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老师指点一下,我需要在右侧加一个滚动条分页加载数据,默认是每次加载15条,直到最后加载完,急急,谢谢


<template>
  <div class="animated fadeIn">
    <Row>
      <Col :sm="24" :md="24" :lg="23">
        <div class="con">
          <Input style="width:7%;margin-left:5px"  v-model="start_id"/>
          -
          <Input style="width:7%;margin-left:5px" v-model="end_id"/>
          <Input style="width:40%;margin-left:5px" placeholder="检索内容" v-model="search_data" @keyup.enter.native="search"/>
          <Button type="primary" style="margin-left:15px" @click="search">检索</Button>
          <!-- <Button type="primary" style="margin-left:15px" @click="check_add=true">新增</Button> -->
          <Button type="primary" style="margin-left:15px" id="excel" @click="excel_out">
            excel
            <Icon type="ios-download-outline" size=10 />
          </Button>
          <Checkbox @on-change="all_data" v-model="checked">
            <span> 导出全部数据</span>
          </Checkbox>
        </div>
      <!-- 数据列表  -->


          <Table :columns="sys_m" :data="sys_m_data_show"@scroll="scroll"  @on-select="select"   ref="selection" height=520 stripe border style="margin-top: -10px"></Table>

<!--        <div style="margin: 10px;overflow: hidden">-->
<!--          <div style="float: right;">-->
<!--            <Page :total="total" :current.sync="page" :page-size="15" show-elevator @on-change="page_c"></Page>-->
<!--          </div>-->
<!--        </div>-->


      </Col>
    </Row>
    <Modal v-model="check_change" title="机台信息修改" width="570" @on-ok="change" draggable scrollable>
      <div style="text-align:center">
        <Form inline :model="change_data">
          <FormItem label='机台编号' style="width:40%">
            <Input style="width:65%;" v-model="change_data.jtmJtbh" disabled/>*
          </FormItem>
          <FormItem label='机台名称' style="width:40%">
            <Input style="width:65%;" v-model="change_data.jtmJtmc" disabled/>
          </FormItem>
          <FormItem label='机台吨位' style="width:40%">
            <Input style="width:65%;" v-model="change_data.jtmJtdw" disabled/>*
          </FormItem>
          <FormItem label='所属组别' style="width:40%">
            <Input style="width:65%;" v-model="change_data.jtmBbdm" disabled/>*
          </FormItem>
          <FormItem label='模具最大宽度' style="width:40%">
            <Input style="width:51%;margin-left:-15px" v-model="change_data.jtmMaxkd"/>mm
          </FormItem>
          <FormItem label='模具最小宽度' style="width:40%">
            <Input style="width:51%;margin-left:-15px" v-model="change_data.jtmMinkd"/>mm
          </FormItem>
          <FormItem label='模具最大厚度' style="width:40%">
            <Input style="width:51%;margin-left:-15px" v-model="change_data.jtmMaxhd"/>mm
          </FormItem>
          <FormItem label='模具最小厚度' style="width:40%">
            <Input style="width:51%;margin-left:-15px" v-model="change_data.jtmMinhd"/>mm
          </FormItem>
          <FormItem style="width:80%;line-height:1">
            <div style="text-align:left;color: red;font-size: 10.5px;line-height:25px">
              <ul>
                <li>请用;隔开不同的材质和产品代号</li>
                <li>请输入*代替所有可生产的材质和产品</li>
              </ul>
            </div>
            <div style="text-align:left;font-size: 10.5px;line-height:25px">
              【可生产的塑料材质】
              <Input style="width:100%;" type="textarea" v-model="change_data.jtmCzdm"/>
            </div>
            <div style="text-align:left;font-size: 10.5px;line-height:25px">
              【可生产的产品代号】
              <Input style="width:100%;" type="textarea" v-model="change_data.jtmWldm"/>
            </div>

          </FormItem>
        </Form>
      </div>
    </Modal>
  </div>
</template>
<script>
import * as util from '../../util'
export default {
  data () {
    return {
      loading:false,
      check_change:false,
      now_data:{},
      checked:false,
      start_id:1,
      end_id:999,
      total:1,
      page:1,
      search_data:'',
      change_data:{},
      sys_m:[
        {
          type: 'index',
          width: 35,
          align: 'center',
          fixed:'left'
        },
        {
          title:"机台",
          key:"jtmJtbh",
          width: 40,
          sortable:true,
        },
        {
          title:"机台名称",
          key:"jtmJtmc",
          width: 60,
          sortable:true,
        },
        {
          title:"吨位",
          key:"jtmJtdw",
          width: 40,
          sortable: true
        },
        {
          title:"组别",
          key:"jtmBbdm",
          width: 40,
          sortable:true,
        },
        {
          title:"模具最小宽度(mm)",
          key:"jtmMinkd",
          width: 110,
          sortable: true
        },
        {
          title:"模具最大宽度(mm)",
          key:"jtmMaxkd",
          width: 110,
          sortable: true
        },
        {
          title:"模具最小厚度(mm)",
          key:"jtmMinhd",
          width: 110,
          sortable: true
        },
        {
          title:"模具最大厚度(mm)",
          key:"jtmMaxhd",
          width: 110,
          sortable: true
        },
        {
          title:"可生产的塑料材质",
          key:"jtmCzdm",
          width: 120,
          sortable:true,
        },
        {
          title:"可生产的产品代号",
          key:"jtmWldm",
          width: 120,
          sortable:true,
        },
        {
          title:"操作",
          key:"action",
          width:70,
          fixed:'right',
          align: 'center',
          render: (h, params) => {
            return h('div', [
              h('Button', {
                props: {
                  type: 'primary',
                  size: 'small'
                },
                style: {
                  marginRight: '1px'
                },
                on: {
                  click: () => {
                    //this.show(params.index)
                    // this.now_op = params.index
                    this.change_data = JSON.parse(JSON.stringify(this.sys_m_data_show[params.index]))
                    // console.log(this.change_data)
                    this.check_change = true
                  }
                }
              }, '修改')
            ]);
          }
        }
      ],
      sys_m_data:[],
      sys_m_data_show:[],
    }
  },
  methods: {
  

