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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 992楼

pygame


_display = pygame.display
color_black = pygame.Color()
color_red = pygame.Color()
version = maingame():
    window = Screen_width = Screen_height = TANK_P1 = ():
        _display.init()
        maingame.window = _display.set_mode([maingame.Screen_widthmaingame.Screen_height])
        maingame.TANK_P1 = Tank()
        _display.set_caption(+ version)
        .getTextSurface()
        :
            maingame.window.fill(color_black)
            .getEvent()
            maingame.window.blit(.getTextSurface(% )())
            maingame.TANK_P1.displayTank()
            maingame.TANK_P1.move()
            _display.update()

    ():
        eventList = pygame.event.get()
        event eventList:
            event.type == pygame.QUIT:
                .endgame()
            event.type == pygame.KEYDOWN:
                event.key == pygame.K_LEFT:
                    ()
                    maingame.TANK_P1.direction = event.key == pygame.K_RIGHT:
                    ()
                    maingame.TANK_P1.direction = event.key == pygame.K_UP:
                    ()
                    maingame.TANK_P1.direction = event.key == pygame.K_DOWN:
                    ()
                    maingame.TANK_P1.direction = event.key == pygame.K_SPACE:
                    ()

    (text=):
        pygame.font.init()
        = pygame.font.get_fonts()
        font = pygame.font.SysFont()
        textSurface = font.render(textcolor_red)
        textSurface
        (fontList)

    ():
        ()
        ()


Tank:
    TANK_P1 = (lefttop):
        .images = {
            : pygame.image.load(): pygame.image.load(): pygame.image.load(): pygame.image.load()
        }
        .direction = .image = .images[.direction]
        .rect = .image.get_rect()
        .rect.left = left
        .rect.top = top

        .speed = ():
        .image = .images[.direction]
        maingame.window.blit(.image.rect)

    ():

        .direction == :
            .rect.left > :
                .rect.left -= .speed
        .direction == :
            .rect.top > :
                .rect.top -= .speed
        .direction == :
            .rect.top + .rect.height < maingame.Screen_width:
                .rect.top += .speed
            .direction == :
                .rect.left + .rect.height < maingame.Screen_height:
                    .rect.left += .speed

    ():

为什么边界这卡不住 老师!?

Python 全系列/第二阶段:Python 深入与提高/坦克大战 993楼
Python 全系列/第二阶段:Python 深入与提高/文件处理 994楼

老师你好我把功能的代码写完了,运行时也没报错,但是里面的功能用不了

"""
开发画图软件的菜单
"""

from tkinter.filedialog import *
from tkinter.colorchooser import *

# 窗口的高度和宽度
win_width = 900
win_height = 450

class Application(Frame):
    def __init__(self, master=None, bgcolor="#000000"):
        super().__init__(master)
        self.master = master
        self.bgcolor = bgcolor
        self.x = 0
        self.y = 0
        self.fgcolor = "#ff0000"
        self.lastDraw = 0
        self.starDrawFlage = 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="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_clear = Button(root, text="清屏", name="clear")
        btn_clear.pack(side="left", padx="10")
        btn_erasor = Button(root, text="橡皮檫", 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)



    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)
    def stopDraw(self, event):
        self.starDrawFlage = False
        self.lastDraw = 0

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

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


    def myline(self, event):
        self.starDraw(event)
        self.lastDraw = \
            self.drawpad.create_line(self.x, self.y, event.x, event.y, fill=self.fgcolor)
    def mylineArrow(self, event):
        self.starDraw(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.starDraw(event)
        self.lastDraw = \
            self.drawpad.create_line(self.x, self.y, event.x, event.y, outline=self.fgcolor)
    def myPen(self, event):
        self.starDraw(event)
        self.lastDraw = \
            self.drawpad.create_line(self.x, self.y, event.x, event.y, fill=self.fgcolor)
        self.x = event.x
        self.y = event.y


if __name__ == "__main__":
    root = Tk()
    root.geometry(str(win_width)+"x"+str(win_height)+"+200+300")
    root.title("百战程序员的画图软件")
    app = Application(master=root)
    root.mainloop()


Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 995楼
Python 全系列/第二阶段:Python 深入与提高/文件处理 996楼

'''
    坦克大战

新增功能:
    1.实惠坦克之前的碰撞检测
        我方坦克主动碰撞敌方坦克
            我方坦克停下stay()
        敌方坦克主动碰撞我方坦克
            敌方坦克停下stay()

'''
# 导入pygame模块
import pygame
import time
import random
SCREEN_WIDTH=800
SCREEN_HEIGHT=600
BG_COLOR=pygame.Color(0,0,0)
TEXT_COLOR=pygame.Color(255,0,0)


class MainGame():
    window=None
    my_tank=None
    # 存储敌方坦克列表
    enemyTanklist=[]
    # 定义敌方坦克生成的数量
    enemyTankCount=5
    # 存储我立子弹列表
    Bullet_list=[]
    # 存储敌方子弹列表
    enemybullet_list=[]
    # 爆炸效果列表
    Explode_list=[]
    # 墙壁列表
    wall_list=[]
    # 初始化方法
    def __init__(self):
        pass

    # 开始游戏
    def startGame(self):
        # 加载主窗口
        # 初始化窗口
        pygame.display.init()
        # 设置窗口大小及显示
        MainGame.window = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
        self.createMyTank()
        # 初始化我方坦克
        MainGame.my_tank=MyTank(350,350)
        # 初始化敌方坦克,并将敌方坦克添加到列表中
        self.createEnemyTank()
        # 创建墙壁
        self.createWall()
        # 设置窗口标题
        pygame.display.set_caption("坦克大战")
        while True:
            # 使坦克移动速度降慢
            # time单位为秒
            time.sleep(0.02)
            # 设置窗口填充色
            MainGame.window.fill(BG_COLOR)
            # 获取事件
            self.getEvent()
            # 绘制文字
            MainGame.window.blit(self.getTextSurface("敌方坦克剩余数量%d"%len(MainGame.enemyTanklist)),(10,10))
            # 调用展示墙壁的方法
            self.blitwall()
            if MainGame.my_tank and MainGame.my_tank.live:
                # 调用坦克显示方法
                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()
            # 调用移动方法
            # 如果坦克移动开关开启才能移动
            if MainGame.my_tank and MainGame.my_tank.live:
                if not MainGame.my_tank.stop:
                    MainGame.my_tank.move()
                    # 调用碰撞墙壁方法
                    MainGame.my_tank.TankHitWall()
                    # 调用我方坦克碰到敌方坦克方法
                    MainGame.my_tank.hitEnemyTank()
            # 调用我方子弹列表的方法
            self.blitBullet()
            # 调用敌方子弹列表的方法
            self.blitenemybullet()
            # 展示爆炸效果
            self.displayExplodes()
            pygame.display.update()

    # 创建我方坦克方法
    def createMyTank(self):
        MainGame.my_tank = MyTank(350, 350)

    # 初始化方坦克,并将敌方坦克添加到列表中
    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)

    # 创建墙壁方法
    def createWall(self):
        for i in range(0,5):
            wall = Wall(150*i, 230)
            MainGame.wall_list.append(wall)

    def blitwall(self):
        for wall in MainGame.wall_list:
            if wall.live:
                wall.displayWall()
            else:
                MainGame.wall_list.remove(wall)

    # 循环遍历敌方坦克列表,展示敌方坦克
    def blitEnemyTank(self):
        for enemyTank in MainGame.enemyTanklist:
            if enemyTank.live:
                enemyTank.displayTank()
                #enemyTank.move()
                enemyTank.randMove()
                # 调用敌方坦克与墙壁的碰撞方法
                enemyTank.TankHitWall()
                # 调用敌方坦克碰撞我方坦克方法
                enemyTank.ehitMyTank()
                # 调用敌方坦克的射击
                enemybullet = enemyTank.shot()
                # 如果子弹为NONE,不加入到列表
                if enemybullet:
                    # 将子弹存储到敌方子弹列表中
                    MainGame.enemybullet_list.append(enemybullet)
            else:
                MainGame.enemyTanklist.remove(enemyTank)

