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老师:再次麻烦,我写到“我方坦克消亡”这节代码时没有问题,效果运行正常,但当写到“坦克无限重生”时出现问题,将初始化坦克“MainGame.my_tank=Tank(300,360)”改为方法“self.createrMyTank()”时发现子类Mytank()引用父类Tank()的方法和属性都会出现颜色标记,虽然运行时效果正常,控制台也没出现错误提示,但觉得会出问题,果真在接下来的代码中,凡是涉及到我方坦克MyTank的方法都没有被调用。控制台却没有报警。

我试着改变类变量MainGame.my_tank的属性,或是定义一个判断检测我方坦克是否存在的方法都不起作用,请问老师,这问题是出在什么地方啊?该怎么解决呢?

#写“我方坦克消亡"时的代码

# encoding:utf-8
"""
新增功能:
      1,敌方子弹与我方坦克的碰撞
      2,实现爆炸效果
"""
import pygame,time,random
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 450
BG_COLOR = pygame.Color(0,0,0)
TEXT_COLOR = pygame.Color(255,0,0)


class BaseItem(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class MainGame():
    window = None
    my_tank = None
    # 存储敌方坦克的列表
    EnemyTanklist =[]
    # 定义敌方坦克的数量
    EnemyCount = 10
    # 存储我方子弹的列表
    myBulletlist=[]
    # 存储爆炸效果的列表
    Explodelist=[]
    # 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
        # 初始化窗口
        pygame.display.init()
        # 初始化我方坦克(建立我方坦克的实例对象)
        MainGame.my_tank=Tank(350,360)
        # 初始化敌方坦克(建立敌方方坦克的实例对象)
        self.createEmenyTank()
        # 设置窗口的大小及显示
        MainGame.window=pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])
        # 设置窗口标题
        pygame.display.set_caption("坦克大战1.00")
        while True:
            # 设置循环时间
            time.sleep(0.05)
            # 设置背景颜色
            MainGame.window.fill(BG_COLOR)
            # 绘制文字
            MainGame.window.blit(self.getTextSurface("敌方坦克的所有数量%d"%len(MainGame.EnemyTanklist)),(10,10))
            # 展示我方坦克
            # 先判断我方坦克是否存在以及状态是否存活
            if MainGame.my_tank and MainGame.my_tank.live:
                MainGame.my_tank.displayTank()
            else:
                del MainGame.my_tank
                MainGame.my_tank=None
            # 展示敌方坦克
            self.blitEnemyTank()
            # 展示我方子弹
            self.blitMyBullet()
            # 展示敌方子弹
            self.blitEnemyBullet()
            # 展示爆炸效果
            self.blitExplode()
            # 我方坦克可以移动的信号开关
            if MainGame.my_tank and MainGame.my_tank.live:
                if not MainGame.my_tank.stop:
                    MainGame.my_tank.move()

            # 通过事件来控制游戏(关闭,移动)
            self.getEvent()
            # 更新屏幕
            pygame.display.update()
    # 初始化敌方坦克(建立敌方方坦克的实例对象)
    def createEmenyTank(self):
        top=100
        # 循环生成坦克
        for i in range(MainGame.EnemyCount):
            left = random.randint(0,600)
            speed = random.randint(1,4)
            enemy=EnemyTank(left,top,speed)
            MainGame.EnemyTanklist.append(enemy)
    # 展示敌方坦克
    def blitEnemyTank(self):
        # 遍历敌方坦克列表
        for enemyTank in MainGame.EnemyTanklist:
            if enemyTank.live:#判断敌方坦克是否活着
                enemyTank.displayTank()
                enemyTank.randMove()
                # 发射子弹
                enemyBullet=enemyTank.shot()
                # 将子弹存储在列表中
                if enemyBullet:
                    MainGame.enemyBulletlist.append(enemyBullet)
            else:
                MainGame.EnemyTanklist.remove(enemyTank)

    # 展示敌方子弹
    def blitEnemyBullet(self):
        for enemyBullet in MainGame.enemyBulletlist:
            if enemyBullet.live:
                enemyBullet.displayBullet()
                enemyBullet.move()
                enemyBullet.enemyBullet_hit_my_tank()


            else:
                MainGame.enemyBulletlist.remove(enemyBullet)

