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Python 全系列/第二阶段:Python 深入与提高/异常机制 2731楼

image.png

有这个报错,找了半天,不知道什么原因,下边是代码



import pygame
import time
import random

SCREEN_WIDTH=700
SCREEN_HEIGHT=500
BG_COLOR=pygame.Color(0,0,0)
FG_COLOR = pygame.Color(255,255,255)
x,y = 0,0 #初始位置
# 主类
#pygame.init()# 下边都不用初始化了
class MainGame():

    my_Tank = None
    window = None
    #存储敌方坦克的列表
    enemyTanklist = []
    #定义敌方坦克的数量
    enemyTankCount = 5
    def __init__(self):
        pass

    #开始游戏方法
    def startGame(self):
        #窗口初始化
        pygame.display.init()
        #窗口大小设置
        MainGame.window = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
        #设置窗口的标题
        pygame.display.set_caption(":坦克大战")
        #TANK初始化
        MainGame.my_Tank = Tank(350,500)
        #初始化敌方坦克
        self.createEnemyTank()


        #无限循环
        while True :
            time.sleep(0.1)
            MainGame.window.fill(BG_COLOR)
            self.event()
            #在面板上绘制文字
            MainGame.window.blit(self.textSurface(), (x+50,y+50))
            MainGame.my_Tank.displayTank()
            #循环遍历敌方坦克,并展示
            self.blitEnemyTank()

            #如果坦克的开关开启才可以移动
            if not MainGame.my_Tank.stop:
                MainGame.my_Tank.move()
            pygame.display.update()



    #初始化敌方坦克,并将坦克加入到列表中去
    def createEnemyTank(self):
        top = 100
        for i in range(MainGame.enemyTankCount):
            left = random.randint(0,600)
            speed = random.randint(1,4)
            enemy = enmyTank(left, top, speed)
            MainGame.enemyTanklist.append(enemy)

    # 循环遍历敌方坦克,并展示
    def blitEnemyTank(self):
        for tank in MainGame.enemyTanklist:
            tank.displayTank()

    # 结束游戏方法
    def endGame(self):
        print("Game Over")
        exit()

    #文本
    def textSurface(self):
        # 所有字体类型
        #print(pygame.font.get_fonts())
        # 创建文字对象
        font = pygame.font.SysFont("kaiti", 20)
        # 输入文字
        textSurface = font.render("敌方坦克数量为%d" % 6, True, FG_COLOR)
        return textSurface

    #获取事件
    def event(self):
        """事件退出,若不退出点哪个就是哪个输出"""
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_UP:
                    MainGame.my_Tank.direction = 'U'
                    MainGame.my_Tank.stop = False
                    #MainGame.my_Tank.move()
                    print("按上键,向上方移动")
                elif event.key == pygame.K_DOWN:
                    MainGame.my_Tank.direction = 'D'
                    MainGame.my_Tank.stop = False
                    #MainGame.my_Tank.move()
                    print("按下键,向下方移动")
                elif event.key == pygame.K_LEFT:
                    MainGame.my_Tank.direction = 'L'
                    MainGame.my_Tank.stop = False
                    #MainGame.my_Tank.move()
                    print("按左键,向左移动")
                elif event.key == pygame.K_RIGHT:
                    MainGame.my_Tank.direction = 'R'
                    MainGame.my_Tank.stop = False
                    #MainGame.my_Tank.move()
                    print("按右键,向右移动")
                elif event.key == pygame.K_SPACE:
                    print("发射子弹")

            #松开方向键,坦克停止移动
            elif event.type == pygame.KEYUP:
                # 判断松开的是上下左右才不动
                if event.key == pygame.K_UP or event.key == pygame.K_DOWN or event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    MainGame.my_Tank.stop = True




class Tank():
    #添加距离左边left,上边top
    def __init__(self, left, right):
        #保存加载的图片
        self.images={
            'U': pygame.image.load(r'F:\Google下载\新建文件夹\tank\img\p1tankU.gif'),
            'D': pygame.image.load(r'F:\Google下载\新建文件夹\tank\img\p1tankD.gif'),
            'L': pygame.image.load(r'F:\Google下载\新建文件夹\tank\img\p1tankL.gif'),
            'R': pygame.image.load(r'F:\Google下载\新建文件夹\tank\img\p1tankR.gif')
        }
        #方向
        self.direction = 'D'
        #根据当前的图片的方向获取图片surface
        self.image = self.images[self.direction]
        #获取图片区域
        self.rect = self.image.get_rect()
        #设置区域的left和top
        self.rect.left = left
        self.rect.right = right
        self.speed = 10
        #连续移动
        self.stop = True

    def shot(self):
        pass

    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 displayTank(self):
        #获取展示的对象
        self.image = self.images[self.direction]
        #把这个对象blit
        MainGame.window.blit(self.image, self.rect)


