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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 1051楼

from tkinter import *
from tkinter import messagebox
import webbrowser


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.w1 = Text(root, width=40, height=12, bg='gray')
        self.w1.pack()

        self.w1.insert(1.0, '2021年度电脑销量排名\n')    # 行从1开始,列从0开始
        self.w1.insert(2.0, '自己问度娘去')

        # side=left 表示左排列,不然居中排列
        Button(self, text="重复插入文本", command=self.insertText).pack(side='left')
        Button(self, text='返回文本', command=self.returnText).pack(side='left')
        Button(self, text='添加图片', command=self.addImage).pack(side='left')
        Button(self, text='添加组件', command=self.addWidget).pack(side='left')
        Button(self, text='通过tag精确控制文本', command=self.textTag).pack(side='left')

    def insertText(self):
        # INSERT索引表示在光标处插入
        self.w1.insert(INSERT, 'Lenovo')
        # END 索引表示在最后插入
        self.w1.insert(END, 'computer')

    def returnText(self):
        # Index(索引)是用来指向 Text 组件中文本的位置,Text 的组件索引也是对应实际字符之间的位置
        # 核心:行号以 1 开始,列号以 0 开始
        print(self.w1.get(1.2, 1.6))
        print('所有文本内容:\n' + self.w1.get(1.0, END))

    def addImage(self):
        global photo
        photo = PhotoImage(file="logo.gif")
        self.w1.image_create(END, image=photo)

    def addWidget(self):
        b1 = Button(self.w1, text="爱尚学堂")  # 在Text创建组建的命令
        self.w1.window_create(INSERT, window=b1)

    def textTag(self):
        self.w1.delete(1.0, END)  # 删除全部文本
        self.w1.insert(INSERT, 'good good study,day day up!\n北京尚学堂\n百战程序员\nbaidu')
        self.w1.tag_add('good', 1.0, 1.9)
        self.w1.tag_configure("good", background="yellow", foreground="red")
        # 添加标记,标记区域为第四行的第0-2列
        self.w1.tag_add("baidu", 4.0, 4.2)
        self.w1.tag_configure("baidu", underline=True)  # 添加下划线
        self.w1.tag_bind("baidu", "<Button-1>", self.webshow)  # 绑定事件

    def webshow(self, event):  # 绑定事件 打开百度页面
        webbrowser.open("http://www.baidu.com")


if __name__ == '__main__':
    root = Tk()
    root.geometry("500x300+300+300")
    root.title("欢迎光临")
    app = Application(master=root)
    root.mainloop()

你好 老师 两个问题:

  1. 为啥我出来的只有ba两个字母下面有下划线 不是整个baidu下划线

    image.png

  2. 添加图片一次有效,再点击添加图片 上一次添加的就不见了  这是为啥 谢谢。

Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1053楼
Python 全系列/第二阶段:Python 深入与提高/(旧)坦克大战 1058楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1059楼
Python 全系列/第二阶段:Python 深入与提高/文件处理 1061楼

老师,我这段代码、遇到墙壁时、一直按这移动键、不能穿墙,但是一下一下移动、就可以穿过去,帮忙看看哪里出问题了。

# coding=utf-8
'''左上角文字绘制'''
import pygame,time,random
from pygame.sprite import Sprite

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
BG_COLOR = (225, 255, 255)
TEXT_COLOR = (255, 0, 0)


class BaseItem(Sprite):
    def __init__(self, color, width, height):
        # Call the parent class (Sprite) constructor
        pygame.sprite.Sprite.__init__(self)


# 游戏主循环
class MainGame:
    window = None
    my_tank = None
    # 存储敌方坦克列表
    enemyTankList = []
    enemyTankCount = 5
    myBulletList = []
    # 存储敌方坦克的列表
    enemyBulletList = []
    explodeList = []
    wallList=[]

    def __init__(self):
        pass

    # 开始游戏
    def startGame(self):
        """初始化窗口"""
        pygame.display.init()
        """设置窗口的标题"""
        pygame.display.set_caption('TANK WAR 1.0')
        """设置窗口大小以及显示"""
        MainGame.window = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        """初始化我方法坦克"""
        self.createMytank()
        MainGame.createEnemyTank(self)
        self.createWall()

