day11-pygame笔记

2018-07-30  本文已影响0人  小先生_8bfd

1pygame事件

import pygame

pygame.init()
screen = pygame.display.set_mode((600, 400))
screen.fill((255, 255, 255))
 # 设置窗口标题

pygame.display.set_caption('游戏事件')

pygame.display.flip()

QUIT:关闭按钮被点击事件
MOUSEBUTTONDOWN: 鼠标按下事件 MOUSEBUTTONUP: 鼠标按下弹起
MOUSEMOTION:鼠标移动
鼠标相关事件关心事件产生的位置
    
 KEYDOWN: 键盘按下
 KEYUP: 键盘弹起
while True:
# 每次循环检测有没有事件发生
for event in pygame.event.get():
# 不同类型的事件对应的type值不一样
if event.type == pygame.QUIT:
exit()
# 鼠标相关事件
# pos属性,获取鼠标事件产生的位置
if event.type == pygame.MOUSEBUTTONDOWN:
print('鼠标按下', event.pos)

if event.type == pygame.MOUSEBUTTONUP:
print('鼠标弹起', event.pos)

 if event.type == pygame.MOUSEMOTION:
 print('鼠标移动', event.pos)
# 键盘相关事件
# key属性,被按的按键对应的值的编码
if event.type == pygame.KEYDOWN:
print('键盘按键被按下',chr(event.key))

if event.type == pygame.KEYUP:
print('键盘按钮弹起', chr(event.key))

2.鼠标事件的应用

import pygame
from random import randint
def rand_color():
产生随机颜色
return randint(0, 255), randint(0, 255), randint(0, 255)
def draw_ball(screen, pos):
    pygame.draw.circle(screen, rand_color(), pos, randint(10, 20))
    # 只要屏幕上的内容有更新,都需要调用下面这两个方法中的一个
    # pygame.display.flip()
    pygame.display.update()
# 写一个函数,判断指定的点是否在指定的矩形范围中
def is_in_rect(point, rect):
    x, y = point
    rx, ry, rw, rh = rect
    if (rx <= x <= rx+rw) and (ry <= y <= ry+rh):
        return True
    return False
# 写一个函数,画一个按钮
def draw_button(screen, bth_color, title_color):
    # 画个按钮
    """矩形框"""
    pygame.draw.rect(screen, bth_color, (100, 100, 100, 60))
    """文字"""
    font = pygame.font.SysFont('Times', 30)
    title = font.render('clicke', True, title_color)
    screen.blit(title, (120, 120))

按钮坐标

if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((600, 400))
    screen.fill((255,255,255))
    pygame.display.set_caption('鼠标事件')

    # 画个按钮
    draw_button(screen, (0, 255, 0), (255, 0, 0))
    # """矩形框"""
    # pygame.draw.rect(screen,(0, 255, 0),(100, 100, 100, 60))
    # """文字"""
    # font = pygame.font.SysFont('Times', 30)
    # title = font.render('clicke',True,(255, 0, 0))
    # screen.blit(title, (120, 120))
pygame.display.flip()

while True:
    for event in pygame.event.get():
        # 退出
        if event.type == pygame.QUIT:
            exit()

        if event.type == pygame.MOUSEBUTTONDOWN:
            # 在指定的坐标处画一个球
            # draw_ball(screen, event.pos)
            if is_in_rect(event.pos, (100, 100, 100, 60)):
                draw_button(screen, (0, 100, 0), (100, 0, 0))
                pygame.display.update()

        if event.type == pygame.MOUSEBUTTONUP:
            if is_in_rect(event.pos, (100, 100, 100, 60)):
                draw_button(screen, (0, 255, 0),(255, 0, 0))
                pygame.display.update()

        if event.type == pygame.MOUSEMOTION:
            screen.fill((255, 255, 255))
            draw_button(screen, (0, 255, 0), (255, 0, 0))
            draw_ball(screen, event.pos)

3.鼠标事件应用2

要求:先在屏幕上显示一张图片,鼠标按下移动的时候,拽着图片跟着一起动。鼠标弹起就不动了
import pygame

# 写一个函数,判断一个点是否在某个范围内
# 点(x,y)
# 范围 rect(x,y,w,h)
def is_in_rect(pos, rect):
    x, y = pos
    rx, ry, rw, rh = rect
    if (rx <= x <= rx+rw) and (ry <= y <= ry+rh):
        return True
    return False
    pygame.init()
    screen = pygame.display.set_mode((600, 400))
    screen.fill((255, 255, 255))
    pygame.display.set_caption('图片拖拽')
# 显示一张图片
    image = pygame.image.load('./luffy2.png')
    image_x = 100
    image_y = 100
    screen.blit(image,(image_x, image_y))
    pygame.display.flip()
    # 用来存储图片是否可以移动
    is_move = False
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            exit()

