect.top - self.speed          
        elif self.direction == 'D':
            if self.rect.top + self.rect.height < SCREEN_HEIGHT:
                #修改坦克的位置,离下边的距离-操作
                self.rect.top = self.rect.top + self.speed


    def shot(self) -> None:
        '''
        射击类
        '''
        pass

    def tank_hit_wall(self) -> None:
        #坦克不能穿墙
        for wall in MainGame.wall_list:
            #检测当前坦克是否与墙壁发生碰撞
            if pygame.sprite.collide_rect(self, wall):
                self.rect.left = self.old_left
                self.rect.top = self.old_top
   
    def tank_collide_tank(self, tank) ->None:
        #判断是否都存活
        if self.live and tank.live:
            #检测坦克之前碰撞
            if pygame.sprite.collide_rect(self, tank):
                self.rect.left = self.old_left
                self.rect.top = self.old_top

    # def tank_collide_tank(self, tank) -> None:
    #     # 增加对tank实例和live属性的检查
    #     if isinstance(tank, Tank) and hasattr(tank, 'live'):
    #         if self.live and tank.live:
    #             if pygame.sprite.collide_rect(self, tank):
    #                 self.rect.left = self.old_left
    #                 self.rect.top = self.old_top
    #         else:
    #             print("Warning: One of the tanks is not alive.")
    #     else:
    #         print("Error: The provided object is not a valid Tank instance or lacks the 'live' attribute.")


class MyTank(Tank):
    '''
    我方坦克类
    '''
    def __init__(self, left:int, top:int) -> None:
        super(MyTank, self).__init__()
        #加载我方坦克图片
        self.images = {
            'U':pygame.image.load('./tanke/img/p1tankU.gif'),
            'D':pygame.image.load('./tanke/img/p1tankD.gif'),
            'L':pygame.image.load('./tanke/img/p1tankL.gif'),
            'R':pygame.image.load('./tanke/img/p1tankR.gif')          
        }
        #设置坦克方向
        self.direction = 'U'
        #获取图片信息
        self.image = self.images.get(self.direction)
        #获取图形矩形
        self.rect = self.image.get_rect()
        #涉资坦克出生位置
        self.rect.left = left
        self.rect.top = top
        #设置坦克移动速度
        self.speed = 20
        #设置移动开关
        self.remove = False


class EnemyTank(Tank):
    '''
    敌方坦克类
    '''    
    def __init__(self, left, top, speed) -> None:
        super(EnemyTank, self).__init__()
        #加载敌方坦克图片
        self.images = {
           'U':pygame.image.load('./tanke/img/enemy1U.gif'),
           'D':pygame.image.load('./tanke/img/enemy1D.gif'),
           'L':pygame.image.load('./tanke/img/enemy1L.gif'),
           'R':pygame.image.load('./tanke/img/enemy1R.gif')          
        }
       
         
        #设置坦克方向
        self.direction = self.rand_direction()

        #读取图片信息
        self.image = self.images.get(self.direction)

        #读取图片矩形
        self.rect = self.image.get_rect()

        #设置敌方坦克位置
        self.rect.left = left
        self.rect.top = top

        #设置移动速度,定义了难度
        self.speed = speed
        #self.stop = True
         #设置移动的步长
        self.step = 10



    def rand_direction(self):
        #生成敌方坦克随机方向
        chice = random.randint(1, 4)

        #生成随机方向
        if chice == 1:
            return 'U'
        elif chice == 2:
            return 'D'
        elif chice == 3:
            return 'L'
        elif chice == 4:
            return "R"
   
    def rand_move(self) -> None:
        #随机移动
        # self.direction = self.rand_direction()
        # self.move()
        #判断步长是否为0,小于0,更换方向。
        if self.step <= 0:
            self.direction = self.rand_direction()
            self.step = 10
        else:
            self.move()
            self.step -= 1
   
    def shot(self):
        num = random.randint(1, 100)
        if num < 7:
            return Bullet(self)

