TypeError: 'NoneType' object is not callable
#报错
"""
新增功能:
我方坦克无限重生
按下键盘的Esc重生
重生就是重新创建我方坦克
"""
# 导入pygamem模块
import pygame
import random
import time
from pygame.sprite import Sprite
SCREEN_WIDTH = 700
SCREEN_HIGHT = 500
BG_COLOR = pygame.Color(0, 0, 0)
COLOR_RED = pygame.Color(255, 255, 255)
#定义一个基类
class BaseItem(Sprite):
def __init__(self,color, width, height):
pygame.sprite.Sprite.__init__(self)
class MainGame():
"""游戏主类"""
window = None
my_tank = None
enemytankList = [] # 敌方坦克列表
enemyCount = 5 # 敌方坦克数量
myBulletList = [] # 存储我方坦克的列表
#存储敌方子弹的列表
enemyBulletLiat = []
#存储爆炸效果的列表
boomList = []
def __init__(self):
pass
def startGame(self):
"""开始游戏"""
# 加载主窗口,初始化主窗口
pygame.display.init()
# 坦克初始化
self.creatMytank()
# 设置窗口的大小和显示
MainGame.window = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HIGHT]) # surface
# 设置窗口的标题
pygame.display.set_caption("坦克大战")
# 敌方坦克初始化
self.createEnemyTank()
while True:
time.sleep(0.02)
# 窗口不断循环
MainGame.window.fill(BG_COLOR)
# 添加事件
self.getEvent()
# 绑定字体
MainGame.window.blit(self.getText("敌方坦克数量为%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
# 绑定坦克,展示坦克
if MainGame.my_tank and MainGame.my_tank.live:
MainGame.my_tank.displayTank()
#遍历循环显示我方子弹
self.blitMyBullet()
# 展示敌方坦克,遍历循环
self.indexEnemy()
# 循环遍历敌方子弹列表,展示敌方子弹
self.blitEnemyBullet()
#循环遍历爆炸效果,并展示
self.blitBoom()
if MainGame.my_tank and MainGame.my_tank.live:
if not MainGame.my_tank.stop:
MainGame.my_tank.moveTank()
pygame.display.update()
#创建我方坦克的方法
def creatMytank(self):
MainGame.my_tank(350, 250)
#循环遍历爆炸效果,并展示
def blitBoom(self):
for boom in MainGame.boomList:
if boom.live:
boom.displayBoom()
else:
MainGame.boomList.remove(boom)
#遍历循环我方子弹并展示
def blitMyBullet(self):
for bullet in MainGame.myBulletList:
if bullet.live:
bullet.displayBullet()
bullet.moveBullet()
#调用我方子弹是否与地方发生碰撞
bullet.myBullet_hit_enemyTank()
else:
MainGame.myBulletList.remove(bullet)
#循环遍历敌方子弹列表并展示
def blitEnemyBullet(self):
for enemyBullet in MainGame.enemyBulletLiat:
if enemyBullet.live:
enemyBullet.displayBullet()
enemyBullet.moveBullet()
#调用敌方子弹是否与我方坦克发生碰撞
enemyBullet.enemyBullet_hit_myTank()
else:
MainGame.enemyBulletLiat.remove(enemyBullet)
def createEnemyTank(self):
top = 100
for i in range(MainGame.enemyCount):
left = random.randint(0, 600)
speed = random.randint(10, 20)
enemy = enemyTank(left, top, speed)
MainGame.enemytankList.append(enemy)
#循环遍历敌人
def indexEnemy(self):
for enemy in MainGame.enemytankList:
if enemy.live:
enemy.displayTank()
enemy.randomTank()
#enemy.moveTank() 这样会产生bug ,因为都会朝着一个方向运行,不会转弯
#发射子弹
enemyBullet = enemy.shotTank()
#敌方子弹是否NONE,如果不是none就添加到敌方子弹列表中
if enemyBullet:
MainGame.enemyBulletLiat.append(enemyBullet)
else:#不活着
MainGame.enemytankList.remove(enemy)
def endGame(self):
"""结束游戏"""
print("游戏结束,谢谢使用")
exit()
def getText(self, text):
"""#左上角绘制文字"""
pygame.font.init()
font = pygame.font.SysFont("kaiti", 15)
textSurface = font.render(text, True, COLOR_RED)
return textSurface
def getEvent(self):
"""获取事件"""
eventlist = pygame.event.get()
# print(event)
for event in eventlist:
if event.type == pygame.QUIT:
self.endGame()
if event.type == pygame.KEYDOWN:
if not MainGame.my_tank:
#我防坦克重生及调用创建坦克的方法 ESC
if event.key == pygame.K_ESCAPE:
#让我方坦克重生
self.creatMytank()
if MainGame.my_tank and MainGame.my_tank.live:
if event.key == pygame.K_UP:
MainGame.my_tank.direction = 'U'
MainGame.my_tank.stop = False
# MainGame.my_tank.moveTank()
print("按上键,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.moveTank()
print("按下键,坦克向下移动")
elif event.key == pygame.K_LEFT:
MainGame.my_tank.direction = 'L'
MainGame.my_tank.stop = False
# MainGame.my_tank.moveTank()
print("按左键,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.moveTank()
print("按右键,坦克向上移动")
elif event.key == pygame.K_SPACE:
if len(MainGame.myBulletList) < 3:
myBullet = Bullet(MainGame.my_tank)
MainGame.myBulletList.append(myBullet)
print("发射子弹")
if event.type == pygame.KEYUP:
if (event.key == pygame.K_UP or event.key == pygame.K_DOWN or \
event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT):