        while True:
            self.getEvent()
            MainGame.window.fill(BG_COLOR)
            MainGame.window.blit(self.getTextSurface('敌方坦克%d' % len(MainGame.enemyTankList)), (10, 10))
            if MainGame.my_tank and MainGame.my_tank.live:
                MainGame.my_tank.displayTank()
            else:
                # 删除我方坦克
                del MainGame.my_tank
                MainGame.my_tank = None

            self.blitEnemyTank()
            self.blitMyBullet()
            # 循环遍历敌方子弹列表
            self.blitEnemyBullet()
            self.blitExplode()
            self.blitWall()

            if MainGame.my_tank and MainGame.my_tank.live:
                # 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()
                    MainGame.my_tank.hitWall()

            pygame.display.update()
            time.sleep(0.02)

    def createEnemyTank(self):
        top = 100
        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 createMytank(self):
        MainGame.my_tank = Tank(350, 500)

    def blitEnemyTank(self):
        for enemyTank in MainGame.enemyTankList:
            if enemyTank.live:
                enemyTank.displayTank()
                enemyTank.randMove()
                enemyTank.hitWall()
                # 发射子弹
                enemyBullet = enemyTank.shot()
                if enemyBullet:
                    MainGame.enemyBulletList.append(enemyBullet)
            else:
                MainGame.enemyTankList.remove(enemyTank)

    def blitMyBullet(self):
        for myBullet in MainGame.myBulletList:
            if myBullet.live == True:
                myBullet.displayBullet()
                myBullet.move()
                myBullet.myBullet_hit_enemyTank()
                # 检测敌方子弹是否与墙壁碰撞
                myBullet.hitWall()
            else:
                MainGame.myBulletList.remove(myBullet)

    def blitEnemyBullet(self):
        for enemyBullet in MainGame.enemyBulletList:
            if enemyBullet.live:
                enemyBullet.displayBullet()
                enemyBullet.move()
                # 调用敌方坦克与我方坦克碰撞的方法
                enemyBullet.enemyBullet_hit_myTank()
                # 检测敌方子弹是否与墙壁碰撞
                enemyBullet.hitWall()

            else:
                MainGame.enemyBulletList.remove(enemyBullet)

    def blitExplode(self):
        for explode in MainGame.explodeList:
            if explode.live:
                explode.displayExplode()
            else:
                MainGame.explodeList.remove(explode)

    def createWall(self):
        for i in range(1,6):
            wall=Wall(i*120,220)
            MainGame.wallList.append(wall)

    def blitWall(self):
        for wall in MainGame.wallList:
            if wall.live:
                wall.display()
            else:
                MainGame.wallList.remove(wall)



    # 结束游戏
    def endGame(self):
        exit()

    def getTextSurface(self, text):
        pygame.font.init()
        """查看可用的字体"""
        # print(pygame.font.get_fonts())
        font = pygame.font.SysFont('kaiti', 18)
        textSurface = font.render(text, True, TEXT_COLOR)
        return textSurface

    def getEvent(self):
        eventList = pygame.event.get()
        for event in eventList:
            if event.type == pygame.QUIT:
                self.endGame()
            if event.type == pygame.KEYDOWN:
                if not MainGame.my_tank:
                    if event.key == pygame.K_ESCAPE:
                        MainGame.createMytank(self)

                if MainGame.my_tank and MainGame.my_tank.live:
                    if event.key == pygame.K_LEFT:
                        MainGame.my_tank.direction = 'L'
                        MainGame.my_tank.stop = False
                        MainGame.my_tank.move()
                    if event.key == pygame.K_RIGHT:
                        MainGame.my_tank.direction = 'R'
                        MainGame.my_tank.stop = False
                        MainGame.my_tank.move()
                    if event.key == pygame.K_UP:
                        MainGame.my_tank.direction = 'U'
                        MainGame.my_tank.stop = False
                        MainGame.my_tank.move()
                    if event.key == pygame.K_DOWN:
                        MainGame.my_tank.direction = 'D'
                        MainGame.my_tank.stop = False
                        MainGame.my_tank.move()
                    elif event.key == pygame.K_SPACE:
                        # 创建我方坦克的子弹
                        if len(MainGame.myBulletList) < 3:
                            my_bullet = Bullet(MainGame.my_tank)
                            MainGame.myBulletList.append(my_bullet)