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


class enmyTank(Tank):
    def __init__(self, left ,top, speed):
        #加载图片集
        self.images = {
            'U': pygame.image.load(r'F:\Google下载\新建文件夹\tank\img\enemy1U.gif'),
            'D': pygame.image.load(r'F:\Google下载\新建文件夹\tank\img\enemy1D.gif'),
            'L': pygame.image.load(r'F:\Google下载\新建文件夹\tank\img\enemy1L.gif'),
            'R': pygame.image.load(r'F:\Google下载\新建文件夹\tank\img\enemy1R.gif')
         }
        #方向,随机方向生成坦克
        self.direction = self.randDirect()
        # 根据方向获取图片信息
        self.image = self.images[self.direction]
        #坦克区域
        self.rect = self.images[self.direction]
        #对left和top进行赋值
        self.rect.left = left
        self.rect.top = top
        #速度
        self.speed = speed
        #移动开关键
        self.flag = True

    def randDirect(self):
        self.random = random.randint(1,4)
        if self.random == 1:
            return 'U'
        elif self.random == 2:
            return 'D'
        elif self.random == 3 :
            return 'L'
        elif self.random == 4:
            return 'R'


class Bullet():
    def __init__(self):
        pass

    def bulletMove(self):
        pass

    def displayBullet(self):
        pass


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


class Sound():
    def __init__(self):
        pass
    def music(self):
        pass


class Boom():
    def __init__(self):
        pass
    def boomSound(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 2734楼

2c5ad9aa38070cc7f732e16d327904a.png

老师这个报错是怎么回事

Python 全系列/第二阶段:Python 深入与提高/文件处理 2735楼

"""开发画图软件的菜单"""

from tkinter.colorchooser import *
from tkinter import *

# 窗口的宽度和高度
win_width = 900
win_height = 450


class Application(Frame):

    def __init__(self, master=None):
        super().__init__(master)
        self.master = master
        self.bgcolor = "#000000"
        self.x = 0
        self.y = 0
        self.fgcolor = "#ff0000"
        self.lastDraw = 0  # 表示最后绘制的图形的id
        self.startDrawFlag = False
        self.pack()
        self.createWidget()

    def createWidget(self):
        # 创建绘图区
        self.drawpad = Canvas(root, width=win_width, height=win_height * 0.9, bg=self.bgcolor)
        self.drawpad.pack()

        # 创建按钮
        btn_start = Button(root, text="开始", name="start")
        btn_start.pack(side="left", padx="10")
        btn_pen = Button(root, text="笔画", 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_clear = Button(root, text="清屏", name="clear")
        btn_clear.pack(side="left", padx="10")
        btn_erasor = Button(root, text="橡皮擦", name="erasor")
        btn_erasor.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="箭头直线", 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")

        # 事件处理
        btn_pen.bind_class("<Button>", "<1>", self.eventManager)
        self.drawpad.bind("<ButtonRelease-1>", self.stopDraw)

        # 增加颜色切换快捷键处理
        root.bind("<KeyPress-r>", self.kuaijiejian)
        root.bind("<KeyPress-g>", self.kuaijiejian)
        root.bind("<KeyPress-y>", self.kuaijiejian)

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

        elif name == "rect":
            self.drawpad.bind("<B1-Motion>", self.myRect)

        elif name == "pen":
            self.drawpad.bind("<B1-Motion>", self.myPen)

        elif name == "erasor":
            self.drawpad.bind("<B1-Motion>", self.myErasor)

        elif name == "clear":
            self.drawpad.delete("all")

        elif name == "color":
            c = askcolor(color=self.fgcolor, title="选择笔画颜色")

            self.fgcolor = c[1]


    def stopDraw(self):
        self.startDrawFlag = False
        self.lastDraw = 0

    def startDraw(self, event):
        self.drawpad.delete(self.lastDraw)

        if not self.startDrawFlag:
            self.startDrawFlag = True
            self.x = event.x
            self.y = event.y

    def myline(self, event):
        self.startDraw(event)
        self.lastDraw = self.drawpad.create_line(self.x, self.y, event.x, event.y, fill=self.fgcolor)

    def mylineArrow(self, event):
        self.startDraw(event)
        self.lastDraw = self.drawpad.create_line(self.x, self.y, event.x, event.y, arrow=LAST, fill=self.fgcolor)

