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1.png

运行的结果A:和B:后面的为什么会一样?A:后面不应该是__main__.A吗

Python 全系列/第一阶段:Python入门/面向对象 29281楼

from pygame.sprite import Sprite

'''
新增功能:
        添加墙壁
        1.完善墙壁类,初始化方法
        2.初始化墙壁,将墙壁存储在列表中,在窗口中加载墙壁
        
         
        
'''
#导入pygame模块
import  pygame,time,random
Screen_width=900
Screen_height=700
BG_color=pygame.Color(0,0,0)
TEXT_COLOR=pygame.Color(255,0,0)
#定义一个基类
class BaseItem(Sprite):#导包 快捷键alt+enter
    def __init__(self, color, width, height):
        # Call the parent class (Sprite) constructor
        super().__init__(self)


#主类
class MainGame():
    window=None
    my_tank=None
    #创建存储敌方坦克的列表
    enemyTankList=[]

    #定义敌方坦克的数量
    enemyTankCount=5

    #存储我方子弹的列表
    myBulletList=[]

    #存储敌方子弹的列表
    enemyBulletList=[]

    #存储爆炸效果列表
    explodeList=[]

    #存储墙壁的列表
    wallList=[]

    def __init__ (self):
        pass
    #开始游戏
    def startGame(self):
        #加载主窗口
        #初始化窗口
        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
        self.createMyTank()

        #初始化敌方坦克并将敌方坦克添加到列表中
        self.createEnemyTank()

        #初始化墙壁并将墙壁放在列表中
        self.createWall()

        #设置窗口标题
        pygame.display.set_caption('坦克大战1.03')
        while True:
            #使坦克移动的慢一点
            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.getTextSurface('敌方坦克剩余数量%d'%len(MainGame.enemyTankList)),(10,10))
            #判断我方坦克是否存活
            if MainGame.my_tank and MainGame.my_tank.live:
                #调用坦克的显示方法
                MainGame.my_tank.displayTank()
            else:
                #删除我方坦克
                del MainGame.my_tank
                MainGame.my_tank=None
            #循环遍历敌方坦克的列表,展示敌方坦克的显示方法
            self.blitEnemyTank()
            #循环遍历显示我方坦克的子弹
            self.blitMyBullet()
            #循环遍历显示敌方坦克的子弹列表,展示敌方子弹。
            self.blitEnemyBullet()
            #循环遍历爆炸列表,展示爆炸效果
            self.blitExplode()
            #循环遍历墙壁列表,显示墙壁
            self.blitWall()

            #调用移动方法
            #如果坦克开关是开启,才可以移动
            if MainGame.my_tank and MainGame.my_tank.live:
                if not MainGame.my_tank.stop:

                    MainGame.my_tank.move()

            #一直显示窗口
            pygame.display.update()
    #循环遍历墙壁列表,显示墙壁
    def blitWall(self):
        for wall in MainGame.wallList:
            #调用墙壁的方法
            wall.displayWall()



    def createWall(self):
        for x in range(7):
            #初始化墙壁
            wall=Wall(x*140,220)
        for x in range(3):
            wall=Wall(x*200,400)
            #将墙壁添加到列表中
            MainGame.wallList.append(wall)

    def createMyTank(self):
        MainGame.my_tank=Tank(400,550)

    #初始化敌方坦克并将敌方坦克添加到列表中
    def createEnemyTank(self):

        top=100
        #循环生成敌方坦克
        for x in range(MainGame.enemyTankCount):
            left=random.randint(0,600)
            speed=random.randint(1,3)
            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:
                #从爆炸列表中移除
                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:
            #判断敌方坦克是否活着
            if enemyTank.live:
                enemyTank.displayTank()
                enemyTank.randMove()
                #发射子弹
                enemyBullet=enemyTank.shot()
                #判断敌方子弹是否为None,如果不为None添加到敌方子弹列表中
                if enemyBullet:
                    #将敌方子弹存储到敌方子弹列表
                    MainGame.enemyBulletList.append(enemyBullet)
            else:#不活着,从敌方坦克列表中移除
                MainGame.enemyTankList.remove(enemyTank)

    def blitMyBullet(self):
        for myBullet in MainGame.myBulletList:
            #判断当前子弹是否是存在状态,如果是则进行显示及移动,不是就移除。
            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进行碰撞
                myBullet.myBullet_hit_enemyTank()


            #否则在列表中移除
            else:
                MainGame.myBulletList.remove(myBullet)
    def blitEnemyBullet(self):
        for enemyBullet in MainGame.enemyBulletList:
            if enemyBullet.live:#判断敌方子弹是否存活
                enemyBullet.displayBullet()
                # 调用子弹的移动方法
                enemyBullet.move()
                #调用敌方子弹和我方坦克的碰撞的方法
                enemyBullet.enemyBullet_hit_myTank()
            else:
                MainGame.enemyBulletList.remove(enemyBullet)

    #结束游戏
    def endGame(self):
        print('谢谢使用')
        exit()