if MainGame.my_tank and MainGame.my_tank.live:
MainGame.my_tank.stop = True
class tank(BaseItem):
"""坦克类"""
def __init__(self, left, top):
# 加载我方坦克图片
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')
}
# 加载我方坦克初始方向
self.direction = 'L'
# 获取图片的surface
self.image = self.images[self.direction]
# 加载我方坦克的速度
self.speed = 15
# 加载我方坦克的区域
self.rect = self.image.get_rect()
self.rect.left = left
self.rect.top = top
# 加载坦克初始状态是否运行
self.stop = True
#是否活着
self.live = True
def moveTank(self):
if self.direction == 'L':
if self.rect.left > 0:
self.rect.left -= self.speed
elif self.direction == 'R':
if self.rect.left < (SCREEN_WIDTH - self.rect.height):
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 < (SCREEN_HIGHT - self.rect.height):
self.rect.top += self.speed
def shotTank(self):
return Bullet(self)
def displayTank(self):
# 获取图片,如不获取只有左边的图片
self.image = self.images[self.direction]
# 绑定屏幕
MainGame.window.blit(self.image, self.rect)
class Mtank(tank):
def __init__(self):
pass
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)
# 加载敌方坦克图片
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')
}
# 敌方坦克方向随机生成
self.direction = self.randDirection()
# 抓取敌方坦克图片
self.image = self.images[self.direction]
# 敌方坦克速度
self.speed = speed
# 敌方坦克状态
self.flag = True
# 敌方坦克区域
self.rect = self.image.get_rect()
self.rect.left = left
self.rect.top = top
#步数变量,到0的时候发生转向
self.step = 10
def randDirection(self):
num = random.randint(1, 4)
if num == 1:
return 'L'
elif num == 2:
return 'R'
elif num == 3:
return 'U'
elif num == 4:
return 'D'
def randomTank(self):
# self.direction = self.randDirection()#只能原地打转,或者小范围移动 bug
# self.moveTank()
if self.step <= 0 :
#修改方向
self.direction = self.randDirection()
#让步数复位
self.step = 10
else:
self.moveTank()
#让步数递减
self.step-=1
def shotTank(self):
# 随机生成100以内的数
num = random.randint(1, 100)
if num < 10:
return Bullet(self)
class Bullet(BaseItem):
"""子弹类"""
def __init__(self, tank):
#加载图片
self.image = pygame.image.load(r'F:\Google下载\新建文件夹\tank\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与方向密切相关
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 + self.rect.height
elif self.direction == 'L':
self.rect.left = tank.rect.left - self.rect.width
self.rect.top = tank.rect.top + tank.rect.width/2 - self.rect.width/2
elif self.direction == 'R':
self.rect.left = tank.rect.left + self.rect.width
self.rect.top = tank.rect.top + tank.rect.width/2 - self.rect.width/2
#子弹的速度
self.speed = 50
#子弹自动消失
self.live = True
def moveBullet(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 =='D':
if self.rect.top + self.rect.height < SCREEN_HIGHT:
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
def displayBullet(self):
MainGame.window.blit(self.image, self.rect)
#我防子弹与地方坦克碰撞
def myBullet_hit_enemyTank(self):
#循环遍历敌方坦克列表
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
boomeexplor = boom(enemyTank)
#将爆炸对象添加到爆炸列表中
MainGame.boomList.append(boomeexplor)
# 敌方子弹与我方坦克的碰撞
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
boomExplor = boom(MainGame.my_tank)
# 将爆炸对象添加到爆炸列表中
MainGame.boomList.append(boomExplor)
# 修改敌方坦克和我方子弹的状态
self.live = False
MainGame.my_tank.live = False
class Wall():
"""墙壁类"""
def __init__(self):
pass
def through(self):
pass
class boom():
"""爆炸效果类"""
def __init__(self, tank):
#爆炸的位置由当前子弹击中的坦克的位置决定
self.rect = tank.rect
self.images = [
pygame.image.load(r'F:\Google下载\新建文件夹\tank\img\blast0.gif'),
pygame.image.load(r'F:\Google下载\新建文件夹\tank\img\blast1.gif'),
pygame.image.load(r'F:\Google下载\新建文件夹\tank\img\blast2.gif'),
pygame.image.load(r'F:\Google下载\新建文件夹\tank\img\blast3.gif'),
pygame.image.load(r'F:\Google下载\新建文件夹\tank\img\blast4.gif'),
]
self.step = 0
self.image = self.images[self.step]
#是否活着
self.live = True
def displayBoom(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
#添加到主窗口
MainGame.window.blit(self.image, self.rect)
else:
#修改活着的状态
self.live = False
self.step = 0
class music():
"""音效类"""
def __init__(self):
pass
def musicTank(self):
pass
if __name__ == '__main__':
MainGame().startGame()