    # 展示我方子弹
    def blitMyBullet(self):
        for myBullet in MainGame.myBulletlist:
            if myBullet.live:
                myBullet.displayBullet()
                myBullet.move()
                # 调用检测我方子弹是否与敌方坦克发生碰撞的方法
                myBullet.myBullet_hit_enemyTank()
            else:
                MainGame.myBulletlist.remove(myBullet)

    # 展示爆炸效果
    def blitExplode(self):
        for explode in MainGame.Explodelist:
            if explode.live:
                explode.displayExplode()
            else:
                MainGame.Explodelist.remove(explode)

    # 结束游戏
    def endGame(self):
        print("爽不爽,再来一局?")
        exit()
    # 左上角添加文字
    def getTextSurface(self,text):
        # 初始化文字
        pygame.font.init()
        # 查看所有字体
        #print(pygame.font.get_fonts())
        # 创建文字对象
        font=pygame.font.SysFont("fangsong",18)
        # 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()
        # 遍历事件列表
        for event in eventlist:
            # 判断按下的键是是关闭还是键盘按下
            # 如果按下的退出,关闭游戏
            if event.type == pygame.QUIT:
                self.endGame()
            if MainGame.my_tank and MainGame.my_tank.live:
                # 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"
                        # 移动开关开启,可以移动
                        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_RIGHT:
                        # 切换方向
                        MainGame.my_tank.direction="R"
                        # 移动开关开启,可以移动
                        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:
                        # 切换方向
                        MainGame.my_tank.direction="U"
                        # 移动开关开启,可以移动
                        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_DOWN:
                        # 切换方向
                        MainGame.my_tank.direction ="D"
                        # 移动开关开启,可以移动
                        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_SPACE:
                        if len(MainGame.myBulletlist)<3:
                            # 创建我方坦克发射的子弹
                            myBullet=Bullet(MainGame.my_tank)
                            MainGame.myBulletlist.append(myBullet)
                        print("发射子弹")
                # 松开方向键,坦克停止
                if event.type ==pygame.KEYUP:
                    MainGame.my_tank.stop=True

class Tank(BaseItem):
    # 增加坦克位置属性,距离左边left,距离上边top
    def __init__(self,left,top):
        # 保存下载的坦克图片
        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="U"
        # 根据方向选择图片
        self.image=self.images[self.direction]
        # 根据图片获取区域
        self.rect=self.image.get_rect()
        # 设置图片的left,top
        self.rect.left=left
        self.rect.top=top
        # 速度 根据速度快慢实现移动
        self.speed=10
        # 设置移动开关
        self.stop = True
        # 坦克状态
        self.live=True
    # 移动
    def move(self):
        # 根据方向和移动两属性推算移动距离
        # 判断确定方向
        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.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):
        # 选择展示的对象
        self.image=self.images[self.direction]
        # 调用blit方法进行展示
        MainGame.window.blit(self.image,self.rect)
#子弹类
class Bullet(BaseItem):
    def __init__(self,tank):
        # 加载图片
        self.image=pygame.image.load("img/enemymissile.gif")
        # 方向,子弹的方向即坦克的方向
        self.direction = tank.direction
        # 区域,根据加载的图片获取区域
        self.rect = self.image.get_rect()
        # 设置图片的left和top(与方向有关)
        if self.direction == "U":
            self.rect.left=tank.rect.left+int(tank.rect.width/2) -int(self.rect.width/2)
            self.rect.top=tank.rect.top-self.rect.height
        if self.direction == "D":
            self.rect.left = tank.rect.left+int(tank.rect.width/2)-int(self.rect.width/2)
            self.rect.top = tank.rect.top + tank.rect.height
        if self.direction == "L":
            self.rect.left=tank.rect.left-self.rect.width
            self.rect.top=tank.rect.top+int(tank.rect.height/2)-int(self.rect.height/2)
        if self.direction =="R":
            self.rect.left=tank.rect.left+tank.rect.width
            self.rect.top=tank.rect.top+int(tank.rect.height/2)-int(self.rect.height/2)
        # 速度
        self.speed = 7
        # 子弹的状态,是否碰到墙壁,如果碰到,修改子弹状态
        self.live=True

