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问题:

下载APP部分:为什么在download-list的父元素download(内容为下载APP的li标签)上设置overflow:hidden;将子元素download-list

    (当做download的溢出部分)隐藏后,鼠标悬停在download上,运用display:block; 子元素download-list不显示出来? 

html,body,div,h1,h2,h3,h4,h5,h6,dd,dt,dl,form,label,table,caption,tbody,tfoot,thead,tr,td,th,ul,ol,li,pre
,fieldset,legend,input,textarea,button,blockquote,p{margin:0 ;padding;0;}
ul,ol,li{list-style:none;}
body{text-align: center;}
img,input{vertical-align:middle;}
img{border:none};
a{text-decoration:none;}
/* 黑色导航部分 */
a{
    text-decoration:none;
}
.black-nav{
    width:100%;
    height:40px;
    line-height: 40px;
    background-color:#333;
    color:#b0b0b0;
    font-size:12px;
}
.black-nav>div{
    width:1226px;
    margin:0 auto;
}
/* 导航条左侧无序列表往左浮动,使之位于左边,和右侧的无序列表同设置并行排列*/
.black-nav-left{
    float:left;
}
/* 导航条右侧无序列表往右浮动,无使之位于右边 */
.black-nav-right{
    float:right;
}
/* 左侧无序列表项目往左浮动,使之从左往右水平排列 */
.black-nav-left li{
    float:left;
}
/* 右侧无序列表项目往左浮动,使之从左往右水平排列 */
.black-nav-right li{
    float:left;
}
/* 给无序列表内容|设置样式 */
.black-nav span{
    color:#424242;
    margin:0 .3em;
}
.black-nav a{
    color:#b0b0b0;
}
/* 鼠标悬停在超链接上字体颜色改变 */
.black-nav a:hover{
    color:#fff;
}

/* 购物车部分 */

/* 给内容为购物车的li标签设置样式,相对定位,过渡特性 */
.cart{
    width:120px;
    height:40px;
    line-height:40px;
    text-align:center;
    background-color:#424242;
    margin-left:25px;
    position:relative;
    transition:all 0.3s;
}
/* 鼠标悬停在cart(内容为购物车的li标签)超链接字体颜色变为红色 */
.black-nav-right .cart:hover>a{
    color:red;
}
/* 鼠标悬停在cart上背景颜色变为白色 */
.cart:hover{
    background-color:#fff;
}
/* 给内容为购物车的li标签嵌套一个名为cart-list的div,给其设置样式,绝对定位并隐藏 */
.cart-list{
    width:316px;
    height:78px;
    line-height:78px;
    background-color:#fff;
    color:#424242;
    box-shadow:0 2px 10px rgba(0,0,0,.15);
    position:absolute;
    top:40px;
    right:0;
    display:none;
}
/* 鼠标悬停在内容为购物车的li标签上,嵌套的div(car-list)显示 */
.cart:hover>.cart-list{
    display:block;
}

/* 下载APP处的二维码部分 */

/* 给内容为下载APP的li标签设置相对定位 */
.download{
    position:relative;
    /* 为什么在download-list的父元素download上设置overflow:hidden;将子元素download-list
    (当做download的溢出部分)隐藏后,鼠标悬停在download上,运用display:block; 子元素download-list不显示出来? */
    /* overflow:hidden; */
    /* transition:all 0.2s; */