    # 将我方子弹加载到窗口中
    def blitBullet(self):
        for bullet in MainGame.Bullet_list:
            # 如果子弹还在,绘制出来,否则直接从列表中移除
            if bullet.live:
                bullet.displayBullet()
                bullet.bulletmove()
                # 调用我方子弹与敌方坦克的碰撞方法
                bullet.hitEnemyTank()
                # 调用判断我方子弹是否碰撞墙壁
                bullet.hitWall()
            else:
                # 让子弹移动
                MainGame.Bullet_list.remove(bullet)

    # 将敌方子弹加入到窗口中
    def blitenemybullet(self):
        for enemybullet in MainGame.enemybullet_list:
            # 如果子弹还在,绘制出来,否则直接从列表中移除
            if enemybullet.live:
                enemybullet.displayBullet()
                enemybullet.bulletmove()
                # 调用敌方子弹是否碰撞墙壁
                enemybullet.hitWall()
                if MainGame.my_tank and MainGame.my_tank.live:
                    enemybullet.hitMyTank()
            else:
                # 让子弹移动
                MainGame.enemybullet_list.remove(enemybullet)

    # 展示爆炸效果列表
    def displayExplodes(self):
        for explode in MainGame.Explode_list:
            if explode.live:
                explode.displayExplode()
            else:
                # 在爆炸列表中移除
                MainGame.Explode_list.remove(explode)

    # 结束游戏
    def endGame(self):
        print("谢谢")
        exit()

    # 左上角文字绘制
    def getTextSurface(self,text):
        # 查看所有字体名称
        #print(pygame.font.get_fonts())
        # 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, TEXT_COLOR)
        return textSurface

    # 获取事件
    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
            # 判断是否关闭窗口
            if event.type == pygame.QUIT:
                self.endGame()
            # 判断键盘输入
            if event.type == pygame.KEYDOWN:
                if not (MainGame.my_tank and MainGame.my_tank.live):
                    # 点击ESC按键,重生
                    #esc按键27或pygame.K_ESCAPE
                    if event.key == 27:
                        self.createMyTank()
                #print(event.key)
                if MainGame.my_tank and MainGame.my_tank.live:
                    # 判断键盘上下左右键
                    if event.key == pygame.K_LEFT:
                        # 切换方向
                        MainGame.my_tank.direction="L"
                        # 修改坦克的移动开关
                        MainGame.my_tank.stop=False
                        # MainGame.my_tank.move()
                        print("坦克向左")
                    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")
                    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")
                    elif event.key == pygame.K_DOWN:
                        MainGame.my_tank.direction = "D"
                        MainGame.my_tank.stop = False
                        # MainGame.my_tank.move()
                        print("坦克向下")
                    elif event.key ==pygame.K_SPACE:
                        print("发射子弹")
                        if len(MainGame.Bullet_list) < 3:
                            # 产生一颗子弹
                            m = Bullet(MainGame.my_tank)
                            # 将子弹加入子弹列表
                            MainGame.Bullet_list.append(m)
                        else:
                            print("子弹数量不足")
                        print("当前屏幕中数量为:%d" %len(MainGame.Bullet_list))
                # 松开方向键停止移动,修改坦克移动开关状态
            if event.type==pygame.KEYUP:
                # 判断松开的键是方向键才停止移动
                if event.key ==pygame.K_UP or event.key==pygame.K_LEFT or event.key==pygame.K_DOWN 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):
        pygame.sprite.Sprite.__init__(self)


class Tank(BaseItem):
    # 初始化方法
    # 距离左边left, 距离上边left
    def __init__(self, left, top):
        # 保存加载图片
        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"
        # 根据当前图片的方向获取图片 返回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left和top
        self.rect.left=left
        self.rect.top=top
        # 速度  决定移动快慢
        self.speed=5
        # 坦克移动开关
        self.stop=True
        # 记录坦克是否存活
        self.live=True
        # 记录坦克移动之前的坐标(用于坐标还原时使用)
        self.oldLeft = self.rect.left
        self.oldTop = self.rect.top

    # 移动
    def move(self):
        # 先记录移动之前的坐标
        self.oldLeft = self.rect.left
        self.oldTop = self.rect.top
        # 判断坦克方向进行移动
        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.height < SCREEN_WIDTH:
                self.rect.left += self.speed

    def stay(self):
        self.rect.left = self.oldLeft
        self.rect.top = self.oldTop