    # 移动
    def move(self):
        if self.direction =="U":
            if self.rect.top >0:
                self.rect.top-=self.speed
            else:
                # 改变子弹状态
                self.live=False
        if self.direction =="D":
            if self.rect.top+self.rect.height<=SCREEN_HEIGHT:
                self.rect.top+=self.speed
            else:
                # 改变子弹状态
                self.live = False
        if self.direction == "L":
            if self.rect.left >0:
                self.rect.left-=self.speed
            else:
                # 改变子弹状态
                self.live = False
        if self.direction =="R":
            if self.rect.left+self.rect.width<=SCREEN_WIDTH:
                self.rect.left+=self.speed
            else:
                # 改变子弹状态
                self.live = False
    # 展示子弹的方法
    def displayBullet(self):
        MainGame.window.blit(self.image,self.rect)
    # 我方子弹与敌方坦克的碰撞
    def myBullet_hit_enemyTank(self):
        # 循环遍历敌方坦克列表,判断是否发生碰撞
        for enemyTank in MainGame.EnemyTanklist:
            if pygame.sprite.collide_rect(enemyTank,self,):
                self.live=False
                enemyTank.live=False
                #创建爆炸对象
                explode=Explode(enemyTank)
                #将爆炸对象存储在爆炸列表中
                MainGame.Explodelist.append(explode)
    # 敌方子弹与我方坦克的碰撞
    def enemyBullet_hit_my_tank(self):
        if MainGame.my_tank and MainGame.my_tank.live:
            if pygame.sprite.collide_rect(MainGame.my_tank, self,):
                #产生爆炸对象
                explode=Explode(MainGame.my_tank)
                #将爆炸对象存储在爆炸列表中
                MainGame.Explodelist.append(explode)
                #判断敌方子弹与我方坦克的状态
                self.live=False
                MainGame.my_tank.live=False






# 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().__init__(left,top)
        # 保存下载的图片
        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(随机生成方向)
        self.direction = self.randDirection()
        # 根据方向获取图片
        self.image=self.images[self.direction]
        # 根据图片获取区域
        self.rect=self.image.get_rect()
        # 设置图片的left,top
        self.rect.left=left
        self.rect.top=top
        # 速度
        self.speed=speed
        # 移动开关
        self.flag = True
        # 步数
        self.step =50
    # 随机生成方向
    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"
    # 敌方坦克随机移动的方法
    def randMove(self):
        if self.step<=0:
            self.direction = self.randDirection()
            self.step=50
        else:
            self.move()
            self.step-=1
    # 重写shot()方法
    def shot(self):
        num=random.randint(1,100)
        if num<10:
            return Bullet(self)


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

# 爆炸效果类
class Explode():
    def __init__(self,tank):
        # 爆炸的位置由子弹打中坦克的位置决定
        self.rect=tank.rect
        # 加载爆炸图片
        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.step=0
        self.image=self.images[self.step]
        # 爆炸状态
        self.live=True
    # 展示爆炸效果的方法
    def displayExplode(self):
        if self.step<len(self.images):
            # 根据索引获取爆炸对象
            self.image=self.images[self.step]
            self.step += 1
            # 加到主窗口
            MainGame.window.blit(self.image,self.rect)
        else:
            #修改活着的状态
            self.live=False
            self.step=0

# 音效类
class Music():
    def __init__(self):
        pass
    # 播放音乐
    def play(self):
        pass
if __name__=="__main__":
    MainGame().startGame()
    #MainGame().getTextSurface()

