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Python 全系列/第二阶段:Python 深入与提高/异常机制 1396楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1397楼

老师,为什么我增加坦克不能穿墙的效果后坦克不能移动了,请问是哪里错了, 谢谢

import pygame,time,random
ScreenWidth=700
ScreenHeight=500
BG_COLOR=pygame.Color(0,0,0)
TEXT_COLOR=pygame.Color(255,255,255)
class BaseItem(pygame.sprite.Sprite):#定义一个基类
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class MainGame():#主类
    window=None
    my_tank=None
    #存储地方坦克列表
    #定义已生成敌方坦克数量
    enemyTankList=[]
    enemyTankCount=5
    #存储我方子弹列表
    myBulletList=[]
    enemyBulletList=[]
    explodeList=[]
    #墙壁列表
    wallList = []
    def __init__(self):
        pass
    def StartGame(self):#开始游戏
        #加载主窗口
        pygame.display.init()
        #设置窗口返回值,大小
        MainGame.window=pygame.display.set_mode([ScreenWidth,ScreenHeight])
        MainGame.my_tank=Tank(350,250)
        #设置窗口标题
        self.createMyTank()
        self.createEnemyTank()
        self.createWall()
        pygame.display.set_caption('坦克大战')
        while True:
            time.sleep(0.02)
            MainGame.window.fill(BG_COLOR)#填充背景色
            #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))

            #调用显示方式
            if MainGame.my_tank and MainGame.my_tank.live:
                MainGame.my_tank.displayTank()
            else:
                del MainGame.my_tank
                MainGame.my_tank=None
            self.blitWall()#调用展示墙壁方法
            self.blitEnemyTank()#循环遍历敌方坦克列表,展示敌方坦克
            #调用移动方法,如果坦克开关开启,可以调用
            self.blitMyBullet()# 调用子弹列表方法
            self.blitEnemyBullet()# 调用敌方子弹列表
            self.blitExplode()# 调用展示爆炸效果
            if MainGame.my_tank and MainGame.my_tank.live:
                if not MainGame.my_tank.stop:

                    '''MainGame.my_tank.move()
                    #调用碰撞墙壁的方法
                    MainGame.my_tank.hitWalls()'''
                    MainGame.my_tank.move()
                    # 检测我方坦克是否与墙壁发生碰撞
                    MainGame.my_tank.hitWall()
            pygame.display.update()

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

    def createWall(self):#初始化墙壁,加入列表
        for i in range(6):
            wall=Wall(130*i,220)
            MainGame.wallList.append(wall)

    def createMyTank(self):#创建己方坦克
        MainGame.my_tank = Tank(350, 250)

    #初始化敌方坦克,并加入列表
    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 blitExplode(self):
        for explode in MainGame.explodeList:
            if explode.live:
                explode.displayExplode()
            else:
                MainGame.explodeList.remove(explode)

    # 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.randMove()
                enemyTank.hitWall()#敌方子弹是否碰撞墙壁
        #调用敌方坦克射击方法
                enemybullet = enemyTank.Shot()
             #如果子弹为none,不加入列表
                if enemybullet:
                    MainGame.enemyBulletList.append(enemybullet)
                    #子弹存储到敌方子弹列表
             else:
                MainGame.enemyTankList.remove(enemyTank)


#将子弹加入到窗口中
    def  blitMyBullet(self):
        for mybullet in MainGame.myBulletList:
            #如果子弹存在,否则移除
            if mybullet.live:
                mybullet.displayBullet()
                mybullet.Move()
            #调用我方子弹与敌方坦克的碰撞方法
                mybullet.myBullet_hit_enemyTank()
            #调用我方子弹碰撞墙壁
                mybullet.hitWall()
            else:
                MainGame.myBulletList.remove(mybullet)
    #将敌方子弹加入窗口中
    def  blitEnemyBullet(self):
        for enemyBullet in MainGame.enemyBulletList:
            #如果子弹存在,否则移除
            if enemyBullet.live:
                enemyBullet.displayBullet()
                enemyBullet.Move()
                enemyBullet.enemyBullet_hit_myTank()
                enemyBullet.hitWall()#调用敌方子弹碰撞墙壁
                if MainGame.my_tank and MainGame.my_tank.live:
                    enemyBullet.enemyBullet_hit_myTank()
            else:
                MainGame.enemyBulletList.remove(enemyBullet)


    def EndGame(self):#结束游戏
        print('谢谢使用,欢迎下次来玩')
        exit()
#左上角加入文字
    def getTextSurface(self,text):
        pygame.font.init()#初始化字体
        font=pygame.font.SysFont('kaiti',18)#字体格式
        textSurface=font.render(text,True,TEXT_COLOR)
        return textSurface

    def   GetEvent(self):
        #获取事件
        EventList=pygame.event.get()
        #遍历事件
        for event in EventList:
            #判断按下的键是鼠标还是键盘
            #如果是退出则关闭窗口
            if event.type==pygame.QUIT:
                self.EndGame()
            #键盘

