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老师为什么我登录的时候intelliJ会提示下面的异常?不知道哪里会time out或者为什么会time out呢。。完全没有头绪啊。。


java.net.ConnectException: Operation timed out (Connection timed out)

at java.net.PlainSocketImpl.socketConnect(Native Method) ~[na:1.8.0_211]

at java.net.AbstractPlainSocketImpl.doConnect(AbstractPlainSocketImpl.java:350) ~[na:1.8.0_211]

at java.net.AbstractPlainSocketImpl.connectToAddress(AbstractPlainSocketImpl.java:206) ~[na:1.8.0_211]

at java.net.AbstractPlainSocketImpl.connect(AbstractPlainSocketImpl.java:188) ~[na:1.8.0_211]

at java.net.SocksSocketImpl.connect(SocksSocketImpl.java:392) ~[na:1.8.0_211]

at java.net.Socket.connect(Socket.java:589) ~[na:1.8.0_211]

at redis.clients.jedis.Connection.connect(Connection.java:181) ~[jedis-3.1.0.jar:na]

at redis.clients.jedis.BinaryClient.connect(BinaryClient.java:100) ~[jedis-3.1.0.jar:na]

at redis.clients.jedis.BinaryJedis.connect(BinaryJedis.java:1866) ~[jedis-3.1.0.jar:na]

at redis.clients.jedis.JedisFactory.makeObject(JedisFactory.java:117) ~[jedis-3.1.0.jar:na]

at org.apache.commons.pool2.impl.GenericObjectPool.create(GenericObjectPool.java:889) ~[commons-pool2-2.7.0.jar:2.7.0]

at org.apache.commons.pool2.impl.GenericObjectPool.borrowObject(GenericObjectPool.java:424) ~[commons-pool2-2.7.0.jar:2.7.0]

at org.apache.commons.pool2.impl.GenericObjectPool.borrowObject(GenericObjectPool.java:349) ~[commons-pool2-2.7.0.jar:2.7.0]

at redis.clients.jedis.util.Pool.getResource(Pool.java:50) ~[jedis-3.1.0.jar:na]

at redis.clients.jedis.JedisPool.getResource(JedisPool.java:234) ~[jedis-3.1.0.jar:na]

at org.crazycake.shiro.RedisManager.getJedis(RedisManager.java:35) ~[shiro-redis-3.2.3.jar:na]

at org.crazycake.shiro.WorkAloneRedisManager.get(WorkAloneRedisManager.java:50) ~[shiro-redis-3.2.3.jar:na]

at org.crazycake.shiro.RedisSessionDAO.doReadSession(RedisSessionDAO.java:152) ~[shiro-redis-3.2.3.jar:na]

at org.apache.shiro.session.mgt.eis.AbstractSessionDAO.readSession(AbstractSessionDAO.java:168) ~[shiro-core-1.3.2.jar:1.3.2]

at org.apache.shiro.session.mgt.DefaultSessionManager.retrieveSessionFromDataSource(DefaultSessionManager.java:236) ~[shiro-core-1.3.2.jar:1.3.2]

at org.apache.shiro.session.mgt.DefaultSessionManager.retrieveSession(DefaultSessionManager.java:222) ~[shiro-core-1.3.2.jar:1.3.2]

at org.apache.shiro.session.mgt.AbstractValidatingSessionManager.doGetSession(AbstractValidatingSessionManager.java:118) ~[shiro-core-1.3.2.jar:1.3.2]

at org.apache.shiro.session.mgt.AbstractNativeSessionManager.lookupSession(AbstractNativeSessionManager.java:148) ~[shiro-core-1.3.2.jar:1.3.2]

at org.apache.shiro.session.mgt.AbstractNativeSessionManager.getSession(AbstractNativeSessionManager.java:140) ~[shiro-core-1.3.2.jar:1.3.2]

at org.apache.shiro.mgt.SessionsSecurityManager.getSession(SessionsSecurityManager.java:156) ~[shiro-core-1.3.2.jar:1.3.2]