}
/* 内容为下载APP的li标签嵌套一个名为download-list的div,并对其设置样式,绝对定位 */
.download-list{
    width:124px;
    height:0px;
    background-color:#fff;
    color:#333;
    font-size:14px;
    line-height:14px;
    text-align:center;
    box-shadow:0 1px 5px #aaa;
    position:absolute;
    top:40px;
    left:50%;
    margin-left:-62px;
    /* 将其高度设为0,里面的文字即为溢出部分,将其隐藏 */
    overflow:hidden;
    /* 给高度设置0.3s的过渡 */
    transition:all .3s;
    /* display:none;和下文鼠标悬停在download上使其显示的display:block是本代码中另一种将元素隐藏再显示的方法 */
}
/* 给download-list里的图片设置样式 */
img{
    width:90px;
    height:90px;
    margin:18px auto 12px;
}
/* 鼠标悬停在内容为下载APP的li标签上,其嵌套的download-list高度由0变为148px */
.download:hover>.download-list{
    /* display:block; */
    height:148px;
}
/* 给内容为下载APP的li标签再嵌套一个向上的三角形并设置样式,再隐藏 */
.stri{
    width:0;
    right:0;
    border-bottom:10px solid white;
    border-left:10px solid transparent;
    border-right:10px solid transparent;
    position:absolute;
    bottom:0;
    left:50%;
    transform:translate(-10px,0);
    display:none;
    transition:all 0.3s;
}
/* 鼠标悬停在内容为下载APP的Li标签上,向上的三角形显示,并且有持续时间的过渡 */
.download:hover>.stri{
    display:block;
}
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>小米黑色导航部分</title>
    <link rel="icon" href="../images/favicon.ico">
    <link rel="stylesheet" href="css/reset.css">
    <link rel="stylesheet" href="css/小米黑色导航部分.css">
</head>
<body>
    <div class="black-nav">
        <div>
            <div class="black-nav-left">
                <ul>
                    <li><a href="#">小米商城</a>
                        <span>|</span>
                    </li>
                    <li><a href="#">MIUI</a>
                        <span>|</span>
                    </li>
                    <li><a href="#">loT</a>
                        <span>|</span>
                    </li>
                    <li><a href="#">云服务</a>
                        <span>|</span>
                    </li>
                    <li><a href="#">天星数科</a>
                        <span>|</span>
                    </li>
                    <li><a href="#">有品</a>
                        <span>|</span>
                    </li>
                    <li><a href="#">小爱开放平台</a>
                        <span>|</span>
                    </li>
                    <li><a href="#">企业团购</a>
                        <span>|</span>
                    </li>
                    <li><a href="#">资质证照</a>
                        <span>|</span>
                    </li>
                    <li><a href="#">协议规则</a>
                        <span>|</span>
                    </li>
                    <li class="download"><a href="#">下载APP</a>
                        <!-- 为什么download下嵌套的两个div和span标签的前后顺序不一样解析结果也不一样 -->
                        <div class="download-list">
                            <img src="../images/download.png" alt="">
                            <p>小米商城APP </p>
                        </div>
                        <span>|</span>
                        <div class="stri"></div>
                    </li>
                     <li><a href="#">智能生活</a>
                        <span>|</span>
                    </li>
                    <li><a href="#">SelectLocation</a>
                 
                    </li>
                </ul>
            </div>
            <div class="black-nav-right">
                <ul>
                    <li><a href="">登录</a>
                        <span>|</span>
                    </li>
                    <li><a href="">注册</a>
                        <span>|</span>
                    </li>
                    <li><a href="">消息通知</a>
            
                    </li>
                    <li class="cart"><a href="">购物车(0)</a>
                        <div class="cart-list">购物车中还没有商品,赶紧选购吧!</div>
            
                    </li>
                </ul>
            </div>
        </div>
    </div>   
</body>
</html>



WEB前端全系列/第一阶段:HTML5+CSS3模块/CSS3新特性 19670楼

planeWar09.rar

老师我的代码应该都没有错,但是报了下面的错误。百度了也没找到解决方法。

6J3[MJ1JK6_LBA{1{WE`7{4.png



JAVA 全系列/第一阶段:JAVA 快速入门/飞机大战小项目训练 19671楼
JAVA 全系列/第七阶段:生产环境部署与协同开发/Linux 19673楼
JAVA 全系列/第九阶段:Spring Boot实战/Spring Boot 19674楼
JAVA 全系列/第十二阶段:Spring Cloud Alibaba技术栈/Dubbo 19676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 19677楼


image.png

egoshop.zip

老师,我点击登录的时候会报这个错误,不知道是什么原因

WEB前端全系列/第二十阶段:Vue2企业级项目(旧)/Ego商城高级Vue实战项目 19678楼
JAVA 全系列/第四阶段:网页编程和设计/Javascript 语言(旧) 19680楼

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