class Bullet:
    '''
    子弹类
    '''
    def __init__(self, tank) -> None:
        #加载子弹图片
        self.image = pygame.image.load('./tanke/img/enemymissile.gif')
        #获取子弹方向
        self.direction = tank.direction
        #获取子弹图形
        self.rect = self.image.get_rect()
        #设置子弹位置
        if self.direction == "L":
            #子弹的位置= 坦克的位置-子弹的宽度
            self.rect.left = tank.rect.left - self.rect.width
            #子弹的位置= 坦克的位置+坦克的高度/2 - 子弹的高度/2
            self.rect.top = tank.rect.top + tank.rect.height/2 - self.rect.height/2
        elif self.direction == "R":
            #子弹的位置= 坦克的位置+坦克的宽度
            self.rect.left = tank.rect.left + tank.rect.width
            #子弹的位置= 坦克的位置+坦克的高度/2 - 子弹的高度/2
            self.rect.top = tank.rect.top + tank.rect.height/2 - self.rect.height/2
        elif self.direction == "U":
            #子弹的位置 = 坦克的位置+坦克的宽度/2 - 子弹的宽度/2
            self.rect.left = tank.rect.left + tank.rect.width/2 - self.rect.width/2
            #子弹的位置 = 坦克的位置 - 子弹的高度 
            self.rect.top = tank.rect.top - self.rect.height
        elif self.direction == "D":
            #子弹的位置= 坦克的位置+子弹的宽度/2 - 子弹的宽度/2
            self.rect.left = tank.rect.left + tank.rect.width/2 - self.rect.width/2
            #子弹的位置= 坦克的位置+坦克的高度
            self.rect.top = tank.rect.top + tank.rect.height
       
        #设置子弹的速度
        self.speed = 10

        #设置子弹状态
        self.live = True


    def display_bullet(self) -> None:
        '''
        显示子弹
        '''
        MainGame.window.blit(self.image, self.rect)
       
   
    def move(self) -> None:
        '''
        子弹移动,根据子弹生成的方向移动
    
        '''
        if self.direction == "L":
            #判断子弹是否超出屏幕
            if self.rect.left > 0:
                self.rect.left -= self.speed  
            else:
                self.live = False  
        elif self.direction == "R":
            #判断子弹是否超出屏幕
            # if self.rect.right + self.rect.width < SCREEN_WIDTH:
            if self.rect.right + self.rect.width/2 < SCREEN_WIDTH:
                self.rect.right += self.speed
            else:
                self.live = False 
        elif self.direction == "U":
            #判断子弹是否超出屏幕
            if self.rect.top > 0:
                self.rect.top -= self.speed
            else:
                self.live = False 
        elif self.direction == "D":
            #判断子弹是否超出屏幕
            if self.rect.top + self.rect.height < SCREEN_HEIGHT:
                self.rect.top += self.speed
            else:
                self.live = False 
       
    def hit_enemy_tank(self):
        for e_tank in MainGame.enemy_tank_list:
            #判断子弹是否击中坦克
            if collide_rect(self, e_tank):
                #爆炸效果
                explode = Explode(e_tank)
                MainGame.explode_list.append(explode)
                #修改子弹状态
                self.live = False
                e_tank.live = False  
   
    def hit_my_tank(self):
        #判断我方坦克是否活着
        if MainGame.my_tank and MainGame.my_tank.live:
            #添加我方坦克
            MainGame.my_tank.display_tank()
            #判断敌方子弹是否击中我方坦克,开挂之一
            if collide_rect(self, MainGame.my_tank):
                #爆炸效果
                explode = Explode(MainGame.my_tank)
                MainGame.explode_list.append(explode)
                #修改子弹状态
                self.live = False
                MainGame.my_tank.live = False

    def hit_wall(self) -> None:
        #碰撞墙壁
        for wall in MainGame.wall_list:
            #判断是否碰撞
            if collide_rect(self, wall):
                self.live = False
                #修改墙壁HP
                wall.hp -= 1
                #判断墙壁是否存活
                if wall.hp <= 0:
                    wall.live = False