at org.apache.shiro.mgt.DefaultSecurityManager.resolveContextSession(DefaultSecurityManager.java:456) ~[shiro-core-1.3.2.jar:1.3.2]

at org.apache.shiro.mgt.DefaultSecurityManager.resolveSession(DefaultSecurityManager.java:442) ~[shiro-core-1.3.2.jar:1.3.2]

at org.apache.shiro.mgt.DefaultSecurityManager.createSubject(DefaultSecurityManager.java:338) ~[shiro-core-1.3.2.jar:1.3.2]

at org.apache.shiro.subject.Subject$Builder.buildSubject(Subject.java:846) ~[shiro-core-1.3.2.jar:1.3.2]

at org.apache.shiro.web.subject.WebSubject$Builder.buildWebSubject(WebSubject.java:148) ~[shiro-web-1.5.3.jar:1.5.3]

at org.apache.shiro.web.servlet.AbstractShiroFilter.createSubject(AbstractShiroFilter.java:292) ~[shiro-web-1.5.3.jar:1.5.3]

at org.apache.shiro.web.servlet.AbstractShiroFilter.doFilterInternal(AbstractShiroFilter.java:359) ~[shiro-web-1.5.3.jar:1.5.3]

at org.apache.shiro.web.servlet.OncePerRequestFilter.doFilter(OncePerRequestFilter.java:125) ~[shiro-web-1.5.3.jar:1.5.3]

at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:193) ~[tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:166) ~[tomcat-embed-core-9.0.33.jar:9.0.33]

at org.springframework.web.filter.RequestContextFilter.doFilterInternal(RequestContextFilter.java:100) ~[spring-web-5.2.5.RELEASE.jar:5.2.5.RELEASE]

at org.springframework.web.filter.OncePerRequestFilter.doFilter(OncePerRequestFilter.java:119) ~[spring-web-5.2.5.RELEASE.jar:5.2.5.RELEASE]

at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:193) ~[tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:166) ~[tomcat-embed-core-9.0.33.jar:9.0.33]

at org.springframework.web.filter.FormContentFilter.doFilterInternal(FormContentFilter.java:93) ~[spring-web-5.2.5.RELEASE.jar:5.2.5.RELEASE]

at org.springframework.web.filter.OncePerRequestFilter.doFilter(OncePerRequestFilter.java:119) ~[spring-web-5.2.5.RELEASE.jar:5.2.5.RELEASE]

at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:193) ~[tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:166) ~[tomcat-embed-core-9.0.33.jar:9.0.33]

at org.springframework.web.filter.CharacterEncodingFilter.doFilterInternal(CharacterEncodingFilter.java:201) ~[spring-web-5.2.5.RELEASE.jar:5.2.5.RELEASE]

at org.springframework.web.filter.OncePerRequestFilter.doFilter(OncePerRequestFilter.java:119) ~[spring-web-5.2.5.RELEASE.jar:5.2.5.RELEASE]

at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:193) ~[tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:166) ~[tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.catalina.core.StandardWrapperValve.invoke(StandardWrapperValve.java:202) ~[tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.catalina.core.StandardContextValve.invoke(StandardContextValve.java:96) [tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.catalina.authenticator.AuthenticatorBase.invoke(AuthenticatorBase.java:541) [tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.catalina.core.StandardHostValve.invoke(StandardHostValve.java:139) [tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.catalina.valves.ErrorReportValve.invoke(ErrorReportValve.java:92) [tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.catalina.core.StandardEngineValve.invoke(StandardEngineValve.java:74) [tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.catalina.connector.CoyoteAdapter.service(CoyoteAdapter.java:343) [tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.coyote.http11.Http11Processor.service(Http11Processor.java:373) [tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.coyote.AbstractProcessorLight.process(AbstractProcessorLight.java:65) [tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.coyote.AbstractProtocol$ConnectionHandler.process(AbstractProtocol.java:868) [tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.tomcat.util.net.NioEndpoint$SocketProcessor.doRun(NioEndpoint.java:1594) [tomcat-embed-core-9.0.33.jar:9.0.33]

at org.apache.tomcat.util.net.SocketProcessorBase.run(SocketProcessorBase.java:49) [tomcat-embed-core-9.0.33.jar:9.0.33]

at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1149) [na:1.8.0_211]

at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:624) [na:1.8.0_211]

at org.apache.tomcat.util.threads.TaskThread$WrappingRunnable.run(TaskThread.java:61) [tomcat-embed-core-9.0.33.jar:9.0.33]

at java.lang.Thread.run(Thread.java:748) [na:1.8.0_211]