    excel_out(){
      util.excel(this.sys_m_data,"机台特征",this.sys_m,1,1)
    },
    get_info (page) {
      console.log(page)
      this.page = page
      var url2 = 'project/machine/get_machine_features_info/'+page+'/'+15
      var url2_all = 'project/machine/get_machine_features_info/1/50000'
      util._fetch(url2,this,'info','get',this.search_data,page)
      util._fetch(url2_all,this,'info_all','get',this.search_data,page)
    },
    page_c(page){
      this.page=page
      page--
      this.sys_m_data_show = this.sys_m_data.slice(page*15,(page+1)*15)
    },
    change(){
      fetch(util.base_url+'project/machine/update_machine_features_info',{
        method:"POST",
        body:JSON.stringify([this.change_data]),
        headers:{"content-type":"application/json"}
      }).then(res=>res.text()).then(res=>{
        res = JSON.parse(res)
        if(res.msg!="success"){
          this.$Message.error(res.msg)
        }
        else{
          this.get_info(this.page)
          this.$Message.success("修改成功!")
        }
        //console.log(res)
      })
    },
    select(item){
      console.log(item)
    },
    search(){
      this.$Message.loading("加载中")
      var s = this.start_id-1
      var e = this.end_id
      var show_temp = []
      if(s<0||e<=0){
        this.$Message.error("无此id")
        return
      }
      if(s>e-1){
        this.$Message.error("无此id区间")
        return
      }
      fetch( util.base_url+'project/machine/get_machine_features_info/1/2000',{
        method:"GET",
        headers:{"content-type":"application/json"}
      }).then(res=>res.text()).then(res=>{
        // console.log(res)
        res = JSON.parse(res)
        if(res.msg=="success"){
          if(e>res.data.data.length-1) e = res.data.data.length
          if(this.search_data==''){

            this.sys_m_data_show = res.data.data.slice(s,e)
          }
          else{
            for(let i of res.data.data.slice(s,e)){
              //将对象转为字符串,检索其中是否有关键字,问题:中文异常
              var ci=JSON.stringify(i)
              if(ci.indexOf(this.search_data)==-1)continue
              show_temp.push(i)
            }
            this.sys_m_data_show = show_temp
          }
          // this.total = 10
        }
        else{
          alert(res.msg)
        }
      }).catch(err=>{
        alert(err+"网络原因:请检查网络连接或服务器状态")
        console.log(err+"网络原因:请检查网络连接或服务器状态")
      })
    },
    all_data(checked){
      if(checked){
        this.sys_m_data_show=this.sys_m_data
      }
      else{
        this.page_c(1)
      }
    },
  },
  mounted(){
    this.get_info(1)
    var table = document.getElementsByTagName("table")[0];
    util.cc(this.sys_m,table)
   

  }

}
</script>

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image.png

JAVA 全系列/第五阶段:JavaWeb开发/Web实战案例 36223楼

#官网www.pygame.org

import pygame,time,random
screen_width = 700
screen_height = 500
bg_color = pygame.Color(0,0,0)
COLOR_RED = pygame.Color("red")
class MainGame():
    window = None
    my_tank = None
    # 存储敌方坦克的列表
    enemyTankList = []
    # 定义敌方坦克的数量
    enemyTankCount = 4
    #存储我方子弹
    bullet_list = []
    def __init__(self):
        pass
    def startGame(self):
        #加载主窗口
        pygame.display.init()   #初始化窗口
        MainGame.window = pygame.display.set_mode([screen_width,screen_height])    #设置窗口长宽及显示 函数会返回一个surface值
        pygame.display.set_caption("坦克大战")  # 设置标题
        # 初始化我方坦克
        MainGame.my_tank = Tank(350, 250)
        #初始化敌方坦克并加载到列表中
        self.createEnemyTank()
        while True:
            #减慢循环,是坦克变慢
            time.sleep(0.02)
            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))
            # 调用我方坦克显示的方法
            MainGame.my_tank.displayTank()
            # 循环遍历敌方坦克列表,展示敌方坦克
            self.blitEnemyTank()

