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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 28788楼

from tkinter import *
class Application(Frame):
    def __init__(self,master=None):
        super().__init__(master)
        self.master = master
        self.pack()
        self.createWidget()
    def createWidget(self):
         btnText = (("MC","M+","M-","MR"),
                    ("C","+","/","x"),
                    (7,8,9,"-"),
                    (4,5,6,"+"),
                    (1,2,3,"="),
                    0,".")
         Entry(self).grid(row=0,column=0,columnapan=4,pady=10)
         for rindex,r in enumerate(btnText):
            for cindex,c in enumerate(r):
                if c == "=":
                    Button(self,text=c,width=2)\
                    .grid(row=rindex+1,column=cindex,rowspan=2,sticky=EW)
                elif c == 0:
                    Button(self, text=c, width=2) \
                        .grid(row=rindex+1, column=cindex, columnspan=2, sticky=EW)
                elif c == ".":
                    Button(self, text=c, width=2) \
                        .grid(row=rindex+1, column=cindex+1, sticky=EW)
                else:
                    Button(self, text=c, width=2) \
                        .grid(row=rindex+1, column=cindex,sticky=EW)



if __name__=="__main__":
    root = Tk()
    root.geometry("4000x200+200+200")
    app = Application(master=root)
    root.mainloop()

老师这个代码我找不出问题到底出在哪里

Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 28794楼
JAVA 全系列/第二阶段:JAVA 基础深化和提高/手写服务器项目(旧) 28798楼

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