11 Pygame进阶
2018-07-30 本文已影响0人
剑眉星目cz
Pygame事件
import pygame
if __name__ == '__main__':
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:鼠标弹起事件
MOUSEMOTION:鼠标移动事件
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,获取鼠标产生的坐标位置
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,获取键盘的按下的键的编码值
if event.type == pygame.KEYDOWN:
print('键盘按键按下', event.key)
# chr(编码值)转换成按键符号
if event.type == pygame.KEYUP:
print('键盘按钮弹起', chr (event.key))
鼠标事件应用
import pygame
产生随机颜色
from random import randint
def rand_color():
return randint(0, 255), randint(0, 255), randint(0, 255)
随机产生半径10-20的球在鼠标点击的位置
def draw_ball():
if event.type == pygame.MOUSEMOTION:
pygame.draw.circle(screen, rand_color(), event.pos, randint(10, 20))
只要屏幕上的内容有更新,都需要调用下面这两种方法中的一个
pygame.display.filp()
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_InRect(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))
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()
在指定的坐标处画一个球
if event.type == pygame.MOUSEBUTTONDOWN:
# draw_ball(screen, evnet.pos)
if is_InRect(event.pos, (100, 100, 100, 60)):
print('点中按钮')
draw_button(screen, (0, 100, 0), (100, 0, 0))
pygame.display.update()
if event.type == pygame.MOUSEBUTTONUP:
if is_InRect(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()
鼠标点击应用事件2
要求:先在屏幕上显示一张图片,鼠标按下移动的时候,拽着图片一起动,鼠标弹起就不动了。
import pygame
写一个函数,判断指定的点是否在指定的某个范围中
def is_InRect(point, rect):
x, y = point
rx, ry, rw, rh = rect
if rx <= x <= rx+rw and (ry <= y <= ry+rh):
return True
return False
if __name__ == '__main__':
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('./lew.jpg')
image = pygame.transform.rotozoom(image, 0, 0.2)
image_x = 0
image_y = 0
screen.blit(image, (image_x, image_y))
展示在屏幕上
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_InRect(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:
# 覆盖上一次的背景图,只显示一张图
screen.fill((255, 255, 255))
x, y = event.pos
image_w, image_h = image.get_size()
image_x = x - image_w/2
image_y = y - image_h/2
screen.blit(image, (image_x, image_y))
pygame.display.update()
动画效果
动画原理:不断的刷新界面上的内容(一帧一帧的画)
import pygame
from random import randint
页面上的静态内容
静态文字
def static_page(screen):
font = pygame.font.SysFont('Times', 40)
title = font.render('Welcome', True,(0, 0, 0))
screen.blit(title, (200, 200))
def animation_title(screen):
字体颜色发生改变
font = pygame.font.SysFont('Times', 40)
title = font.render('Python', True, (randint(0, 255), randint(0, 255), randint(0, 255)))
screen.blit(title, (100, 100))
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode((600, 400))
screen.fill((255, 255, 255))
static_page(screen)
pygame.display.flip()
while True:
# for里面的代码只有事件发生后才会执行
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
在下面去写每一帧要显示的内容
程序执行到这个位置,CPU休息一段时间再执行后面的代码(线程在这阻塞指定的时间)
单位:毫秒 (1000 ms = 1s)
pygame.time.delay(1000)
动画前要将原来的内容全部清空
screen.fill((255, 255, 255))
static_page(screen)
animation_title(screen)
内容展示完成后,要更新到屏幕上
pygame.display.update()
BallGame
import pygame
画球
def draw_ball(place,color,pos):
pygame.draw.circle(place, color, pos, 20)
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 = 1
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 = -1
x_speed = 0
elif event.key ==Down:
y_speed = 1
x_speed = 0
elif event.key == Right:
x_speed = 1
y_speed = 0
elif event.key == Left:
x_speed = -1
y_speed = 0
刷新屏幕
screen.fill((255, 255, 255))
pygame.time.delay(5)
ball_x += x_speed
ball_y += y_speed
if ball_x + 20 >= 600:
ball_x = 600-20
x_speed *= -1
draw_ball(screen, (255, 0, 0), (ball_x, ball_y))
if ball_x - 20 <= 0:
ball_x = 20
x_speed *= -1
draw_ball(screen, (255, 0, 0), (ball_x, ball_y))
pygame.display.update()
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_ball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': (100, 100),'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()
点击鼠标创建一个球
if event.type == pygame.MOUSEBUTTONDOWN:
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))
pygame.time.delay(100)
取出球原来的x坐标和y坐标以及他们的速度
for ball_dict in all_balls:
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()