    # 碰撞墙壁的方法
    def TankHitWall(self):
        for wall in MainGame.wall_list:
            if pygame.sprite.collide_rect(wall,self):
                self.stay()

    # 射击
    def shot(self):
        return Bullet(self)

    # 展示坦克
    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)

# 我方坦克(继承自坦克类)
class MyTank(Tank):
    # 初始化方法
    def __init__(self, left, top):
        super(MyTank, self).__init__(left, top)

        # 我方坦克主动碰撞敌方坦克
    def hitEnemyTank(self):
        for enemytank in MainGame.enemyTanklist:
            if pygame.sprite.collide_rect(enemytank, self):
                self.stay()


# 敌方坦克(继承自坦克类)
class EnemyTank(Tank):
    # 初始化方法
    def __init__(self,left,top,speed):
        # 对父类初始化方法的调用
        super(EnemyTank, self).__init__(left,top)
        # 给自己方法加属性也可以
        #self.live=True
        # 加载敌方坦克图片
        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")
        }

        # 随机生成敌方坦克方向
        self.direction=self.randomDirection()
        # 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赋值
        self.rect.left = left
        self.rect.top = top
        # 速度
        self.speed = speed
        # 移动开关
        self.flag = True
        # 新增一个步数变量 step
        self.step = 30

    def randomDirection(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"

    # 敌方坦克随机移动方法
    def randMove(self):
        if self.step <= 0:
            # 修改方向
            self.direction = self.randomDirection()
            self.step = random.randint(20, 80)
        else:
            self.move()
            # 让步数递减
            self.step -= 1

    def shot(self):
        num = random.randint(1,1000)
        if num < 25:
            return Bullet(self)

    # 敌方坦克碰撞我方坦克方法
    def ehitMyTank(self):
        if pygame.sprite.collide_rect(self, MainGame.my_tank):
            # 让敌方坦克停下
            self.stay()

# 子弹类
class Bullet(BaseItem):
    def __init__(self, tank):
        # 加载图片
        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与方向有关
        if self.direction == "U":
            # 子弹left=tank.left+tank.rect.width/2-子弹.width/2
            self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
            # 子弹top=tank.top-子弹.height
            self.rect.top = tank.rect.top - self.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 == "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 == "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
        # 用来记录子弹是否碰撞
        self.live = True

    # 子弹移动
    def bulletmove(self):
        if self.direction == "U":
            if self.rect.top > 0:
                self.rect.top -= self.speed
            else:
                # 修改子弹状态值
                self.live = False
        elif self.direction == "D":
            if self.rect.top < SCREEN_HEIGHT-self.rect.height:
                self.rect.top += self.speed
            else:
                # 修改子弹状态值
                self.live = False
        elif self.direction == "L":
            if self.rect.left > 0:
                self.rect.left -= self.speed
            else:
                # 修改子弹状态值
                self.live = False
        elif self.direction == "R":
            if self.rect.left < SCREEN_WIDTH-self.rect.height:
                self.rect.left += self.speed
            else:
                # 修改子弹状态值
                self.live = False

    # 展示子弹
    def displayBullet(self):
        # 将图片surface加载到窗口
        MainGame.window.blit(self.image, self.rect)

    # 我方子弹与敌方坦克碰撞的方法
    def hitEnemyTank(self):
        for enemyTank in MainGame.enemyTanklist:
            if pygame.sprite.collide_rect(enemyTank, self):
                # 产生爆炸效果
                explode = Explode(enemyTank)
                # 将爆炸效果加入到爆炸效果列表中
                MainGame.Explode_list.append(explode)
                self.live = False
                enemyTank.live = False

    # 敌方子弹与我方坦克碰撞的方法
    def hitMyTank(self):
        if pygame.sprite.collide_rect(self, MainGame.my_tank):
            # 产生爆炸效果, 并加入到爆炸效果列表中
            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