class Wall:
    '''
    墙壁类
    '''
    def __init__(self, left, top) -> None:
        #加载图片
        self.image = pygame.image.load('./tanke/img/steels.gif')
        #获取墙壁图形
        self.rect = self.image.get_rect()
        #设置墙体位置
        self.rect.left = left
        self.rect.top = top
        #设置墙壁HP
        self.hp = 3
        #设置状态
        self.live = True
       
    def display_wall(self) -> None:
        '''
        显示墙壁
        '''
        # print("主窗口添加墙壁")
        MainGame.window.blit(self.image, self.rect)
   

class Explode:
    '''
    爆炸类
    '''
    def __init__(self, tank:Tank) -> None:
        #加载爆炸效果图片
        self.images = [
            pygame.image.load('./tanke/img/blast0.gif'),
            pygame.image.load('./tanke/img/blast1.gif'),
            pygame.image.load('./tanke/img/blast2.gif'),
            pygame.image.load('./tanke/img/blast3.gif'),
            pygame.image.load('./tanke/img/blast4.gif'),          
        ]
        #设置爆炸效果的位置
        self.rect = tank.rect
        #设置爆炸的效果索引
        self.step = 0
        #获取需要渲染的图像
        self.image = self.images[self.step]
        #设置爆炸的状态
        self.live = True

    def display_explode(self) -> None:
        '''
        显示爆炸
        '''
        if self.step < len(self.images):
            self.image = self.images[self.step]
            self.step += 1
            #绘制爆炸效果
            MainGame.window.blit(self.image, self.rect)
        else:
            #初始化爆炸索引
            self.step = 0 
            #设置爆炸状态
            self.live = False



class Music:
    '''
    音效类
    '''

    def __init__(self) -> None:
        pass

    def play_music(self) -> None:
        '''
        播放音效
        '''
        pass


class MainGame:
    #设置窗口
    window = None
    #设置我防坦克
    my_tank = None
    '''
    游戏窗口类
    '''
    #存放地方坦克列表,设置敌方坦克数量
    enemy_tank_list = []
    #设置敌方坦克数量
    enemy_tank_count = 6
    #存放我方子弹
    my_bullet_list = []
    #存放敌方子弹
    enemy_bullet_list = []
    #存储爆炸效果列表
    explode_list = []
    #存储墙体列表
    wall_list = []

    def __init__(self) -> None:
        pass

    def start_game(self) -> None:

        #创建窗口
        MainGame.window = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        #设置窗口名称
        pygame.display.set_caption("坦克大战")
        #创建我方坦克
        MainGame.my_tank = MyTank(300, 360)
        #创建敌方坦克
        self.create_enemy_tank()
        #显示墙壁
        self.create_wall()

        while True:
            sleep(0.05)
            #给窗口设置颜色
            MainGame.window.fill(BG_COLOR)

            #调用文字方法
            # num = 6
            text = self.get_text_surface(f'敌方坦克数量{len(MainGame.enemy_tank_list)}')

            #应用文字
            MainGame.window.blit(text,(10, 10))

            #获取事件功能
            self.get_event()
            #显示敌方坦克
            self.display_enemy_tank()
            #判断我方坦克是否存活
            if MainGame.my_tank and MainGame.my_tank.live:
                #显示我方坦克
                MainGame.my_tank.display_tank()
            else:
                #我方坦克变成空,解决死后被集中仍然爆炸问题
                MainGame.my_tank = None
            #判断我方坦克是否存活
            if MainGame.my_tank and MainGame.my_tank.live:
                if MainGame.my_tank.remove:
                    #移动坦克
                    MainGame.my_tank.move()
                    #调用检查墙壁是否碰撞
                    MainGame.my_tank.tank_hit_wall()
                    for enemy in MainGame.enemy_tank_list:
                        #判断坦克碰撞
                        MainGame.my_tank.tank_collide_tank(enemy)
            #显示我方子弹
            self.display_my_bullet()
            #显示敌方子弹
            self.display_enemy_bullet()
            #显示爆炸效果
            self.display_explode()
            #显示墙壁
            self.display_wall()
            #更新窗口内容
            pygame.display.update()
   