        # 鼠标按下,让状态变成可以移动
        if event.type == pygame.MOUSEBUTTONDOWN:
            w,h = image.get_size()
            if is_in_rect(event.pos, (image_x, image_y, w, h)):
                is_move = True

        # 鼠标弹起,让状态变成不可以移动
        if event.type == pygame.MOUSEBUTTONUP:
            is_move = False


        # 鼠标移动对应的事件
        if event.type == pygame.MOUSEMOTION:
            if is_move:
                screen.fill((255, 255, 255))
                x, y = event.pos
                image_w, image_h = image.get_size()
                # 保证鼠标在图片的中心
                image_y = y-image_h/2
                image_x = x-image_w/2
                screen.blit(image, (image_x, image_y))
                pygame.display.update()

4.动画效果

import pygame

Up =273
Down = 274
Right = 276
Left = 275

def draw_ball(place,color,pos):
画球
pygame.draw.circle(place,color,pos,20)

pygame.init()
screen = pygame.display.set_mode((600,400))
screen.fill((255,255,255))
pygame.display.flip()

# 保存初始坐标

ball_x = 100
ball_y = 100
x_speed = 1
y_speed = 0
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            exit()
        if event.type == pygame.KEYDOWN:
            if  event.key == Up:
                y_speed = -5
                x_speed = 0
            elif event.key == Down:
                y_speed = 5
                x_speed = 0
            elif event.key == Right:
                x_speed = 5
                y_speed = 0
            elif event.key ==Left:
                x_speed = -5
                y_speed = 0
    # 刷新屏幕
    screen.fill((255,255,255))

    ball_x +=x_speed
    ball_y +=y_speed
    # 边界检测
    if ball_x + 20 >=600:
        ball_x =600-20
        x_speed *=-1
    if ball_x - 20 <= 0:
        ball_x =20
        x_speed *= -1

    draw_ball(screen,(255,0,0),(ball_x,ball_y))
    pygame.display.update()
    pygame.time.delay(10)#延迟时间

5.ballgame

import pygame


def draw_ball(place, color, pos):
    """
    画球
    """
    pygame.draw.circle(place, color, pos, 20)

# 方向对应的key值
Up = 273
Down = 274
Left = 276
Right = 275

if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((600, 400))
    screen.fill((255, 255, 255))
    pygame.display.flip()

    # 保存初始坐标
    ball_x = 100
    ball_y = 100
    x_speed = 5
    y_speed = 0

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit()

            # 通过上下左右键控制球的方向
            if event.type == pygame.KEYDOWN:
                if event.key == Up:
                    y_speed = -5
                    x_speed = 0
                elif event.key == Down:
                    y_speed = 5
                    x_speed = 0
                elif event.key == Right:
                    x_speed = 5
                    y_speed = 0
                elif event.key == Left:
                    x_speed = -5
                    y_speed = 0


        # 刷新屏幕
        screen.fill((255, 255, 255))

        # 每次循环让球的x和y坐标变化
        ball_x += x_speed
        ball_y += y_speed

        # 边界检测
        if ball_x + 20 >= 600 or ball_x <= 20 or ball_y + 20 >= 400 or ball_y <= 20:
            print('游戏结束')
            exit()
            # ball_x = 600 -20
            # x_speed *= -1
        draw_ball(screen, (255, 0, 0), (ball_x, ball_y))

        pygame.display.update()

6.多个球一起运动

import pygame
import random

random_color = random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)

if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((600, 400))
    screen.fill((255, 255, 255))
    pygame.display.flip()

    # all_balls中保存多个球
    # 每个球要保存:半径、圆心坐标、颜色、x速度、y速度
    all_balls = [
        {
            'r': random.randint(10, 20),
            'pos': (100, 100),
            'color':random_color,
            'x_speed': random.randint(-3, 3),
            'y_speed': random.randint(-3, 3),
        },
        {
            'r': random.randint(10, 20),
            'pos': (300, 300),
            'color': random_color,
            'x_speed': random.randint(-3, 3),
            'y_speed': random.randint(-3, 3),
        }
    ]

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                # 点一下鼠标创建一个球
                ball = {
                        'r': random.randint(10, 25),
                        'pos': event.pos,
                        'color': random_color,
                        'x_speed': random.randint(-3, 3),
                        'y_speed': random.randint(-3, 3)
                    }
                # 保存球
                all_balls.append(ball)



        # 刷新界面
        screen.fill((255, 255, 255))

        for ball_dict in all_balls:
            # 取出球原来的x坐标和y坐标以及他们的速度
            x, y = ball_dict['pos']
            x_speed = ball_dict['x_speed']
            y_speed = ball_dict['y_speed']
            x += x_speed
            y += y_speed
            pygame.draw.circle(screen, ball_dict['color'], (x, y), ball_dict['r'])
            # 更新球对应的坐标
            ball_dict['pos'] = x, y

        pygame.display.update()
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