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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()


Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 30938楼
JAVA 全系列/第二阶段:JAVA 基础深化和提高/常用类 30941楼

老师为什么实用if-else返回的结果是这样的

package com.bjsxt.thread.prosumer2;

/** 
 * <p>Title: TestProducer</p>  
 * <p>Description: 生产者模式</p>  
 * @author xiaoding
 * @date Jul 20, 2020  
 * @version 1.0 
 */
public class TestProducer implements Runnable{
    //功能属性
    private TestSupermarket supermarket;    //超市
    //构造方法
    public TestProducer(TestSupermarket supermarket) {
        this.supermarket = supermarket;
    }
    
    //定义线程体
    @Override
    public void run() {
        for (int i = 0;i<10;i++) {
            if (i % 2 != 0) {
                supermarket.set("旺仔", "小馒头");
            }else {
                supermarket.set("康师傅", "方便面");
            }
        }
    }
}

public class TestSupermarket {
    // 功能属性    
    private String brand;    //品牌
    private String name;    //名称
    private boolean flag;    //开关判断是否需要唤醒线程
    
    //构造方法
    public TestSupermarket() {}
    public TestSupermarket(String brand,String name) {
        this.brand = brand;
        this.name = name;
    }
    
    //get、set
    public String getBrand() {
        return brand;
    }
    public void setBrand(String brand) {
        this.brand = brand;
    }
    public String getName() {
        return name;
    }
    public void setName(String name) {
        this.name = name;
    }
    
    //定义一个存储的方法
    public synchronized void set(String brand,String name) {
        if (flag) {
            try {
                this.wait();
            } catch (InterruptedException e) {
                // TODO Auto-generated catch block
                e.printStackTrace();
            }
        }else {
            this.setBrand(brand);
            try {
                Thread.sleep(300);
            } catch (InterruptedException e) {
                // TODO Auto-generated catch block
                e.printStackTrace();
            }
            this.setName(name);
            System.out.println("=========生产者产生了:==========" + this.getBrand() + this.getName());
            this.notify();
            flag = true;
        }    
    }
    //定义一个取值的方法
    public synchronized void get() {
        if (flag) {
            System.out.println("消费者取走了:=============" + this.getBrand() + this.getName());
            this.notify();
            flag = false;
        }else {
            try {
                this.wait();
            } catch (InterruptedException e) {
                // TODO Auto-generated catch block
                e.printStackTrace();
            }
        }
    }
}

public class TestConsumer implements Runnable{
    //功能属性
    private TestSupermarket supermarket;    //超市
    //构造方法
    public TestConsumer(TestSupermarket supermarket) {
        this.supermarket = supermarket;
    }
    
    //定义线程体
    @Override
    public void run() {
        for (int i = 0;i<10;i++) {
            supermarket.get();
        }
    }
}

public class Test {
    public static void main(String[] args) {
        //创建超市类
        TestSupermarket sup = new TestSupermarket();
        //创建生产者类
        TestConsumer p = new TestConsumer(sup);
        //创建消费者类
        TestProducer p2 = new TestProducer(sup);
        
        //创建代理角色线程类,并启动线程
        new Thread(p).start();
        new Thread(p2).start();
    }
}


JAVA 全系列/第二阶段:JAVA 基础深化和提高/多线程技术(旧) 30943楼
JAVA 全系列/第二阶段:JAVA 基础深化和提高/多线程技术(旧) 30944楼

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