    def create_wall(self) -> None:
        top = 300
        for i in range(6):
            wall = Wall(i * 120, top)
            #添加墙体到列表中
            MainGame.wall_list.append(wall)
   
    def display_wall(self) -> None:
        #显示墙壁
        for wall in MainGame.wall_list:
            if wall.live:
                # print("显示墙壁")
                wall.display_wall()
            else:
                MainGame.wall_list.remove(wall)

    def create_my_tank(self) -> None:
        #创建我方坦克
        MainGame.my_tank = MyTank(300, 250)
   
    def display_explode(self) -> None:
        '''
        显示爆炸效果
        '''
        for explode in MainGame.explode_list:
            if explode.live:
                #显示爆炸效果
                explode.display_explode()
            else:
                MainGame.explode_list.remove(explode)

    def display_my_bullet(self) -> None:
        for my_bullet in MainGame.my_bullet_list:
            #判断子弹是否存活
            if my_bullet.live:
            #显示我方子弹
                my_bullet.display_bullet()
                my_bullet.move()
                #判断我方子弹是否击中墙壁
                my_bullet.hit_wall()
                #判断我方坦克是击中对方坦克
                my_bullet.hit_enemy_tank()
            else:
                MainGame.my_bullet_list.remove(my_bullet)

    def create_enemy_tank(self) -> None:
        self.enemy_top = 10
        self.enemy_speed = 5
        #创建敌方坦克
        for i in range(self.enemy_tank_count):
            left = random.randint(0, 500)
            # speed = random.randint(1, 15)
            e_tank = EnemyTank(left, self.enemy_top, self.enemy_speed)
            self.enemy_tank_list.append(e_tank)

    def display_enemy_tank(self) -> None:
        #显示敌方坦克
        for e_tank in self.enemy_tank_list:
            #判断敌方坦克是否存活
            if e_tank.live:
                e_tank.display_tank()
                #移动敌方坦克
                e_tank.rand_move()
                #判断是否与墙壁碰撞
                e_tank.tank_hit_wall()
                #判断是否与我方坦克碰撞
                e_tank.tank_collide_tank(MainGame.my_tank)
                #发射子弹
                e_bullet = e_tank.shot()
                #将子弹加到列表中
                if e_bullet: #判断是否有子弹
                    MainGame.enemy_bullet_list.append(e_bullet)
            else:
                # 从列表移除坦克
                self.enemy_tank_list.remove(e_tank)
   
    def display_enemy_bullet(self) -> None:
        #显示敌方子弹
        for e_bullet in MainGame.enemy_bullet_list:
            if e_bullet.live:
                #如果子弹存活,显示子弹
                e_bullet.display_bullet()
                e_bullet.move()
                #判断是否击中我方坦克
                e_bullet.hit_my_tank()
                #判断是否击中墙壁
                e_bullet.hit_wall()
            else:
                #如果子弹不存活,移除列表
                MainGame.enemy_bullet_list.remove(e_bullet)


    def get_text_surface(self, text:str):
        '''
        获取文字图片
        '''
        #初始化方法
        pygame.font.init()
        #定义字体
        font = pygame.font.SysFont('consolas', 18)
        #传入参数,颜色,抗锯齿等
        text_surface = font.render(text, True, TEXT_COLOR)
        #返回文字信息
        return text_surface
   
    def get_event(self) -> None:
        #获取事件并遍历
        event_list = pygame.event.get()
        for event in event_list:
            #判断类型,并输入对应内容跟
            if event.type == pygame.QUIT:
                #点击关闭按钮
                self.end_game()    
           