    #左上角文字的绘制
    def getTextSurface(self,text):
        #初始化字体模块
        pygame.font.init()
        #查看所有字体名称
        #print(pygame.font.get_fonts())
        #获取字体font对象
        font=pygame.font.SysFont('kaiti',20)
        #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
        evenList=pygame.event.get()
        #遍历事件
        for event in evenList:
            #判断按下的键是关闭的还是键盘按下
            #如果按得是退出,关闭窗口
            if event.type==pygame.QUIT:
                self.endGame()
                #如果是键盘的按下
            if event.type==pygame.KEYDOWN:
                #当坦克不存在死亡
                if not MainGame.my_tank:
                    #判断按下的是esc键,让坦克重生
                    if event.key==pygame.K_ESCAPE:
                        #让我方坦克重生,及调用坦克的方法
                        self.createMyTank()
                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'
                        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:
                        # 切换方向
                        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:
                        # 切换方向
                        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:
                        # 切换方向
                        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3时候才可以创建
                        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)

            if event.type==pygame.KEYUP:
                #判断松开键是上下左右时候才停止移动
                if event.key==pygame.K_DOWN or event.key==pygame.K_UP 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










#坦克类
class Tank(BaseItem):
    #添加距离左边left  距离上边top
    def __init__(self,left,top):
        self.images={'U':pygame.image.load('photos/p1tankU.gif'),
                    'D':pygame.image.load('photos/p1tankD.gif'),
                    'L':pygame.image.load('photos/p1tankL.gif'),
                    'R':pygame.image.load('photos/p1tankR.gif')}
        #方向
        self.direction='U'
        #根据图片方向获取图片
        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=4
        self.stop=True
        self.live=True
    #移动
    def move(self):

        #判断坦克的方向来进行移动
        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):
        #获取展示的对象
        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):
        #调用父类初始化方法
        super().__init__(left,top)
        #加载图片集
        self.images={
            'U':pygame.image.load('photos/enemy1U.gif'),
            'D': pygame.image.load('photos/enemy1D.gif'),
            'L': pygame.image.load('photos/enemy1L.gif'),
            'R': pygame.image.load('photos/enemy1R.gif')
        }
        #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()
        #设置区域的左右
        self.rect.left=left
        self.rect.top=top
        #速度,移动开关
        self.speed=speed
        self.flag=True
        #新增加一个步数变量step
        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:
            #修改方向
            self.direction=self.randDirection()
            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以内的数字
        num=random.randint(1,100)
        if num<6:
            return Bullet(self)


#子弹类
class Bullet(BaseItem):
    def __init__(self,tank):
        #加载图片
        self.image=pygame.image.load('photos/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
        if 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
        if self.direction == 'L':
            self.rect.left = tank.rect.left-self.rect.height
            self.rect.top = tank.rect.top+tank.rect.width/2-self.rect.width/2
        if self.direction == 'R':
            self.rect.left = tank.rect.left+tank.rect.height
            self.rect.top = tank.rect.top+tank.rect.width/2-self.rect.width/2
        #子弹速度
        self.speed=10
        #子弹的状态,是否碰到墙壁,如果碰到墙壁修改此状态
        self.live=True





    #移动
    def move(self):
        if self.direction=='U':
            if self.rect.top>0:
                self.rect.top-=self.speed
            else:
                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
        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+self.rect.width<Screen_width:
                self.rect.left+=self.speed
            else:
                self.live=False


    #展示子弹方法
    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)
                #将爆炸对象添加到爆炸列表中
                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)
                #修改敌方子弹和我方坦克的状态
                self.live=False
                MainGame.my_tank.live=False
#墙壁类
class Wall():
    def __init__(self,left,top):
        #加载墙壁图片
        self.image=pygame.image.load('photos/steels.gif')
        #获取墙壁的区域
        self.rect=self.image.get_rect()
        #设置位置left,top
        self.rect.left=left
        self.rect.top=top
        #是否活着
        self.live=True
        #设置墙壁生命值
        self.hp=3



    #展示墙壁的方法
    def displayWall(self):
        MainGame.window.blit(self.image,self.rect)
#爆炸类
class Explode():
    def __init__(self,tank):
        #爆炸的位置由坦克的位置决定
        self.rect=tank.rect
        self.images=[
            pygame.image.load('photos/blast0.gif'),
            pygame.image.load('photos/blast1.gif'),
            pygame.image.load('photos/blast2.gif'),
            pygame.image.load('photos/blast3.gif'),
            pygame.image.load('photos/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
#音效类
class Music():
    def __init__(self):
        pass
    #展示音效方法
    def play(self):
        pass
if __name__=='__main__':
    MainGame().startGame()

老师怎么加第二排墙呢

Python 全系列/第二阶段:Python 深入与提高/游戏开发-坦克大战 29283楼



老师我有个问题:选中多选框,点击提交审批后,如何获取多选框下某个字段的值?