    # 子弹与墙壁碰撞
    def hitWall(self):
        for wall in MainGame.wall_list:
            if pygame.sprite.collide_rect(wall,self):
                # 修改子弹属性
                self.live = False
                wall.hp -= 1
                if wall.hp == 0:
                    wall.live = False


class Wall():
    def __init__(self,left,top):
        self.image = pygame.image.load("img/steels.gif")
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        # 判断墙壁是不是应该在窗口中展示
        self.live = True
        # 记录墙壁的生命值
        self.hp = 3

    # 展示墙壁
    def displayWall(self):
        MainGame.window.blit(self.image, self.rect)


class Explode():
    def __init__(self, tank):
        # 爆炸位置=打中敌方坦克位置
        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

    # 爆炸效果
    def displayExplode(self):
        if self.step < len(self.images):
            MainGame.window.blit(self.image, self.rect)
            self.image=self.images[self.step]
            self.step += 1
        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()
    #MainGame().getTextSurface()

Traceback (most recent call last):

  File "F:\Python\pythonProject\Tank\24.py", line 554, in <module>

    MainGame().startGame()

  File "F:\Python\pythonProject\Tank\24.py", line 76, in startGame

    self.blitEnemyTank()

  File "F:\Python\pythonProject\Tank\24.py", line 131, in blitEnemyTank

    enemyTank.ehitMyTank()

  File "F:\Python\pythonProject\Tank\24.py", line 404, in ehitMyTank

    if pygame.sprite.collide_rect(MainGame.my_tank, self):

  File "F:\Python\pythonProject\Tank\venv\lib\site-packages\pygame\sprite.py", line 1411, in collide_rect

    return left.rect.colliderect(right.rect)

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


Process finished with exit code 1

老师帮忙看一下这个报错是什么原因, 我现在一被敌方坦克打中就报这个错, 其它功能好像都没问题, 但是之前敌方射击也OK的, 不知道什么情况.

Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 997楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 999楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1001楼

pygame


_display = pygame.display
color_black = pygame.Color()
color_red = pygame.Color()
version = maingame():
    window = Screen_width = Screen_height = TANK_P1 = ():
        _display.init()
        maingame.window = _display.set_mode([maingame.Screen_widthmaingame.Screen_height])
        maingame.TANK_P1 = Tank()
        _display.set_caption(+ version)
        .getTextSurface()
        :
            maingame.window.fill(color_black)
            .getEvent()
            maingame.window.blit(.getTextSurface(% )())
            maingame.TANK_P1.displayTank()
            maingame.TANK_P1.move()
            _display.update()

    ():
        eventList = pygame.event.get()
        event eventList:
            event.type == pygame.QUIT:
                .endgame()
            event.type == pygame.KEYDOWN:
                event.key == pygame.K_LEFT:
                    ()
                    maingame.TANK_P1.direction = event.key == pygame.K_RIGHT:
                    ()
                    maingame.TANK_P1.direction = event.key == pygame.K_UP:
                    ()
                    maingame.TANK_P1.direction = event.key == pygame.K_DOWN:
                    ()
                    maingame.TANK_P1.direction = event.key == pygame.K_SPACE:
                    ()

    (text=):
        pygame.font.init()
        = pygame.font.get_fonts()
        font = pygame.font.SysFont()
        textSurface = font.render(textcolor_red)
        textSurface
        (fontList)

    ():
        ()
        ()


Tank:
    TANK_P1 = (lefttop):
        .images = {
            : pygame.image.load(): pygame.image.load(): pygame.image.load(): pygame.image.load()
        }
        .direction = .image = .images[.direction]
        .rect = .image.get_rect()
        .rect.left = left
        .rect.top = top

        .speed = ():
        .image = .images[.direction]
        maingame.window.blit(.image.rect)

    ():

        .direction == :
            .rect.left > :
                .rect.left -= .speed
        .direction == :
            .rect.top > :
                .rect.top -= .speed
        .direction == :
            .rect.top + .rect.height < maingame.Screen_width:
                .rect.top += .speed
            .direction == :
                .rect.left + .rect.height < maingame.Screen_height:
                    .rect.left += .speed

    ():

为什么边界这卡不住 老师!?