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


# 坦克类
class Tank(BaseItem):

    # 添加距离左边left 距离上面top的距离
    def __init__(self, left, top):
        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'),
                       }
        self.direction = 'U'
        # 根据当前图片的方法获取图片
        self.image = self.images[self.direction]
        # 根据图面获得矩形区域
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.speed = 10
        # 坦克移动的开关
        # 如果坦克的方向是开启、才可以移动
        self.stop = True
        self.live = True
        self.oldLeft=self.rect.left
        self.oldTop=self.rect.top

    # 移动
    def move(self):
        # 移动后记录原始坐标
        self.oldLeft = self.rect.left
        self.oldTop = self.rect.top

        # 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 == 'R':
            if self.rect.left + self.rect.height < SCREEN_WIDTH:
                self.rect.left += self.speed
        elif self.direction == 'D':
            if self.rect.top + self.rect.height < SCREEN_HEIGHT:
                self.rect.top += self.speed

    # 射击
    def shot(self):
        return Bullet(self)
    def stay(self):
        self.rect.left=self.oldLeft
        self.rect.top=self.oldTop

    def hitWall(self):
        for wall in MainGame.wallList:
            if pygame.sprite.collide_rect(self,wall):
                self.stay()


    # 检测

    # 显示
    def displayTank(self):
        # 获取展示的对象
        self.image = self.images[self.direction]
        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)
        self.images = {
            'U': pygame.image.load('img/enemy1U.gif'),
            'D': pygame.image.load('img/enemy1D.gif'),
            'R': pygame.image.load('img/enemy1R.gif'),
            'L': pygame.image.load('img/enemy1L.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 = 40

    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 = 40
        else:
            self.move()
            self.step -= 1

    def shot(self):
        # 随机生成100以内的数
        num = random.randint(1, 200)
        if num < 10:
            return Bullet(self)


# 射击类
class Bullet(BaseItem):
    def __init__(self, tank):

        # 加载图片
        self.image = pygame.image.load('img/enemymissile.gif')
        # 子弹的位置、子弹的方向和子弹的方向是一致的
        self.direction = tank.direction
        # 获取子弹的区域
        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.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 = 15
        # 子弹的状态
        self.live = True

    # 移动方法
    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

    # 显示类
    def displayBullet(self):
        MainGame.window.blit(self.image, self.rect)

    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):
                # 修改敌方坦克和我方子弹的状态
                enemyTank.live = False
                self.live = False
                # 创建爆炸对象
                explode = Explode(enemyTank)
                MainGame.explodeList.append(explode)

    def enemyBullet_hit_myTank(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)
                # 将爆炸对象添加到爆炸列表中
                MainGame.explodeList.append(explode)
                # 修改敌方子弹与我方坦克的状态
                self.live = False
                MainGame.my_tank.live = False

    def hitWall(self):
        for wall in MainGame.wallList:
            if pygame.sprite.collide_rect(self,wall):
                self.live = False
                wall.hp-=1
                if wall.hp == 0:
                    wall.live = False



# 墙壁类
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
        self.live = True
        self.hp = 3


    def display(self):
        MainGame.window.blit(self.image,self.rect)




# 爆炸类
class Explode:
    def __init__(self, tank):
        self.rect = tank.rect
        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]
        self.live = True

    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
            MainGame.window.blit(self.image, self.rect)
        else:
            # 修改或者的状态
            self.live = False


# 音效类
class Music:
    def __init__(self):
        pass

    def play(self):
        pass


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


Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1062楼
Python 全系列/第二阶段:Python 深入与提高/模块 1063楼

老师麻烦帮我解释下这里面的参数tank,它是一个实例对象吗,如果是的话它是在哪里被实例化的?image.png

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 BaseItem(Sprite):
    def __init__(self, color, width, height):
        # Call the parent class (Sprite) constructor
        pygame.sprite.Sprite.__init__(self)

class MainGame():
    my_tank=None
    window=None
    # 储存敌方坦克的列表
    enemyTankList=[]
    # 定义敌方坦克数量
    enemyTankCount=5
    # 储存我方子弹的列表
    myBulletList=[]
    # 存储敌方子弹的列表
    enemyBulletList=[]
    # 存储爆炸效果的列表
    explodeList=[]  
    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窗口
        MainGame.window=pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])
        # 初始化我方坦克
        MainGame.my_tank=Tank(350,350)
        # 初始化敌方坦克,储存到列表中
        self.createEnemyTank()
        # 设置窗口标题
        pygame.display.set_caption('坦克大战')
        while True:
            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.getTextSurface('敌方剩余数量:'.format(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,展示敌方坦克
            self.blitEnemyTank()
            # 循环遍历显示我方坦克的子弹
            self.blitMyBullet()
            # 循环遍历敌方坦克的子弹
            self.blitEnemyBullet()
            # 循环遍历爆炸列表,展示爆炸效果
            self.blitExplode()
            # 调用坦克移动的方法,如果开关开启,坦克才能移动
            if not MainGame.my_tank.stop: 
                MainGame.my_tank.move()
            pygame.display.update()
    