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_F1:
                    #按下ECS,重新生成我方坦克
                    self.create_my_tank()
                #判断我方坦克是否存活
                if MainGame.my_tank and MainGame.my_tank.live:
                    if event.key == pygame.K_LEFT:
                        print("坦克向左移动")
                        MainGame.my_tank.direction = "L"
                        #修改坦克移动的状态为True
                        MainGame.my_tank.remove = True
                        # MainGame.my_tank.move()
                    elif event.key == pygame.K_RIGHT:
                        print("坦克向右移动")
                        #修改坦克移动的状态为True
                        MainGame.my_tank.direction = "R"
                        MainGame.my_tank.remove = True
                        # MainGame.my_tank.move()
                    elif event.key == pygame.K_UP:
                        print("坦克向上移动")
                        #修改坦克移动的状态为True
                        MainGame.my_tank.direction = "U"
                        MainGame.my_tank.remove = True
                        # MainGame.my_tank.move()
                    elif event.key == pygame.K_DOWN:
                        print("坦克向下移动")
                        #修改坦克移动的状态为True
                        MainGame.my_tank.direction = "D"
                        MainGame.my_tank.remove = True
                    elif event.key == pygame.K_SPACE:
                        if len(MainGame.my_bullet_list) < 5:
                        #创建并发射子弹
                            print("发射子弹")
                            m_bullet = Bullet(MainGame.my_tank)
                            MainGame.my_bullet_list.append(m_bullet)

            # MainGame.my_tank.move()
            #修改坦克的状态
            if event.type == pygame.KEYUP and event.key in (pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN):
                #判断我方坦克是否存活
                if MainGame.my_tank and MainGame.my_tank.live:                
                    #修改坦克移动状态
                    MainGame.my_tank.remove = False

    def end_game(self) -> None:
       
        print("游戏结束")
        exit()
        '''
        结束游戏
        '''

if __name__ == "__main__":
    #调用主类窗口方法
    MainGame().start_game()

PS D:\workfolder\py> & E:/python_env/tanke/Scripts/python.exe d:/workfolder/py/tanke/class_22_坦克碰撞检测.py

pygame 2.6.0 (SDL 2.28.4, Python 3.12.1)

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

坦克向上移动

Traceback (most recent call last):

  File "d:\workfolder\py\tanke\class_22_坦克碰撞检测.py", line 637, in <module>

    MainGame().start_game()

  File "d:\workfolder\py\tanke\class_22_坦克碰撞检测.py", line 440, in start_game

    self.display_enemy_tank()

  File "d:\workfolder\py\tanke\class_22_坦克碰撞检测.py", line 535, in display_enemy_tank

    e_tank.tank_collide_tank(MainGame.my_tank)

  File "d:\workfolder\py\tanke\class_22_坦克碰撞检测.py", line 80, in tank_collide_tank

    if self.live and tank.live:

                     ^^^^^^^^^

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


 请看下要怎么修改,谢谢。 

Python 全系列/第二阶段:Python 深入与提高/坦克大战 2448楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 2449楼
Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 2450楼
Python 全系列/第二阶段:Python 深入与提高/异常机制 2452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 2453楼

'''
新增方法:
   敌方坦克发射子弹
'''
#导入pygame模块
import pygame,time,random
# #pygame官方网站:www.pygame.org
SCREEN_WIDTH=700
SCREEN_HEIGHT=500
BG_COLOR=pygame.Color(0,0,0)
TEXT_COLOR=pygame.Color(255,0,0)
class MianGame():
#主类
    window=None
    my_tank=None
    SCREEN_WIDTH=700
    SCREEN_HEIGHT=500
    #定义存储敌方坦克的列表
    enemyTankList=[]
    #初始化敌方坦克的数量
    enemyTankCount=5
    #存储我方坦克的列表
    myBulletList=[]
    #存储敌方子弹的列表
    EnemyBulletList=[]
    def __init__(self):
        pass

     #开始游戏

    def Startgame(self):
        #加载主窗口
        pygame.display.init()
        MianGame.window=pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])
        #初始化我方坦克
        MianGame.my_tank=Tank(350,250)
        #初始化敌方坦克,并将敌方坦克添加到列表中
        self.creatEnemyTank()
        #设置窗口的标题
        pygame.display.set_caption('坦克大战1.03')