JAVA 全系列/第二十二阶段:分布式医疗云平台/系统管理前后端开发(旧) 30001楼
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运行代码:

from tkinter import *
from PIL import Image, ImageTk
import random


class Application(Frame):

    def __init__(self, master=None):
        super().__init__(master)
        self.master = master
        self.pack()
        self.createWidget()

    def createWidget(self):
        self.btn1 = Button(self, text='送', command=self.song)
        self.btn1.pack()
        self.btnquit = Button(self, text='退出', command=root.destroy, bg='red', fg='blue')
        self.btnquit.pack()

    def get_picture(self, filepath):
        img = Image.open(filepath)
        pic = ImageTk.PhotoImage(img)
        return pic

    def set_picture(self):
        flowers = self.get_picture('flower1.jpg')
        money = self.get_picture('money1.jpg')
        shit = self.get_picture('shit1.jpg')
        book = self.get_picture('book1.jpg')
        phone = self.get_picture('phone1.jpg')
        clothes = self.get_picture('clothes1.jpg')
        song_list = [flowers, money, shit, book, phone, clothes]
        number = random.randint(0, 5)
        return song_list[number]

    def song(self):
        global photo
        photo = self.set_picture()
        self.labpic = Label(self, image=photo)
        self.labpic.pack()


if __name__ == '__main__':
    root = Tk()
    root.geometry('800x600+200+200')
    root.title('首个tk')
    app = Application(master=root)
    root.mainloop()

运行截图:

image.png

image.png



image.png


点击送第二次的时候图片会在第一个图的下面,点击送第三次的时候就看不到图片了

请问能不能每次点击送的时候图片都在正中间?

Python 全系列/第二阶段:Python 深入与提高/GUI编程(隐藏) 30003楼
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JAVA 全系列/第六阶段:JavaWeb开发/Ajax技术详解(旧) 30005楼
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WEB前端全系列/第十三阶段:微信小程序-安心食疗(旧)/安心食疗-授权登录 30009楼
Python 全系列/第三阶段:Python 网络与并发编程/并发编程 30010楼
Python 全系列/第三阶段:Python 网络与并发编程/并发编程 30011楼
JAVA 全系列/第一阶段:AI驱动的JAVA编程/飞机大战小项目训练 30013楼

敌方子弹打中我方坦克时画面就卡住了是什么原因?

image.png

import pygame
import time,random
SCREEN_WIDTH=700
SCREEN_HEIGHT=500
BG_COLOR=pygame.Color(0,0,0,)
TEXT_COLOR=pygame.Color(255,0,0)
#定义以及基类
class BaseItem(pygame.sprite.Sprite):
    def __init__(self,color,width,height):
        pygame.sprite.Sprite.__init__(self)
class MainGame():
    window=None
    my_tank=None
    #存储敌方坦克列表
    enemyTankList=[]
    #定义敌方坦克数量
    enemyTankCount=5
    #存储我方子弹的列表
    myBulletList=[]
    #存储敌方子弹的列表
    enemyBulletList=[]
    # 存储爆炸效果
    explodeList=[]
    def __init__(self):
        pass
    #开始游戏
    def startGame(self):
        #加载主窗口
        pygame.display.init()
        #设置窗口的大小及显示
        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()
        #设置窗口标题
        pygame.display.set_caption('坦克大战1.03')
        while True:
            #使坦克移动速度慢些
            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
            #判断我方坦克是否存活
            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
            #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()
            #循环遍历爆炸列表,展示爆炸效果
            self.blitExplode()
            #调用移动方法
            #如果坦克的开关开启才可以移动
            if MainGame.my_tank and MainGame.my_tank.live:
                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=10
        #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)
    #循环展示爆炸效果
    def blitExplode(self):
        for explode in MainGame.explodeList:
            #判断是否活着
            if explode.live:
                #展示
                explode.displayExplode()
            else:
                #在爆炸列表中移除
                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:
            #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()
                #敌方子弹是否为None,如果不为None则添加到子弹列表中
                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.myBulletList:
            #判断当前的子弹是否是活着状态,如果是则进行显示及移动,否则在列表中删除
            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()
            else:
                MainGame.myBulletList.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:
                enemyBullet.displayBullet()
                enemyBullet.move()
                #调用敌方子弹与我方坦克碰撞的方法
                enemyBullet.hit_myTank()
            else:
                MainGame.enemyBulletList.remove(enemyBullet)