#写“坦克无限重生”时涉及到子类MyTank调用父类Tank的属性和方法时颜色有标记,但运行正常

# encoding:utf-8
"""
新增功能:
      我方坦克无限重生
      1,按下某个键,比如esc
      2,重生即新建
"""
import pygame,time,random
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 450
BG_COLOR = pygame.Color(0,0,0)
TEXT_COLOR = pygame.Color(255,0,0)


class BaseItem(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class MainGame():
    window = None
    my_tank = None
    # 存储敌方坦克的列表
    EnemyTanklist =[]
    # 定义敌方坦克的数量
    EnemyCount = 10
    # 存储我方子弹的列表
    myBulletlist=[]
    # 存储爆炸效果的列表
    Explodelist=[]
    # 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
        # 初始化窗口
        pygame.display.init()
        # 初始化我方坦克(建立我方坦克的实例对象)
        self.createMyTank()
        #MainGame.my_tank = Tank(350, 360)
        #初始化敌方坦克(建立敌方方坦克的实例对象)
        self.createEnemyTank()
        # 设置窗口的大小及显示
        MainGame.window=pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])
        # 设置窗口标题
        pygame.display.set_caption("坦克大战1.00")
        while True:
            # 设置循环时间
            time.sleep(0.05)
            # 设置背景颜色
            MainGame.window.fill(BG_COLOR)
            # 绘制文字
            MainGame.window.blit(self.getTextSurface("敌方坦克的所有数量%d"%len(MainGame.EnemyTanklist)),(10,10))
            # 展示我方坦克
            # 先判断我方坦克是否存在以及状态是否存活
            if MainGame.my_tank and MainGame.my_tank.live:
                MainGame.my_tank.displayTank()
            else:
                del MainGame.my_tank
                MainGame.my_tank=None
            # 展示敌方坦克
            self.blitEnemyTank()
            # 展示我方子弹
            self.blitMyBullet()
            # 展示敌方子弹
            self.blitEnemyBullet()
            # 展示爆炸效果
            self.blitExplode()
            # 我方坦克可以移动的信号开关
            if MainGame.my_tank and MainGame.my_tank.live:
                if not MainGame.my_tank.stop:
                    MainGame.my_tank.move()
            # 通过事件来控制游戏(关闭,移动)
            self.getEvent()
            # 更新屏幕
            pygame.display.update()
    # 初始化我方坦克(建立我方坦克的实例对象)
    def createMyTank(self):
        MainGame.my_tank = Tank(350, 360)

    # 初始化敌方坦克(建立敌方方坦克的实例对象)
    def createEnemyTank(self):
        top=100
        # 循环生成坦克
        for i in range(MainGame.EnemyCount):
            left = random.randint(0,600)
            speed = random.randint(1,4)
            enemy=EnemyTank(left,top,speed)
            MainGame.EnemyTanklist.append(enemy)
    # 展示敌方坦克
    def blitEnemyTank(self):
        # 遍历敌方坦克列表
        for enemyTank in MainGame.EnemyTanklist:
            if enemyTank.live:#判断敌方坦克是否活着
                enemyTank.displayTank()
                enemyTank.randMove()
                # 发射子弹
                enemyBullet=enemyTank.shot()
                # 将子弹存储在列表中
                if enemyBullet:
                    MainGame.enemyBulletlist.append(enemyBullet)
            else:
                MainGame.EnemyTanklist.remove(enemyTank)

    # 展示敌方子弹
    def blitEnemyBullet(self):
        for enemyBullet in MainGame.enemyBulletlist:
            if enemyBullet.live:
                enemyBullet.displayBullet()
                enemyBullet.move()
                enemyBullet.enemyBullet_hit_my_tank()


            else:
                MainGame.enemyBulletlist.remove(enemyBullet)

    # 展示我方子弹
    def blitMyBullet(self):
        for myBullet in MainGame.myBulletlist:
            if myBullet.live:
                myBullet.displayBullet()
                myBullet.move()
                # 调用检测我方子弹是否与敌方坦克发生碰撞的方法
                myBullet.myBullet_hit_enemyTank()
            else:
                MainGame.myBulletlist.remove(myBullet)

    # 展示爆炸效果
    def blitExplode(self):
        for explode in MainGame.Explodelist:
            if explode.live:
                explode.displayExplode()
            else:
                MainGame.Explodelist.remove(explode)