        #设置窗口的填充色
        while True:
            #使用坦克变慢的方法
            time.sleep(0.02)
            #给窗口设置填充色
            MianGame.window.fill(BG_COLOR)
            #获取事件
            self.getEvent()
            MianGame.window.blit(self.getTextSurface('敌方坦克剩余数量%d'%len(MianGame.enemyTankList)),(10,10))
            #调用坦克显示的方法
            MianGame.my_tank.displayTank()
            #循环遍历敌方坦克列表,展示坦克
            self.blitEnemyTank()
            #循环遍历我方坦克的子弹
            self.blitmyBullet()
            #循环遍历敌方子弹
            self.blitEnemyBullet()
            #调用移动方法
            #如果坦克的开关是开启,才可以移动
            if not MianGame.my_tank.stop:
                  MianGame.my_tank.move()
            pygame.display.update()
            time.sleep(0.02)

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

            # 循环遍历敌方坦克列表,展示坦克
    def blitEnemyTank(self):
        for enemyTank in MianGame.enemyTankList:
            enemyTank.displayTank()
            enemyTank.randMove()
            #调用敌方坦克射击的方法
            enemyBullet=enemyTank.shot()
            #如果子弹为空,则不加入到列表
            if enemyBullet:
                # 将子弹存储到敌方列表
                MianGame.EnemyBulletList.append(enemyTank)
            #循环遍历我方坦克子弹存储列表
    def blitmyBullet(self):
        for myBullet in MianGame.myBulletList:
            #如果子弹还活着,绘制出来,否则,直接从列表中移除该子弹
            if myBullet.live:
                myBullet.displayBullet()
                myBullet.MoveBullet()
            else:
                MianGame.myBulletList.remove(myBullet)

        # 结束游戏
    #将敌方子弹加入到窗口中
    def blitEnemyBullet(self):
        for enemyBullet in MianGame.EnemyBulletList:
            #如果子弹还活着,绘制出来,否则,直接从列表中移除该子弹
            if  enemyBullet.live:
                enemyBullet.displayBullet()
                enemyBullet.MoveBullet()
            else:
                MianGame.myBulletList.remove(enemyBullet)
    def Endgame(self):
       print('蟹蟹使用')
       exit()
        #左上角文字的绘制
    def getTextSurface(self,text):
        # 初始化字体模块
        pygame.font.init()
        #查看所有的字体
        #print(pygame.font.get_fonts())
        #获取字体font对象
        font=pygame.font.SysFont('kaiti',18)
        #绘制文字信息
        textSurface=font.render(text,True,TEXT_COLOR)
        return textSurface

        #获取所有事件
    def getEvent(self):
        eventlist=pygame.event.get()
        #遍历事件
        for event in eventlist:
            #判断按下的键是关闭还是键盘按下
            #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:
                #判断不同的键盘上、下、左、右
                if event.key == pygame.K_LEFT:
                    #切换方向
                    MianGame.my_tank.direction="L"
                    #修改坦克的开关状态
                    MianGame.my_tank.stop=False
                    #MianGame.my_tank.move()
                    print("向左移动")
                elif event.key == pygame.K_RIGHT:
                    # 切换方向
                    MianGame.my_tank.direction = "R"
                    # 修改坦克的开关状态
                    MianGame.my_tank.stop = False
                    #MianGame.my_tank.move()
                    print("向右移动")
                elif event.key == pygame.K_UP:
                    # 切换方向
                    MianGame.my_tank.direction = "U"
                    # 修改坦克的开关状态
                    MianGame.my_tank.stop = False
                    #MianGame.my_tank.move()
                    print("向上移动")
                elif event.key == pygame.K_DOWN:
                    # 切换方向
                    MianGame.my_tank.direction = "D"
                    # 修改坦克的开关状态
                    MianGame.my_tank.stop = False
                    #MianGame.my_tank.move()
                    print("向下移动")
                elif event.key == pygame.K_SPACE:
                    print('发射子弹')
                    if len(MianGame.myBulletList) < 3:
                        # 创建我方坦克发射的子弹
                        m = Bullet(MianGame.my_tank)
                        MianGame.myBulletList.append(m)
                    else:
                        print('子弹数量不足')
                    print("当前屏幕中的子弹数量为%d"%len(MianGame.myBulletList))
                    #松开方向键,坦克停止移动,修改坦克的移动状态
                    #判断松开的是上、下、左、右键坦克才停止移动
                if event.type == pygame.KEYUP:
                    if event.type == pygame.K_DOWN or event.type == pygame.K_LEFT or event.type == pygame.K_UP or event.type == pygame.K_RIGHT:
                        MianGame.my_tank.stop=True