    #结束游戏
    def endGame(self):
        print("谢谢使用,欢迎再次使用")
        exit()
    #左上角文字的绘制
    def getTextSuface(self,text):
        #初始化字体模块
        pygame.font.init()
        #查看所有的字体
        #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键
            #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:
                if MainGame.my_tank and MainGame.my_tank.live:
                    #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:
                        MainGame.my_tank.direction = 'R'
                        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:
                        MainGame.my_tank.direction = 'U'
                        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:
                        MainGame.my_tank.direction = 'D'
                        MainGame.my_tank.stop = False
                        #MainGame.my_tank.move()
                        print('按下下键,坦克向下移动')
                    elif event.key == pygame.K_SPACE:
                        print('发射子弹')
                        #如果当前我方子弹列表的大小小于等于三时才能创建
                        if len(MainGame.myBulletList)<3:
                        # 创建我方坦克发射的子弹
                            myBullet=Bullet(MainGame.my_tank)
                            MainGame.myBulletList.append(myBullet)
            # 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:
                    if MainGame.my_tank and MainGame.my_tank.live:
                        MainGame.my_tank.stop = True
class Tank(BaseItem):
    #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={'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 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)
    #展示坦克的方法
    def displayTank(self):
        #获取展示对象
        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('img/enemy1U.gif'),
            'D': pygame.image.load('img/enemy1D.gif'),
            'L': pygame.image.load('img/enemy1L.gif'),
            'R': pygame.image.load('img/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
        #新增一个步数变量
        self.step=60

    #随机生成敌方坦克的方向
    def randDirection(self):
        num=random.randint(1,4)
        if num == 1:
            return 'U'
        elif num == 2:
            return 'D'
        elif num == 3:
            return 'L'
        elif num == 4:
            return 'R'
    #敌方坦克随机移动的方法
    def randMove(self):
        if self.step<=0:
            self.direction=self.randDirection()
            #让步数复位
            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<3:
            return Bullet(self)
#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':
            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,是否碰到子弹,如果碰到修改状态
        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:
                # 修改子弹状态
                self.live = False
        elif self.direction == 'D':
            if self.rect.top+self.rect.height<SCREEN_HEIGHT:
                self.rect.top+=self.speed
            else:
                # 修改子弹状态
                self.live = False
        elif self.direction == 'L':
            if self.rect.left>0:
                self.rect.left-=self.speed
            else:
                # 修改子弹状态
                self.live = False
    #展示子弹的方法
    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的碰撞
    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)
                #将爆炸添加到爆炸列表中
                MainGame.explodeList.append(explode)
    #敌方子弹与我方坦克的碰撞
    def 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)
                #修改敌方子弹与我的坦克的状态
                self.live=False
                MainGame.my_tank.live=False

class Wall():
    def __init__(self):
        pass
    #展示墙壁的方法
    def displayWall(self):
        pass

class Explode():
    def __init__(self,tank):
        #爆炸的位置由当前子弹打中的坦克位置决定
        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]
        #是否活着
        self.live=True
    #展示爆炸效果的方法
    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
            # 添加到主窗口
            MainGame.window.blit(self.image,self.rect)
        else:
            #修改活着状态
            self.live=False
            self.step=0
class Music():
    def __init__(self):
        pass
    #播放音乐的方法
    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 30015楼

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