    # 结束游戏
    def endGame(self):
        print("爽不爽,再来一局?")
        exit()
    # 左上角添加文字
    def getTextSurface(self,text):
        # 初始化文字
        pygame.font.init()
        # 查看所有字体
        #print(pygame.font.get_fonts())
        # 创建文字对象
        font=pygame.font.SysFont("fangsong",18)
        # 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()
        # 遍历事件列表
        for event in eventlist:
            # 判断按下的键是是关闭还是键盘按下
            # 如果按下的退出,关闭游戏
            if event.type == pygame.QUIT:
                self.endGame()
            # 如果是键盘的按下
            if event.type == pygame.KEYDOWN:
                if not MainGame.my_tank:
                    if event.key == pygame.K_ESCAPE:
                        self.createMyTank()
                if MainGame.my_tank and MainGame.my_tank.live:
                    # 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"
                        # 移动开关开启,可以移动
                        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_RIGHT:
                        # 切换方向
                        MainGame.my_tank.direction="R"
                        # 移动开关开启,可以移动
                        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:
                        # 切换方向
                        MainGame.my_tank.direction="U"
                        # 移动开关开启,可以移动
                        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_DOWN:
                        # 切换方向
                        MainGame.my_tank.direction ="D"
                        # 移动开关开启,可以移动
                        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_SPACE:
                        if len(MainGame.myBulletlist)<3:
                            # 创建我方坦克发射的子弹
                            myBullet=Bullet(MainGame.my_tank)
                            MainGame.myBulletlist.append(myBullet)
                        print("发射子弹")

            # 松开方向键,坦克停止
            elif event.type == pygame.KEYUP:
                if MainGame.my_tank and MainGame.my_tank.live:
                    MainGame.my_tank.stop=True

class Tank(BaseItem):
    # 增加坦克位置属性,距离左边left,距离上边top
    def __init__(self,left,top):
        # 保存下载的坦克图片
        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="U"
        # 根据方向选择图片
        self.image=self.images[self.direction]
        # 根据图片获取区域
        self.rect=self.image.get_rect()
        # 设置图片的left,top
        self.rect.left=left
        self.rect.top=top
        # 速度 根据速度快慢实现移动
        self.speed=10
        # 设置移动开关
        self.stop = True
        # 坦克状态
        self.live=True
    # 移动
    def move(self):
        # 根据方向和移动两属性推算移动距离
        # 判断确定方向
        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.height<=SCREEN_WIDTH:
                self.rect.left +=self.

Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 2641楼
Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 2642楼
Python 全系列/第二阶段:Python 深入与提高/文件处理 2643楼
Python 全系列/第二阶段:Python 深入与提高/坦克大战 2645楼
Python 全系列/第二阶段:Python 深入与提高/模块 2648楼

#官网www.pygame.org

import pygame,time,random
screen_width = 700
screen_height = 500
bg_color = pygame.Color(0,0,0)
COLOR_RED = pygame.Color("red")
class MainGame():
    window = None
    my_tank = None
    # 存储敌方坦克的列表
    enemyTankList = []
    # 定义敌方坦克的数量
    enemyTankCount = 4
    #存储我方子弹
    bullet_list = []
    def __init__(self):
        pass
    def startGame(self):
        #加载主窗口
        pygame.display.init()   #初始化窗口
        MainGame.window = pygame.display.set_mode([screen_width,screen_height])    #设置窗口长宽及显示 函数会返回一个surface值
        pygame.display.set_caption("坦克大战")  # 设置标题
        # 初始化我方坦克
        MainGame.my_tank = Tank(350, 250)
        #初始化敌方坦克并加载到列表中
        self.createEnemyTank()
        while True:
            #减慢循环,是坦克变慢
            time.sleep(0.02)
            MainGame.window.fill(bg_color)
            #获取事件
            self.getEvent()
            # 绘制文字
            MainGame.window.blit(self.getTextSuface('敌方坦克剩余数量%d' % len(MainGame.enemyTankList)), (10, 10))
            # 调用我方坦克显示的方法
            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
            #判断坦克的开关是否是开启的,是才可以移动
            if not MainGame.my_tank.stop:
                MainGame.my_tank.move()
            # 调用子弹渲染方法
            self.blitBullet()
            pygame.display.update()     #更新屏幕的部分以一直显示软件