Python 全系列/第二阶段:Python 深入与提高/坦克大战 1002楼

'''
新增功能:
    我方子弹与敌方坦克的碰撞
        精灵类Sprite类
'''
import pygame,time,random
from pygame.sprite import Sprite

SCREEN_WIDTH=700
SCREEN_HEIGHT=500
BG_COLOR=pygame.Color(0,0,0)
TEXT_COLOR=pygame.Color(255,0,0)
#定义一个基类
class BaseIteam(Sprite):
    def __init__(self, color, width, height):
        # Call the parent class (Sprite) constructor
        pygame.sprite.Sprite.__init__(self)
class MainGame():
    window=None
    my_tank=None
    # 存储敌方坦克狄列表
    enemyTankList = []
    # 定义敌方坦克的数量
    enemyTankCount = 5
    # 存储我方子弹列表
    myBulletlList = []
    # 存储敌方子弹的列表
    enemyBulletList = []
    def __init__(self):
        pass
    #开始游戏
    def startGame(self):
        # 加载窗口
        # 初始化窗口
        pygame.display.init()
        # 设置窗口的大小以及显示
        MainGame.window=pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])
        #初始化我方坦克
        MainGame.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.createEnemyTank()
        # 设置窗口的标题
        pygame.display.set_caption('坦克大战1.03')
        while True:
            #使用坦克移动的速度 慢一点
            time.sleep(0.02)
            # 给窗口设置填充色
            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()
            # 循环遍历显示我方坦克的子弹
            self.blitMyBullet()
            # 循环遍历敌方子弹列表,展示敌方子弹
            self.blitEnemyBullet()
            # 调用移动的方法
            # 如果坦克的开关是开启,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,并将敌方坦克添加到列表中
    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)

    # 循环遍历敌方坦克列表,展示敌方坦克
    def blitEnemyTank(self):
        for enemyTank in MainGame.enemyTankList:
            # 判断当前敌方坦克是否活着
            if enemyTank.live:
                enemyTank.displayTank()
                enemyTank.randMove()
                # 发射子弹
                enemyBullet = enemyTank.shot()
                # 判断地方子弹是否为None,如果不则添加到敌方列表中
                if enemyBullet:
                    # 将敌方子弹存储到敌方子弹列表中
                    MainGame.enemyBulletList.append(enemyBullet)
            else: # 不活着,从敌方坦克列表中移除
                MainGame.enemyTankList.remove(enemyTank)

    # 循环遍历我方子弹存储列表
    def blitMyBullet(self):
        for myBullet in MainGame.myBulletlList:
            #判断当前的子弹是否活着,如果是则显示以及移动
            if myBullet.live:
                myBullet.displayBullet()
                #调用子弹的移动方法
                myBullet.move()
                #调用检测我方子弹是否与敌方坦克发生碰撞
                myBullet.myBullet_hit_enemyTank()
            # 否则在列表中删除
            else:
                MainGame.myBulletlList.remove(myBullet)
    # 循环遍历敌方子弹列表,展示敌方子弹
    def blitEnemyBullet(self):
        for enemyBullet in MainGame.enemyBulletList:
            if enemyBullet.live: # 判断地方子弹是否存活
                enemyBullet.displayBullet()
                enemyBullet.move()
            else:
                MainGame.enemyBulletList.remove(enemyBullet)
    # 结束游戏
    def endGame(self):
        print('谢谢使用,欢迎再次使用')
        exit()
    # 左上角文字的控制
    def getTextSuface(self,text):
        # 初始化字体模块
        pygame.font.init()
        # 查看所有字体的名称
        # print(pygame.font.get_fonts())
        # 获取字体font对象
        font = pygame.font.SysFont("kaiti",18)
        # 绘制文字信息
        textSurface = font.render(text,True,TEXT_COLOR)
        return textSurface