    def myRect(self, event):
        self.startDraw(event)
        self.lastDraw = self.drawpad.create_rectangle(self.x, self.y, event.x, event.y, outline=self.fgcolor)

    def myPen(self, event):
        self.startDraw(event)
        self.drawpad.create_line(self.x, self.y, event.x, event.y, fill=self.fgcolor)
        self.x = event.x
        self.y = event.y

    def myErasor(self, event):
        self.startDraw(event)
        self.drawpad.create_rectangle(event.x-4, event.y-4, event.x+4, event.y+4, fill=self.bgcolor)
        self.x = event.x
        self.y = event.y

    def kuaijiejian(self, event):
        if event.char == "r":
            self.fgcolor = "#ff0000"
        elif event.char == "g":
            self.fgcolor = "#00ff00"
        elif event.char == "y":
            self.fgcolor = "#ffff00"


if __name__ == '__main__':
    root = Tk()
    root.geometry(str(win_width) + "x" + str(win_height) + "+200+300")
    root.title("画图软件项目")
    app = Application(master=root)
    root.mainloop()

老师,这代码总是有些问题,代码照着敲的,总是报这样的错误

也不知道哪里说啥,startDraw(),一个位置参数被给于了两个!屏幕截图 2021-03-22 221317.png

Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 2736楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 2739楼

屏幕截图 2022-02-02 042401.png

老师你看我这样算安装成功了吗?

Python 全系列/第二阶段:Python 深入与提高/模块 2740楼
Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 2741楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 2743楼

import pygame
from pygame.sprite import Sprite
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 BaseItem(Sprite):
    def __init__(self,color,width,height):
        pygame.sprite.Sprite.__init__(self)

class Maingame():
    window=None
    my_tank=None
    enemyTankList=[]
    enemyTankcount=5
    myBulletList=[]
    enemyBulletList=[]
    explodeList=[]
    def createEnemyTank(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 blitEnemyTank(self):
        #判断敌方坦克是否活着

        for enemyTank in Maingame.enemyTankList:
            if enemyTank.live:
                enemyTank.displayTank()
                enemyTank.randMove()
                enemyBullet=enemyTank.shot()
                if enemyBullet:
                    Maingame.enemyBulletList.append(enemyBullet)
            else:
                Maingame.enemyTankList.remove(enemyTank)


    def blitMyBullet(self):
        #判断当前子弹是否为活着的状态,如果不是则在列表中删除

        for myBullet in Maingame.myBulletList:
            if myBullet.live:
                myBullet.displayBullet()
                myBullet.move()
                myBullet.myBullet_hit_enemyTank()
            else:
                Maingame.myBulletList.remove(myBullet)
    def blitEnemyBullet(self):
        for enemyBullet in Maingame.enemyBulletList:
            if enemyBullet.live:

                enemyBullet.displayBullet()
                enemyBullet.move()

            else:
                Maingame.enemyBulletList.remove(enemyBullet)




    def  __init__(self):
       pass
    def startgame(self):
        pygame.display.init()
        Maingame.window = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
        pygame.display.set_caption("坦克大战1.03")
        Maingame.my_tank=Tank(350,250)
        self.createEnemyTank()
        while True:
            time.sleep(0.02)
            pygame.display.update()
            Maingame.window.fill(BG_COLOR)
            Maingame.window.blit(self.getTextSurface("敌方坦克剩余数量%d"%len(Maingame.enemyTankList)),(10,10))# 后一个位置可接元组
            self.getEvent()
            Maingame.my_tank.displayTank()
            self.blitEnemyTank()
            self.blitMyBullet()
            self.blitEnemyBullet()
            self.blitExplode()
    def blitExplode(self):
        for explode in Maingame.explodeList:
            if explode.live:
                explode.displayExplode()
            else:
                Maingame.explodeList.remove(explode)
            if not Maingame.my_tank.stop:
                Maingame.my_tank.move()

    def endgame(self):
        print("谢谢使用哦")
        exit()
    def getEvent(self):
        eventList=pygame.event.get()
        for event in eventList:
            if event.type == pygame.QUIT:
                self.endgame()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    Maingame.my_tank.direction="L"
                    Maingame.my_tank.stop=False
                    #Maingame.my_tank.move()
                    print("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("坦克向上移动")
                elif event.key == pygame.K_RIGHT:
                    Maingame.my_tank.direction = "R"
                    Maingame.my_tank.stop = False
                    #Maingame.my_tank.move()
                    print("坦克向右移动")
                elif event.key == pygame.K_DOWN:
                    Maingame.my_tank.direction = "D"
                    Maingame.my_tank.stop = False
                    print("坦克向下移动")
                elif event.key == pygame.K_SPACE:
                    print("发射子弹")
                    #Maingame.my_tank.move()
                    if len(Maingame.myBulletList)<=3:
                        myBullet=Bullet(Maingame.my_tank)
                        Maingame.myBulletList.append(myBullet)