            #调用移动方法
            #判断坦克的开关是否是开启的,是才可以移动
            if not MainGame.my_tank.stop:
                MainGame.my_tank.move()
            # 调用子弹渲染方法
            self.blitBullet()
            pygame.display.update()     #更新屏幕的部分以一直显示软件

    def createEnemyTank(self):
        top = 100
        for i in range(MainGame.enemyTankCount):
            left = random.randint(0,600)
            speed = random.randint(1,5)
            enemy = EnemyTank(left,top,speed)
            MainGame.enemyTankList.append(enemy)
    def blitEnemyTank(self):
        for enemyTank in MainGame.enemyTankList:
            enemyTank.displayTank()
            enemyTank.randMove()
    #将子弹渲染到窗口中
    def blitBullet(self):
        for myBullet in MainGame.bullet_list:
            myBullet.dispalyBullet()

    def endGame(self):
        print("退出")
        exit()
    #左上角文字显示
    def getTextSuface(self,text):
        #初始化字体模块
        pygame.font.init()
        # 获取字体Font对象
        font = pygame.font.SysFont('kaiti', 18)
        # 绘制文字 信息
        textSurface = font.render(text, True, COLOR_RED)
        return textSurface
    #获取事件
    def getEvent(self):
        eventList = pygame.event.get()  #获取所有事件并返回一个列表
        #遍历事件
        for event in eventList:
            #判断按下的键是退出还是键盘按下
            #如果按下退出,则关闭窗口
            if event.type == pygame.QUIT:
                self.endGame()
            #如果是键盘按下
            if event.type == pygame.KEYDOWN:
                #判断按下的是上、下、左、右
                if event.key == pygame.K_LEFT:
                    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:
                    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("按下左键,坦克向下移动")
                elif event.key == pygame.K_SPACE:
                    print("发射子弹")
                    #产生一颗子弹
                    myBullet = Bullet(MainGame.my_tank)
                    MainGame.bullet_list.append(myBullet)
            #如果松开键盘,坦克停止,修改开关状态
            if event.type == pygame.KEYUP:
                if event.key==pygame.K_DOWN or event.key==pygame.K_UP or event.key==pygame.K_LEFT or event.key==pygame.K_RIGHT:
                    MainGame.my_tank.stop = True

class Tank():
    def __init__(self,left,top):
        self.images = {
            "U":pygame.image.load("image/p1tankU.gif"),
            "D":pygame.image.load("image/p1tankD.gif"),
            "L":pygame.image.load("image/p1tankL.gif"),
            "R":pygame.image.load("image/p1tankR.gif"),
        }
        self.direction = "L"
        # 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
        self.speed = 4
        self.stop = True
    def move(self):
        if self.direction == "L":
            if self.rect.left>0:
                self.rect.left -= self.speed
        elif self.direction == "R":
            if self.rect.left+self.rect.height<screen_width:
                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
    def shot(self):
        pass
    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)

class myTank(Tank):
    def __init__ (self):
        pass


class EnemyTank(Tank):
    def __init__(self,left,top,speed):
        self.images = {
            "U": pygame.image.load("image/enemy1U.gif"),
            "D": pygame.image.load("image/enemy1D.gif"),
            "L": pygame.image.load("image/enemy1L.gif"),
            "R": pygame.image.load("image/enemy1R.gif")
        }
        #随机生成坦克的方向
        self.direction = self.randDirection()
        #通过方向获取坦克图片
        self.image = self.images[self.direction]
        #获取坦克的坐标区域
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.speed = speed
        self.flag = True
        #新增一个步数变量
        self.step = 60
    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 = 60
        else:
            self.move()
            #让步数递减
            self.step -= 1

class Bullet():
    def __init__(self,tank):
        self.image = pygame.image.load("image/enemymissile.gif")
        #坦克方向决定子弹方向
        self.direction = tank.direction
        #获取区域坐标
        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

    def move(self):
        pass
    #def shot(self):
        #return Bullet(self)
    def displayBullet(self):
        MainGame.window.blit(self.image,self.rect)

class Wall():
    def __init__(self):
        pass
    def dispalyWall(self):
        pass

class Explode():
    def __init__(self):
        pass
    def dispalyWall(self):
        pass

class Music():
    def __init__(self):
        pass
    def play(self):
        pass

if __name__ == '__main__':
    MainGame().startGame()

Traceback (most recent call last):

  File "C:/Users/chenyouzhong/PycharmProjects/pygame/tank01.py", line 251, in <module>

    MainGame().startGame()

  File "C:/Users/chenyouzhong/PycharmProjects/pygame/tank01.py", line 46, in startGame

    self.blitBullet()

  File "C:/Users/chenyouzhong/PycharmProjects/pygame/tank01.py", line 63, in blitBullet

    Bullet.dispalyBullet()

AttributeError: type object 'Bullet' has no attribute 'dispalyBullet'

这是为什么?

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