//获取checkBox的元素
var ids = $('input[type=checkbox]');
var data = '';
var status = '';
ids.each(function () {
   //获取当前元素的勾选状态
   if ($(this).prop("checked")) {
      data = data + $(this).val() + ",";
   }
});




<tbody>
<!-- 开始循环 -->  
<c:choose>
   <c:when test="${not empty varList}">
      <c:if test="${QX.cha == 1 }">
      <c:forEach items="${varList}" var="var" varStatus="vs">
         <tr>
            <td class='center'>
               <label class="pos-rel"><input type='checkbox' name='ids' id="xuhao"  value="${var.PROJECT_ID}" class="ace" /><span class="lbl"></span></label>
            </td>
                                     <input type="hidden" name="UPD_CNT" id="UPD_CNT" value="${var.UPD_CNT}"/>
            <td class='center' style="width: 30px;">${vs.index+1}</td>
            <td class='center'>${var.PROJECT_NAME}</td>
            <%--判断审计类型--%>
                                     <c:if test="${not empty auditType}">
                                         <c:forEach items="${auditType}" var="auditType">
                                             <c:if test="${var.AUDIT_TYPE eq auditType.ORDER_BY}" ><td class='center'>${auditType.NAME}</td></c:if>
                                         </c:forEach>
                                     </c:if>
            <%--判断审计方法--%>
                                     <c:if test="${not empty auditMethod}">
                                         <c:forEach items="${auditMethod}" var="auditMethod">
                                             <c:if test="${var.AUDIT_METHOD eq auditMethod.ORDER_BY}"><td class='center'>${auditMethod.NAME}</td></c:if>
                                         </c:forEach>
                                     </c:if>

            <td class='center'>${var.CREATE_NAME}</td>
            <td class='center'>${var.CR_DATETIME}</td>
            <%--判断项目状态--%>
                                     <c:if test="${not empty projectStatus}">
                                         <c:forEach items="${projectStatus}" var="projectStatus">
                  <%--<c:if test="${var.PROJECT_STATUS eq projectStatus.ORDER_BY}"><input type="hidden" name="PROJECT_STATUS" id="PROJECT_STATUS" value="${var.PROJECT_STATUS}" /></c:if>--%>
                                             <c:if test="${var.PROJECT_STATUS eq projectStatus.ORDER_BY}"><td class='center'  id="PROJECT_STATUS">${projectStatus.NAME}</td></c:if>
                                         </c:forEach>
                                     </c:if>
         </tr>
      
      </c:forEach>
      </c:if>
      <c:if test="${QX.cha == 0 }">
         <tr>
            <td colspan="100" class="center">您无权查看</td>
         </tr>
      </c:if>
   </c:when>
   <c:otherwise>
      <tr class="main_info">
         <td colspan="100" class="center" >没有相关数据</td>
      </tr>
   </c:otherwise>
</c:choose>
</tbody>

想选中一条或多条时,获得

<td class='center'  id="PROJECT_STATUS">${projectStatus.NAME}</td>

的值好进行判断

image.png

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canvas.png

<servlet>
    <servlet-name>autoStartServlet</servlet-name>
    <servlet-class>com.bjsxt.servlet.AutoStartServlet</servlet-class>
    <init-param>
        <param-name>path</param-name>
        <param-value>image</param-value>
    </init-param>
    <load-on-startup>1</load-on-startup>
</servlet>
<servlet-mapping>
    <servlet-name>autoStartServlet</servlet-name>
    <url-pattern>/auto.do</url-pattern>
</servlet-mapping>
import javax.servlet.ServletContext;
import javax.servlet.ServletException;
import javax.servlet.http.HttpServlet;

public class AutoStartServlet extends HttpServlet {
    @Override
    public void init(ServletConfig config) throws ServletException {
        ServletConfig servletConfig = this.getServletConfig();
        String value = servletConfig.getInitParameter("path");
        ServletContext servletContext = this.getServletContext();
        servletContext.setAttribute("path",value);

    }
}


package com.bjsxt.servlet;

import javax.servlet.ServletContext;
import javax.servlet.ServletException;
import javax.servlet.http.HttpServlet;
import javax.servlet.http.HttpServletRequest;
import javax.servlet.http.HttpServletResponse;
import java.io.*;

public class DemoServlet extends HttpServlet {
    @Override
    protected void doGet(HttpServletRequest req, HttpServletResponse resp) throws ServletException, IOException {
        this.doPost(req, resp);
    }

    @Override
    protected void doPost(HttpServletRequest req, HttpServletResponse resp) throws ServletException, IOException {
        ServletContext servletContext = this.getServletContext();
        String path = (String) servletContext.getAttribute("path");
        String realPath = servletContext.getRealPath(path+"/zhw.jpg");
        File file =new File(realPath);
        FileInputStream fis=new FileInputStream(file);
        byte[] buff=new byte[fis.available()];
        fis.read(buff);

        resp.addHeader("Context-disposition","attachment;filename="+new String(file.getName().getBytes("gbk"),"iso-8859-1"));
        OutputStream os=resp.getOutputStream();
        os.write(buff);
        os.flush();
        os.close();
    }
}

老师我的状态码报错五百。  demo目录下为什么是空啊!  我去了本地文件里看了,里面是有图片的。

JAVA 全系列/第五阶段:JavaWeb开发/Servlet技术详解(旧) 29295楼

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