            if event.type == pygame.KEYUP:
                if event.key== pygame.K_UP or event.key==pygame.K_DOWN or event.key==pygame.K_RIGHT or event.key==pygame.K_LEFT:
                    Maingame.my_tank.stop=True

    def getTextSurface(self,text):
        #初始化字体模块
        pygame.font.init()
        font=pygame.font.SysFont("kaiti",18)
        textSurface=font.render(text,True,TEXT_COLOR)
        return textSurface




class Tank(BaseItem):
    def __init__(self,top,left):
        self.images={
            "U":pygame.image.load("imgs/p1tankU.gif"),
            "D": pygame.image.load("imgs/p1tankD.gif"),
            "L": pygame.image.load("imgs/p1tankL.gif"),
            "R": pygame.image.load("imgs/p1tankR.gif")

        }
        self.direction="U"
        self.image=self.images[self.direction]
        self.rect=self.image.get_rect()
        self.rect.left=left
        self.rect.top=top
        self.speed=10
        self.stop = True
        self.live = True

    def move(self):
        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
    def shot(self):
        return Bullet(self)
    def displayTank(self):
        self.image=self.images[self.direction]
        Maingame.window.blit(self.image,self.rect)
#我方坦克
class Mytank():
    def __init__(self):
        pass
class Enemytank(Tank):
    def __init__(self,left,top,speed):
        super(Enemytank,self).__init__(left,top)
        self.images={"U":pygame.image.load("imgs/enemy1U.gif"),
                     "R": pygame.image.load("imgs/enemy1R.gif"),
                     "L":pygame.image.load("imgs/enemy1L.gif"),
                     "D":pygame.image.load("imgs/enemy1D.gif")
                     }
        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.speed=speed
        self.flag=True
        self.step=60



    def randDirection(self):
        num = random.randint(1,4)
        if num==1:
            return "U"
        elif num ==2:
            return "R"
        elif num ==3:
            return  "L"
        elif num==4:
            return "D"
    #敌方坦克随机移动的方法
    def randMove(self):
        if self.step <=0:
            self.direction=self.randDirection()
            self.step=60
        else:
            self.move()
            self.step-=1
    def shot(self):
        num=random.randint(1,100)
        if num <10:
            return Bullet(self)

class Wall():
    def __init__(self):
        pass
    def display(self):
        pass
class Explode():
    #爆炸同tank的位置相同
    def __init__(self,tank):
        self.rect= tank.rect
        self.images=[pygame.image.load("imgs/blast0.gif"),
                     pygame.image.load("imgs/blast1.gif"),
                     pygame.image.load("imgs/blast2.gif"),
                     pygame.image.load("imgs/blast3.gif"),
                     pygame.image.load("imgs/blast4.gif"),

        ]
        self.step=0
        self.image=self.images[self.step]
        self.live=True

    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
    def play(self):
        pass
class Bullet(BaseItem):
    def __init__(self,tank):
        self.image=pygame.image.load("imgs/enemymissile.gif")

        self.direction= tank.direction
        self.rect=self.image.get_rect()
        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.top
        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.top
        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
            self.rect.top = tank.rect.top+tank.rect.width/2-self.rect.width/2

        self.speed=6
        #增加子弹的状态是否碰到墙壁
        self.live=True

    def displayBullet(self):
        Maingame.window.blit(self.image,self.rect)
    def move(self):
        if self.direction =="U":
            if self.rect.top >0:
                self.rect.top -=self.speed
            else:
                self.live=False
        elif self.direction == "R":
            if self.rect.left+self.rect.width<SCREEN_WIDTH:
                self.rect.left+=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 == "D":
            if self.rect.top+self.rect.height<SCREEN_HEIGHT:
                self.rect.top+=self.speed
            else:
                self.live=False
    #我方子弹与敌方坦克的碰撞
    def myBullet_hit_enemyTank(self):
        for enemyTank in Maingame.enemyTankList:
            if pygame.sprite.collide_rect(enemyTank,self):
                enemyTank.live=False
                self.live=False
                explode=Explode(enemyTank)
                Maingame.explodeList.append(explode)





if __name__== '__main__':
    Maingame().startgame()
 
 
#老师,请问我这个代码跑的时候为什么会出现我方坦克只能打中对方才能移动的情况呢


Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 2744楼
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