    def createEnemyTank(self):
        top = 100
        for i in range(MainGame.enemyTankCount):
            left = random.randint(0,600)
            speed = random.randint(1,5)
            enemy = EnemyTank(left,top,speed)
            MainGame.enemyTankList.append(enemy)
    def blitEnemyTank(self):
        for enemyTank in MainGame.enemyTankList:
            enemyTank.displayTank()
            enemyTank.randMove()
    #将子弹渲染到窗口中
    def blitBullet(self):
        for myBullet in MainGame.bullet_list:
            myBullet.dispalyBullet()

    def endGame(self):
        print("退出")
        exit()
    #左上角文字显示
    def getTextSuface(self,text):
        #初始化字体模块
        pygame.font.init()
        # 获取字体Font对象
        font = pygame.font.SysFont('kaiti', 18)
        # 绘制文字 信息
        textSurface = font.render(text, True, COLOR_RED)
        return textSurface
    #获取事件
    def getEvent(self):
        eventList = pygame.event.get()  #获取所有事件并返回一个列表
        #遍历事件
        for event in eventList:
            #判断按下的键是退出还是键盘按下
            #如果按下退出,则关闭窗口
            if event.type == pygame.QUIT:
                self.endGame()
            #如果是键盘按下
            if event.type == pygame.KEYDOWN:
                #判断按下的是上、下、左、右
                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,坦克向左移动")
                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,坦克向右移动")
                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,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("按下左键,坦克向下移动")
                elif event.key == pygame.K_SPACE:
                    print("发射子弹")
                    #产生一颗子弹
                    myBullet = Bullet(MainGame.my_tank)
                    MainGame.bullet_list.append(myBullet)
            #如果松开键盘,坦克停止,修改开关状态
            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:
                    MainGame.my_tank.stop = True

class Tank():
    def __init__(self,left,top):
        self.images = {
            "U":pygame.image.load("image/p1tankU.gif"),
            "D":pygame.image.load("image/p1tankD.gif"),
            "L":pygame.image.load("image/p1tankL.gif"),
            "R":pygame.image.load("image/p1tankR.gif"),
        }
        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
        self.speed = 4
        self.stop = True
    def move(self):
        if self.direction == "L":
            if self.rect.left>0:
                self.rect.left -= self.speed
        elif self.direction == "R":
            if self.rect.left+self.rect.height<screen_width:
                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
    def shot(self):
        pass
    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)

class myTank(Tank):
    def __init__ (self):
        pass


class EnemyTank(Tank):
    def __init__(self,left,top,speed):
        self.images = {
            "U": pygame.image.load("image/enemy1U.gif"),
            "D": pygame.image.load("image/enemy1D.gif"),
            "L": pygame.image.load("image/enemy1L.gif"),
            "R": pygame.image.load("image/enemy1R.gif")
        }
        #随机生成坦克的方向
        self.direction = self.randDirection()
        #通过方向获取坦克图片
        self.image = self.images[self.direction]
        #获取坦克的坐标区域
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.speed = speed
        self.flag = True
        #新增一个步数变量
        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 = 60
        else:
            self.move()
            #让步数递减
            self.step -= 1

class Bullet():
    def __init__(self,tank):
        self.image = pygame.image.load("image/enemymissile.gif")
        #坦克方向决定子弹方向
        self.direction = tank.direction
        #获取区域坐标
        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 = 6

    def move(self):
        pass
    #def shot(self):
        #return Bullet(self)
    def displayBullet(self):
        MainGame.window.blit(self.image,self.rect)

class Wall():
    def __init__(self):
        pass
    def dispalyWall(self):
        pass

class Explode():
    def __init__(self):
        pass
    def dispalyWall(self):
        pass

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

if __name__ == '__main__':
    MainGame().startGame()

Traceback (most recent call last):

  File "C:/Users/chenyouzhong/PycharmProjects/pygame/tank01.py", line 251, in <module>

    MainGame().startGame()

  File "C:/Users/chenyouzhong/PycharmProjects/pygame/tank01.py", line 46, in startGame

    self.blitBullet()

  File "C:/Users/chenyouzhong/PycharmProjects/pygame/tank01.py", line 63, in blitBullet

    Bullet.dispalyBullet()

AttributeError: type object 'Bullet' has no attribute 'dispalyBullet'

这是为什么?

Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 2651楼
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