            if event.type==pygame.KEYDOWN:
                #判断上下左右
                #松开键,坦克停止移动
                #点击esc重生
                if event.key==pygame.K_ESCAPE and not MainGame.my_tank:
                    #创建我方坦克方法
                    self.createMyTank()
                if MainGame.my_tank and MainGame.my_tank.live:
                    if event.key==pygame.K_LEFT:
                        #切换方向
                        MainGame.my_tank.direction='L'
                        #MainGame.my_tank.move()
                        #坦克的开关是true
                        MainGame.my_tank.stop=False
                        print('按下左键,坦克向左')
                    elif event.key==pygame.K_RIGHT:
                        MainGame.my_tank.direction = 'R'
                        #MainGame.my_tank.move()
                        MainGame.my_tank.stop = False
                        print('按下右键,坦克向右')
                    elif event.key==pygame.K_UP:
                        MainGame.my_tank.direction = 'U'
                       # MainGame.my_tank.move()
                        MainGame.my_tank.stop = False
                        print('按下上键,向上移动')
                    elif event.key==pygame.K_DOWN:
                        MainGame.my_tank.direction = 'D'
                        #MainGame.my_tank.move()
                        MainGame.my_tank.stop = False
                        print('按下下键,向下移动')
                    elif event.key==pygame.K_SPACE:
                        print('射击')
                        if len(MainGame.myBulletList)<3:
                        #产生一颗子弹,发射,将子弹加入到子弹列表
                            m=bullet(MainGame.my_tank)
                            MainGame.myBulletList.append(m)
                        else:
                            print('子弹数量不足')
                        print('当前屏幕中子弹数量为:%d'%len(MainGame.myBulletList))
            if event.type == pygame.KEYUP:
                    #判断松开的是上下左右键,坦克停止移动
                    # 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
                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
    # 松开方向键,坦克停止移动,修改坦克的开关状态

class Tank(BaseItem):#坦克类 父类
    def __init__(self,left,top):#距离左边,上边
        #保存加载图片
        self.images={
            'U':pygame.image.load(r'D://pythoncharm2019/img/p1tankU.gif'),
            'D':pygame.image.load(r'D://pythoncharm2019/img/p1tankD.gif'),
            'L':pygame.image.load(r'D://pythoncharm2019/img/p1tankL.gif'),
            'R':pygame.image.load(r'D://pythoncharm2019/img/p1tankR.gif')}
        #方向
        self.direction='U'
        #根据图片的方向获取图片 surface
        self.image=self.images[self.direction]
        #根据图片获取区域
        self.rect=self.image.get_rect()
        #设置区域 left 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
        self.live=True#记录坦克是否碰撞消亡
        #用来记录移动之前的坐标(用于坐标还原时使用)
        self.oldLeft = self.rect.left
        self.oldTop = self.rect.top
    def move(self):#移动
        #记录移动之前坐标
        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<ScreenHeight:
                self.rect.top += self.speed
        elif self.direction=='R':
            if self.rect.left+self.rect.height<ScreenWidth:
                self.rect.left += self.speed
    def Shot(self):#射击
        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):
                # 将坐标设置为移动之前的坐标
                self.stay()

    ''' def stay(self):
            #新增碰撞墙壁方法
            self.rect.left = self.oldLeft
            self.rect.top = self.oldTop
        def hitWalls(self):
            for walls in MainGame.wallList:
                if pygame.sprite.collide_rect(self,walls):
                    self.stay()'''

    def displayTank(self):#展示
#获取展示对象
        self.image=self.images[self.direction]
# 调用blit
        MainGame.window.blit(self.image,self.rect)

