问题:被击杀后按空格会报错,对着老师的源代码检查了好几遍,实在找不到错在哪里了
代码:
import pygame
import time
import random
SCREEN_WIDTH = 700
SCREEN_HEIGHT = 500
BG_COLOR=pygame.Color(0, 0, 0)
TEXT_COLOR=pygame.Color(255,0,0)
class MainGame():
window = None
my_tank=None
#创建敌方坦克列表
enemyTankList = []
#定义敌方坦克数量
enemyTankCount = 5
#存储我方坦克子弹列表
Bullet_list = []
#储存敌法子弹列表
eBullet_list = []
#爆炸效果列表
Explode_list = []
def __init__(self):
pass
#开始游戏
def startGame(self):
#初始化窗口
pygame.display.init()
#设置窗口大小
MainGame.window=pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])
#初始化我方坦克
self.creatMyTank()
#初始化敌方坦克列表
self.creatEnemyTank()
#设置窗口标题
pygame.display.set_caption("坦克大战")
while True:
#降低循环次数
time.sleep(0.02)
#设置填充色
MainGame.window.fill(BG_COLOR)
#获取事件
self.getEvent()
#绘制文字
MainGame.window.blit(self.getTxetSuface("敌方坦克剩余数量:{0}".format(len(MainGame.enemyTankList))),(10,10))
#调用坦克显示方法
if MainGame.my_tank and MainGame.my_tank.live:
MainGame.my_tank.displayTank()
else:
del MainGame.my_tank
MainGame.my_tank = None
#循环遍历敌方坦克列表,展示敌方坦克
self.blitEnemyTank()
#遍历子弹列表
self.blitBullet ()
#敌方子弹
self.blitEnemyBullet()
#调用爆炸效果
self.displayExplodes()
#调用移动方法
if MainGame.my_tank and MainGame.my_tank.live:
if not MainGame.my_tank.stop:
MainGame.my_tank.move()
pygame.display.update()
def creatEnemyTank(self):
top = 100
#循环生成敌方坦克
for i in range(MainGame.enemyTankCount):
left = random.randint(0,600)
speed = random.randint(1,4)
enemy = EnemyTank(left, top, speed)
MainGame.enemyTankList.append(enemy)
def creatMyTank(self):
MainGame.my_tank = Tank(350,250)
def blitEnemyTank(self):
for enemyTank in MainGame.enemyTankList:
if enemyTank.live:
enemyTank.displayTank()
enemyTank.randMove()
enemyBullet = enemyTank.shot()
if enemyBullet:
MainGame.eBullet_list.append(enemyBullet)
else:
MainGame.enemyTankList.remove(enemyTank)
def blitBullet(self):
for bullet in MainGame.Bullet_list:
if bullet.live:
bullet.displayBullet()
#子弹移动
bullet.bulletMove()
#调用碰撞方法
bullet.hitEnemyTank()
else:
MainGame.Bullet_list.remove(bullet)
#敌方子弹加入窗口
def blitEnemyBullet(self):
for ebullet in MainGame.eBullet_list:
if ebullet.live:
ebullet.displayBullet()
# 子弹移动
ebullet.bulletMove()
ebullet.hitMyTank()
else:
MainGame.eBullet_list.remove(ebullet)
# 展示爆炸效果
def displayExplodes(self):
for explode in MainGame.Explode_list:
if explode.live:
explode.displayExplode()
else:
MainGame.Explode_list.remove(explode)
# 敌方子弹加入窗口
#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 getTxetSuface(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
font = pygame.font.SysFont("kaiti",18)
#绘制文字信息
textSuface=font.render(text, True, TEXT_COLOR)
return textSuface
#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
if event.type == pygame.QUIT:
self.endGame()
if event.type == pygame.KEYDOWN:
if not MainGame.my_tank:
if event.key == pygame.K_ESCAPE:
self.creatMyTank()
#键盘按下
if MainGame.my_tank.live and MainGame.my_tank:
#判断上下左右
if event.key == pygame.K_RIGHT:
#切换方向
MainGame.my_tank.direction="R"
#MainGame.my_tank.move()
#打开开关
MainGame.my_tank.stop = False
print("按下右键,坦克向右移动")
elif event.key == pygame.K_LEFT:
MainGame.my_tank.direction = "L"
#MainGame.my_tank.move()
MainGame.my_tank.stop = False
print("按下左键,坦克向左移动")
elif event.key == pygame.K_UP:
MainGame.my_tank.direction = "U"
MainGame.my_tank.stop = False
#MainGame.my_tank.move()
print("按下上键,坦克向上移动")
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,坦克向下移动")
elif event.key == pygame.K_SPACE:
if len(MainGame.Bullet_list) < 3:
print("发射子弹")
m = Bullet(MainGame.my_tank)
#将子弹加入到子弹列表
MainGame.Bullet_list.append(m)
else:
print("子弹数量不足")
print("当前屏幕子弹数量:%d"%len(MainGame.Bullet_list))
if event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN or event.key== pygame.K_UP 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(pygame.sprite.Sprite):
def __init__(self, color, width, height):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
class Tank(BaseItem):
def __init__(self,left,top):
#保存图片
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="L"
#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.rect.left=left
self.rect.top=top
#速度
self.speed=5
#坦克移动的开关
self.stop = True
#坦克是否活着
self.live = True
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<SCREEN_HEIGHT:
self.rect.top += self.speed
elif self.direction == "R":
if self.rect.left + self.rect.width < SCREEN_WIDTH:
self.rect.left += self.speed
#射击
def shot(self):
return Bullet(self)
#展示坦克
def displayTank(self):
#获取展示对象
self.image=self.images[self.direction]
#调用bilt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):
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")
}
#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()
#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
#新增的步数变量
self.step = 20
self.live = True
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"
#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()
#步数递减
self.step -= 1
def shot(self):
num = random.randint(1, 50)
if num == 1:
return Bullet(self)
#子弹类
class Bullet(BaseItem):
def __init__(self, tank):
#加载图片
self.image = pygame.image.load("img/enemymissile.gif")
#坦克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值和方向有关
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
self.speed = 6
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< SCREEN_HEIGHT - self.rect.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 < SCREEN_WIDTH - self.rect.height:
self.rect.left += self.speed
else:
self.live = False
#展示
def displayBullet(self):
#将图片加载到窗口
MainGame.window.blit(self.image, self.rect)
#碰撞敌方坦克
def hitEnemyTank(self):
for eTank in MainGame.enemyTankList:
if pygame.sprite.collide_rect(eTank, self ):
self.live = False
eTank.live = False
#产生一个爆炸效果
#爆炸效果加入到列表
explode = Explode(eTank)
MainGame.Explode_list.append(explode)
def hitMyTank(self):
if MainGame.my_tank and MainGame.my_tank.live:
if pygame.sprite.collide_rect(MainGame.my_tank, self):
#产生爆炸效果
explode = Explode(MainGame.my_tank)
MainGame.Explode_list.append(explode)
#修改子弹状态
self.live = False
#修改我方坦克状态
MainGame.my_tank.live = False
class Wall():
def __init__(self):
pass
#展示墙壁
def displayWall(self):
pass
class Explode():
def __init__(self, tank):
self.rect = tank.rect
self.step = 0
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.image = self.images[self.step]
self.live = True
#展示爆炸效果
def displayExplode(self):
if self.step < len(self.images):
self.image = self.images[self.step]
self.step += 1
MainGame.window.blit(self.image, self.rect)
else:
self.live = False
self.step = 0
class Music():
def __init__(self):
pass
#播放音乐
def play(self):
pass
if __name__ == "__main__":
MainGame().startGame()