    # 循环遍历敌方坦克,显示敌方坦克
    def blitEnemyTank(self):
        for enemyTank in MainGame.enemyTankList:
            # 判断当前敌方坦克是否或者
            if enemyTank.live:
                enemyTank.displayTank()
                enemyTank.ranMove()
                # 发射子弹
                enemyBullet=enemyTank.shot()
                # 判断敌方子弹是否为None,如果不为None,则添加到列表中
                if enemyBullet:
                    # 将敌方子弹存储到列表中
                    MainGame.enemyBulletList.append(enemyBullet)
            else:
                # 从敌方坦克列表中删除
                MainGame.enemyTankList.remove(enemyTank)

    def createEnemyTank(self):
        top=100
        # 通过循环生成坦克
        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) 

    # 循环遍历我方子弹,显示我方坦克的子弹
    def blitMyBullet(self):
        for myBullet in MainGame.myBulletList:
            # 判断子弹状态
            if myBullet.live:
                myBullet.displayBullet()
                myBullet.move() 
                # 检查子弹的状态
                myBullet.myBullet_hit_enemyTank()
            # 在列表中删除子弹
            else:
                MainGame.myBulletList.remove(myBullet)
            
    # 循环遍历敌方子弹,显示敌方坦克的子弹
    def blitEnemyBullet(self):
        for enemyBullet in MainGame.enemyBulletList:
            if enemyBullet.live:
                enemyBullet.displayBullet()
                enemyBullet.move()
            else:
                MainGame.enemyBulletList.remove(enemyBullet)
    
    # 循环遍历爆炸列表,展示爆炸效果
    def blitExplode(self):
        for explode in MainGame.explodeList:
            # 判断状态
            if explode.live:
                explode.displayExplode()
            else:
                # 从列表中移除
                MainGame.explodeList.remove(explode)

    #结束游戏
    def endGame(self):
        print('游戏结束,谢谢使用!!!')
        exit()

    def getTextSurface(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)
        # 绘制文本信息
        textSurface=font.render(text,True,TEXT_COLOR)
        return textSurface

    # 获取事件
    def getEvent(self):
        # 获取所有文件
        eventList=pygame.event.get()
        # 遍历事件
        for event in eventList:
            # 判断按下的键
            # 如果按的是退出,则关闭窗口
            if event.type==pygame.QUIT:
                self.endGame()
            # 如果按下键盘
            if event.type==pygame.KEYDOWN:
                if event.key==pygame.K_LEFT:
                   # 切换方向
                   MainGame.my_tank.direction='L'
                   # 开启坦克开关
                   MainGame.my_tank.stop=False
        
                elif event.key==pygame.K_RIGHT:
                    # 切换方向
                   MainGame.my_tank.direction='R'# 开启坦克开关
                   MainGame.my_tank.stop=False
                
                elif event.key==pygame.K_UP:
                    # 切换方向
                   MainGame.my_tank.direction='U'# 开启坦克开关
                   MainGame.my_tank.stop=False
               
                elif event.key==pygame.K_DOWN:
                    # 切换方向
                   MainGame.my_tank.direction='D'# 开启坦克开关
                   MainGame.my_tank.stop=False

                elif event.key==pygame.K_SPACE:
                    # 我方子弹列表的大小小于等于3的时候才可创建
                    if len(MainGame.myBulletList)<3:
                        # 创建我方坦克的子弹
                        myBullet=Bullet(MainGame.my_tank)
                        MainGame.myBulletList.append(myBullet)