class MyTank(Tank):#我方坦克
    def __init__(self):
        pass
class EnemyTank(Tank):#敌方坦克
    def __init__(self,left,top,speed):
        super(EnemyTank,self).__init__(left,top)
        #加载图片
        self.images={
            'U': pygame.image.load(r'D://pythoncharm2019/img/enemy1U.gif'),
            'D': pygame.image.load(r'D://pythoncharm2019/img/enemy1D.gif'),
            'L': pygame.image.load(r'D://pythoncharm2019/img/enemy1L.gif'),
            'R': pygame.image.load(r'D://pythoncharm2019/img/enemy1R.gif')}
        #随机生成初始方向
        self.direction=self.randDirection()
        #根据方向获取图片
        self.image=self.images[self.direction]
        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
        #新增步数
        self.step=60
    def randDirection(self):
        num=random.randint(1,4)
        if num==1:
            return'U'
        if num==2:
            return'D'
        if num==3:
            return'L'
        if num==4:
            return'R'
#敌方坦克随机移动
    def randMove(self):
        if self.step<=0:
            #修改方向
            self.direction=self.randDirection()
            self.step=60#步数复位
        else:
            self.move()
            #让步数递减
            self.step-=1
    def Shot(self):
        num=random.randint(1,1000)
        if num<=15:
            return bullet(self)
class bullet(BaseItem):#子弹类
    def __init__(self,tank):
        #加载图片
        self.image=pygame.image.load(r'D://pythoncharm2019/img/enemymissile.gif')
        #坦克的方向决定子弹方向
        self.direction=tank.direction
        #获取区域
        self.rect=self.image.get_rect()
        #子弹的left 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-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
            #子弹速度
        self.speed=6
        #用来记录子弹是否存在
        self.live=True
    def Move(self):#子弹移动
        if self.direction == 'U':
            if self.rect.top > 0:
                self.rect.top -= self.speed
            else:#修改状态值
                self.live=False
        elif self.direction == 'D':
            if self.rect.top <= ScreenHeight - self.rect.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
        elif self.direction == 'R':
            if self.rect.left < ScreenWidth - self.rect.width:
                self.rect.left += self.speed
            else:
                self.live=False
    def displayBullet(self):#子弹展示
        #将图片surface加载窗口
        MainGame.window.blit(self.image,self.rect)
    #新增我方子弹碰撞敌方坦克的方法
    def myBullet_hit_enemyTank(self):
        for enemyTank in MainGame.enemyTankList:
            if pygame.sprite.collide_rect(enemyTank,self):
                #产生爆炸效果
                #将爆炸效果加入爆炸效果列表
                self.live = False
                enemyTank.live = False
                explode = Explode(enemyTank)
                MainGame.explodeList.append(explode)
    def enemyBullet_hit_myTank(self):
        if pygame.sprite.collide_rect(self,MainGame.my_tank):
            #爆炸效果并加入爆炸效果列表
            exp=Explode(MainGame.my_tank)
            MainGame.explodeList.append(exp)
            #修改子弹状态
            self.live=False
            #我方坦克状态
            MainGame.my_tank.live=False
    def hitWall(self):
        for wall in MainGame.wallList:
            if pygame.sprite.collide_rect(wall,self):
                #修改子弹live属性
                self.live=False
                wall.hp-=1
                if wall.hp<=0:
                    wall.live=False




class Wall():#墙壁类
    def __init__(self,left,top):#墙壁显示办法
        self.image=pygame.image.load(r'D://pythoncharm2019/img/steels.gif')
        self.rect=self.image.get_rect()
        self.rect.left=left
        self.rect.top=top
        self.live=True#墙壁是否在窗口中展示
        self.hp=3#生命值

    def DisplayWall(self):#墙壁展示
        MainGame.window.blit(self.image,self.rect)

class Explode():#展示爆炸效果
    def __init__(self,tank):
        self.rect=tank.rect
        self.images=[
            pygame.image.load(r'D://pythoncharm2019/img/blast0.gif'),
            pygame.image.load(r'D://pythoncharm2019/img/blast1.gif'),
            pygame.image.load(r'D://pythoncharm2019/img/blast2.gif'),
            pygame.image.load(r'D://pythoncharm2019/img/blast3.gif'),
            pygame.image.load(r'D://pythoncharm2019/img/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():#播发音乐
    def __init__(self):
        pass

if __name__=='__main__':#双下划线
    MainGame().StartGame()


Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 1398楼
Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 1400楼
Python 全系列/第二阶段:Python 深入与提高/坦克大战 1402楼

'''测试多行文本框Text'''
#coding=utf-8
from tkinter import *
import webbrowser
class Application(Frame):
    def __init__(self,master=None):
        super().__init__(master)
        self.master=master
        self.pack()
        self.creatWidget()
    def creatWidget(self):
        self.text1=Text(width=100,height=80)
        self.text1.pack()
        self.text1.insert(1.0,"小高今年要搞学习")
        self.text1.insert(2.5,"就是搞技术就完了")
        Button(self,text="重复插入规定文本",command=self.insertText).pack()
        Button(self,text="返回指定位置的文本",command=self.returnText).pack()
        Button(self,text="通过tag精确控制文本",command=self.textTag).pack()

    def insertText(self):
        self.text1.insert(INSERT,'虽然我现在才第二阶段')
        self.text1.insert(END,"但是到暑假我一定能赶到第十三阶段")
    def returnText(self):
        print(self.text1.get(1.2,1.8))
        print("所有文本内容:\n",self.text1.get(1.0,END))
    def textTag(self):
        self.text1.delete(1.0,END)
        self.text1.insert(INSERT,"好好学python,别忘了你还负债累累\n百度一下,世界如此简单")
        self.text1.tag_add("good",2.0,3.9)              #前面是标记的名字,后面是它所占的区域
        self.text1.tag_config("good",bg="yellow",fg="blue")   #给标记区域加配置以便它能更好地显现出来
        self.text1.tag_bind("good","<Button-1>",self.webshow)
    def webshow(self,event):
        webbrowser.open("http://www.baidu.com")

if __name__=='__main__':
    root=Tk()
    root.geometry("400x300+200+300")
    app=Application(master=root)
    root.mainloop()

老师,前两个按钮是好的,但是到tag那里并没有出现我设置的效果,报错,我觉得没问题呀,请您帮忙看看

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