 #坦克类
class Tank():
    #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'),
                     'L': pygame.image.load('img/p1tankL.gif'),
                     'R': pygame.image.load('img/p1tankR.gif'),
                     'D': pygame.image.load('img/p1tankD.gif'),
                     }
        #方向
        self.direction='U'
        #根据当前图片的方向获取图片 surface
        self.image=self.images[self.direction]
        #根据图片获取区域
        self.rect=self.image.get_rect()
        #设置区域的left和top
        self.left=left
        self.top=top
        #速度 决定移动的快慢
        self.speed=5
        #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:    #判断坦克的top值是否大于零,大于零则继续向上移动,否则不能
            self.rect.top-=self.speed
       elif self.direction=="D":
           if self.rect.top+self.rect.height<SCREEN_HEIGHT:  #判断top值加上坦克的高度知否小于窗口的高度
               self.rect.top+=self.speed
       elif self.direction=="R":
           if self.rect.left+self.rect.height<SCREEN_WIDTH:  #判断left值加上坦克的高度知否小于窗口的宽度
               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
       MianGame.window.blit(self.image,self.rect)
    #我方坦克类,继承的是坦克类
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'),
                     }
        #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值进行赋值
        self.rect.left=left
        self.rect.top=top
        #移动开关键
        self.flag=True #flag:标记、标识
        #速度
        self.speed=speed

        #新增加一个步数变量 step
        self.step=20
        self.live=True

    # 随机生成敌方坦克的方向
    def randDirection(self):
            num = random.randint(1, 4)  # 随机生成1-4个数,代表不同的方向
            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()
            #让步数复位,不然步数等于零时,坦克不会移动
            self.step=20
        else:
            self.move()
            #让步数递减
            self.step-=1
    def shot(self):
        num = random.randint(1,100)
        if num == 1:
            return Bullet(self)


    #子弹类
class Bullet():
    def __init__(self,tank):
       #加载图片集
       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值与方向有关
       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+self.rect.height
       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/2
            self.rect.top=tank.rect.top+tank.rect.width/2-self.rect.width/2

            #子弹的速度
       self.speed=6
            #子弹的状态,判断子弹是否活着
       self.live=True
    #移动子弹的方法
    def MoveBullet(self):
       if self.direction == 'U':
          if self.rect.top>0:
              self.rect.top-=self.speed
          else:
             #修改子弹的状态
             self.live=False
       elif self.direction == 'D':
           if self.rect.top<MianGame.SCREEN_HEIGHT-self.rect.height:
               self.rect.top+=self.speed
           else:
               # 修改子弹的状态
               self.live = False
       elif self.direction == 'L':
           if self.rect.left>0:
               self.rect.left-=self.speed
           else:
               # 修改子弹的状态
               self.live = False
       elif self.direction == 'R':
           if self.rect.left<MianGame.SCREEN_WIDTH-self.rect.width:
               self.rect.left+=self.speed
           else:
               # 修改子弹的状态
               self.live = False
    #展示子弹的方法
    def displayBullet(self):
       #将图片surface加载到窗口
       MianGame.window.blit(self.image,self.rect)

    #墙壁类
class wall():
    def __init__(self):
        pass
    #展示墙壁的方法
    def displaywall(self):
        pass

    #爆炸类
class Explode():
    def __init__(self):
        pass
    #展示爆炸效果的方法
    def displayExlpode(self):
        pass
    #音效类
class Music():
    def __init__(self):
        pass
    #展示音效的方法
    def displayMusic(self):
        pass

if __name__=='__main__':
    MianGame().Startgame()
      #MianGame.getTextSurface()

老师,您能帮我看看问题吗,代码运行后不会显示子弹blob.png

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