            # 如果松开键盘,修改开关,坦克停止移动
            if event.type==pygame.KEYUP:
                # 判断松开的键是否为方向键
                if event.key==pygame.K_LEFT or event.key==pygame.K_RIGHT or event.key==pygame.K_UP or event.key==pygame.K_DOWN:
                    MainGame.my_tank.stop=True

class Tank(BaseItem):
    def __init__(self,left,top):
        # 保存加载的图片
        self.images={
            'U':pygame.image.load('坦克大战\p1tankU.gif'),
            'D':pygame.image.load('坦克大战\p1tankD.gif'),
            'L':pygame.image.load('坦克大战\p1tankL.gif'),
            'R':pygame.image.load('坦克大战\p1tankR.gif')
                    }

    # 方向
        self.direction='U'
        # 根据当前图片的方向获取图片
        self.image=self.images[self.direction]
        # 根据图片获取区域
        self.rect=self.image.get_rect()
        # 设置区域的left和top
        self.rect.left=left
        self.rect.top=top
        self.speed=5
        # 坦克移动的开关
        self.stop=True
        # 坦克存活状态
        self.live=True

    #移动
    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

    #射击
    def shot(self):
        return Bullet(self)
    #展示坦克的方法
    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)
        self.images={
                    'U':pygame.image.load('坦克大战\enemy1U.gif'),
                    'D':pygame.image.load('坦克大战\enemy1D.gif'),
                    'L':pygame.image.load('坦克大战\enemy1L.gif'),
                    'R':pygame.image.load('坦克大战\enemy1R.gif'),
                    }

        # 敌方坦克的方向随机生成
        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赋值
        self.rect.left=left
        self.rect.top=top
        # 速度
        self.speed=speed
        # 移动开关键
        self.flag=True
        # 步数
        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 ranMove(self):
        if self.step<=0:
            # 修改方向
            self.direction=self.randDirection()
            # 步数复位
            self.step=60
        else:
            self.move()
            # 让步数递减
            self.step-=1

    def shot(self):
        num=random.randint(1,100)
        if num<3:
            return Bullet(self)
#子弹类
class Bullet(BaseItem):
    def __init__(self,tank):
        # 加载图片
        self.image=pygame.image.load('坦克大战\enemymissile.gif')
        # 坦克方向决定子弹方向
        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
        if 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.height
        if self.direction=='L':
            self.rect.left=tank.rect.left-tank.rect.width/2-self.rect.width/2
            self.rect.top=tank.rect.top+self.rect.width/2-self.rect.width/2
        if self.direction=='R':
            self.rect.left=tank.rect.left+tank.rect.width
            self.rect.top=tank.rect.top+self.rect.width/2-self.rect.width/2
        # 子弹速度
        self.speed=6
        # 子弹的状态,若碰到墙壁,则修改此状态
        self.live=True

    #移动
    def move(self):
        if self.direction=='U':
            if self.rect.top>0:
                self.rect.top-=self.speed
            else:
                # 修改子弹状态
                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=='D':
            if self.rect.top+self.rect.height<SCREEN_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

        
    #展示子弹的方法
    def displayBullet(self):
        # 将图片展示到窗口
        MainGame.window.blit(self.image,self.rect)

    # 我方子弹与敌方坦克碰撞
    def myBullet_hit_enemyTank(self):
        # 循环遍历敌方坦克列表,判断是否碰撞
        for enemyTank in MainGame.enemyTankList:
            if pygame.sprite.collide_rect(enemyTank,self):
                # 修改敌方坦克以及我方子弹状态
                enemyTank.live=False
                self.live=False
                # 创建爆炸对象
                explode=Explode(enemyTank)
                # 将爆炸对象添加到列表中
                MainGame.explodeList.append(explode)

class Wall():
    def __init__(self):
        pass
    #展示墙壁的方法
    def displayWall(self):
        pass
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
        self.images=[
                    pygame.image.load(r'坦克大战\blast0.gif'),
                    pygame.image.load(r'坦克大战\blast1.gif'),
                    pygame.image.load(r'坦克大战\blast2.gif'),
                    pygame.image.load(r'坦克大战\blast3.gif'),
                    pygame.image.load(r'坦克大战\blast4.gif'),]

        self.step=0
        self.image=self.images[self.step]
        # 状态
        self.live=True
    #展示爆炸效果的方法
    def displayExplode(self):
        if self.step<len(self.images):
            self.image=self.images[self.step]
            self.step+=1   
            # 添加到主窗口
            MainGame.window.blit(self.image,self.rect)
        else:
            # 修改状态
            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 1064楼

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