    # 获取事件
    def getEvent(self):
        #获取所有的事件
        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:
                # 判断按下的是上 下 左 右
                if event.key == pygame.K_LEFT:
                    #切换方向
                    MainGame.my_tank.direction='L'
                    #修改坦克的开关状态
                    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:
                    #切换方向
                    MainGame.my_tank.direction = 'R'
                    # 修改坦克的开关状态
                    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'
                    # 修改坦克的开关状态
                    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:
                    # 切换方向
                    MainGame.my_tank.direction = 'D'
                    # 修改坦克的开关状态
                    MainGame.my_tank.stop = False
                    # MainGame.my_tank.move()
                    print('按下下键,向下移动')
                elif event.key == pygame.K_SPACE:
                    print('发射子弹')
                    # 如果我方坦克子弹列表大于小于3时才可创建
                    if len(MainGame.myBulletlList)<3:
                        myBullet = Bullet(MainGame.my_tank)
                        MainGame.myBulletlList.append(myBullet)
                    # 创建我方坦克发射的子弹


            # 松开方向键。坦克停止移动,修改坦克的开关状态
            if event.type == pygame.KEYUP:
                # 判断松开的键是上下左右时候才停止坦克移动
                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(BaseIteam):
    # 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 = {'D': pygame.image.load('tank/p1tankD.gif'),
                       'L': pygame.image.load('tank/p1tankL.gif'),
                       'R': pygame.image.load('tank/p1tankR.gif'),
                       'U': pygame.image.load('tank/p1tankU.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]
        #获取区域获取区域
        self.rect=self.image.get_rect()
        #设置区域的left和top
        self.rect.left=left
        self.rect.top=top
        #速度 决定移动的快慢
        self.speed=5
        #坦克移动的开关
        self.stop=True
        #是否活着
        self.live=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:
                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)

    # 显示坦克的方法
    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):
        # 调用父类的初始化方法
        super(EnemyTank, self).__init__(left,top)
        #加载图片集
        self.images={
            'U': pygame.image.load('tank/enemy1U.gif'),
            'D': pygame.image.load('tank/enemy1D.gif'),
            'L': pygame.image.load('tank/enemy1L.gif'),
            'R': pygame.image.load('tank/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进行赋值
        self.rect.left=left
        self.rect.top=top
        #速度
        self.speed=speed
        #移动开关
        self.flag=True
        self.step=20
    #随机生成坦克的方向
    def randDirection(self):
        num=random.randint(1,4)
        if num == 1:
            return "U"
        elif num == 2:
            return 'D'
        elif num == 3:
            return "R"
        elif num == 4:
            return "L"

    #坦克随机移动的方法
    def randMove(self):
        if self.step <=0:
            #修改方向
            self.direction=self.randDirection()
            self.step=60

        else:
            self.move()
            #让步数递减
            self.step-=1
    #重写shot()
    def shot(self):
        #随机生成100以内的数
        num=random.randint(1,100)
        if num<10:
            return Bullet(self)
# 子弹类
class Bullet(BaseIteam):
    def __init__(self,tank):
        #加载图片
        self.image=pygame.image.load('tank/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
        #子弹的状态,是否碰撞墙壁,如果碰到墙壁,修改此状态
        self.live=True

    # 移动
    def move(self):
        if self.direction =='U':
            if self.rect.top>0:
                self.rect.top-=self.speed
            else:
                #修改子弹的状态
                self.live=False
        elif self.direction == 'R':
            if self.rect.left+self.rect.width<SCREEN_WIDTH:
                self.rect.left+=self.speed
            else:
                # 修改子弹的状态
                self.live = False
        elif self.direction == 'D':
            if self.rect.top+self.rect.height<SCREEN_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

    # 展示子弹的方法
    def displayBullet(self):
        #将图片加载到窗口
        MainGame.window.blit(self.image, self.rect)
    # 我方子弹与敌方坦克的碰撞
    def myBullet_hit_enemyTank(self):
        # 遍历敌方坦克列表,判断是否发生碰撞
        for enemyTank in MainGame.enemyTankList:
            pygame.sprite.collide_rect(enemyTank,self)
            # 修改敌方坦克和我方子弹的状态
            enemyTank.live = False
            self.live = False
# 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 dispalyExplode(self):
        pass

# 音乐类
class Music():
    def __init__(self):
        pass
    # 播放音乐的方法
    def play(self):
        pass



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

老师为什么我这个一按空格,敌方坦克就全部消失了呀

Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1003楼
Python 全系列/第二阶段:Python 深入与提高/坦克大战 1004楼

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