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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

image.png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()


Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 2566楼
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Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 2571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 2574楼

image.png

为什么我程序里的这三个变量没变虚?

"""测试canvas组件的基本用法,使用面向对象的方式"""
from tkinter import *
from tkinter import messagebox
import random

class Application(Frame):

    def __init__(self,master=None):
        super().__init__(master)        # super()代表的是父类的定义,而不是父类对象
        self.master = master
        self.pack()
        self.createWidget()

    def createWidget(self):
        self.canvas = Canvas(self,width=300,height=200,bg="green")
        self.canvas.pack()
        #画一条直线
        line=self.canvas.create_line(10,10,30,20,40,50)
        #画一个矩形
        rect=self.canvas.create_rectangle(50,50,100,100)
        #画一个椭圆,坐标两双。为椭圆的边界矩形左上角和底部右下角
        oval=self.canvas.create_oval(50,50,100,100)

        global photo
        photo = PhotoImage(file="image/logo.gif")
        self.canvas.create_image(150,170,image=photo)

        Button(self,text="画10个矩形",
command=self.draw50Recg).pack(side="left")

    def draw50Recg(self):
        for i in range(0,10):
            x1 = random.randrange(int(self.canvas["width"])/2)
            y1 = random.randrange(int(self.canvas["height"])/2)
            x2 = x1+random.randrange(int(self.canvas["width"])/2)
            y2 = y1+random.randrange(int(self.canvas["height"])/2)
            self.canvas.create_rectangle(x1,y1,x2,y2)

if __name__ == '__main__':
    root = Tk()
    root.geometry("400x300+200+300")
    app = Application(master=root)
    root.mainloop()


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Python 全系列/第二阶段:Python 深入与提高/文件处理 2577楼

"""
试做一个画图软件
"""

# 导入相关模块
from tkinter.filedialog import *
from tkinter.colorchooser import *


'''
# 定义窗口大小    
root = Tk()
root.geometry("1000x400+900+200")
root.title("百战程序员的画图软件")

---以上三行       下方不适用使用  类的情况;

---若使用类,则需要在最下方写if.... 来设定窗口大小

'''


# 定义初始类-父类Frame
class Application(Frame):
    def __init__(self, master=None):
        super().__init__(master)
        self.master = master
        self.startDrawFlag = False
        self.lastDraw = 0
        #self.stopDraw = 0
        self.x = 0  # 定义一个初始的X和Y的坐标,后续捕捉实际参数坐标来画线;
        self.y = 0


        self.fgcolor="red"
        self.pack()

        self.createWidget()


# 创建绘图区
    def createWidget(self):
        self.drawpad =Canvas(root, width=1000, height=350, bg="black")
        self.drawpad.pack()
                 # Canvas=画布
# 建立按键
        btn_start = Button(root, text="开始", name="start")
        btn_start.pack(side="left", padx="10")
        btn_pen = Button(root, text="画笔", name="pen")
        btn_pen.pack(side="left", padx="10")
        btn_rect = Button(root, text="矩形", name="rect")
        btn_rect.pack(side="left", padx="10")
        btn_line = Button(root, text="直线", name="line")
        btn_line.pack(side="left", padx="10")
        btn_lineArrow = Button(root, text="箭头", name="lineArrow")
        btn_lineArrow.pack(side="left", padx="10")
        btn_color = Button(root, text="颜色", name="color")
        btn_color.pack(side="left", padx="10")
        btn_erasor = Button(root, text="橡皮擦", name="erasor")
        btn_erasor.pack(side="left", padx="10")
        btn_clear = Button(root, text="清除", name="clear")
        btn_clear.pack(side="left", padx="10")

 # 触发事件条件
        btn_line.bind_class("Button", "<1>", self.eventManager)
        self.drawpad.bind("<ButtonRelease-1>", self.stopDraw)
        # bind_class 同类事件的统一绑定,这里是Button按键类的事件绑定-鼠标左键条件
        # self.drawpad.bind("")

    def eventManager(self, event):
        name = event.widget.winfo_name()
        print(name)
        if name =="line":
            self.drawpad.bind("<B1-Motion>", self.myline)

    def stopDraw(self, event):
        self.startDrawFlag = False
        

    def myline(self, event):
        print(event.x, event.y)

        self.drawpad.delete(self.lastDraw)
        if not self.startDrawFlag:
            self.startDrawFlag = True
            self.x = event.x
            self.y = event.y

        self.lastDraw = self.drawpad.create_line(self.x, self.y, event.x, event.y, fill=self.fgcolor)

        # create_line 创建直线方法(x1,y1,x2,y2,x3,y3,……) 方法本身自带return返回ID

    def stopDraw(self):
        pass



if __name__ == '__main__':
    root = Tk()
    root.geometry("1000x400+900+200")
    root.title("百战程序员的画图软件")
    app = Application(master=root)
    root.mainloop()


其中

    def stopDraw(self, event):
        self.startDrawFlag = False

运行报错:

Exception in Tkinter callback

Traceback (most recent call last):

  File "C:\Users\Administrator\AppData\Local\Programs\Python\Python38\lib\tkinter\__init__.py", line 1883, in __call__

    return self.func(*args)

TypeError: stopDraw() takes 1 positional argument but 2 were given


Process finished with exit code 0

参数有问题,我看着和视频上是一样的代码呀?

请问错在哪里,怎么改?

Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 2580楼

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