目录
pygame.dispaly, pygame.event, pygame.draw:
pygame有且仅有一个屏幕;左上角坐标(0,0);以像素为单位。
#屏幕尺寸和模
pygame.display.set_mode(r = (0,0), flag = 0)
#r是游戏屏幕分辨率,以元组形式输入(weight, height)
#flag用来控制显示类型,可用 | 组合使用,常用标签有:
pygame.RESIZABLE #窗口大小可调
pygame.NOFRAME #窗口没有边界显示
pygame.FULLSCREEN #窗口全屏显示
(注意每种显示要配合相应的处理机制)
vinfo = pygame.display.Info()
#产生一个显示信息对象VideoInfo,表达当前屏幕参数信息
vinfo.current_w #当前显示模式或窗口的像素宽度
vinfo.current_h #当前显示模式或窗口的像素高度
pygame.VIDEORESIZE
#这是一种窗口大小更改的事件
#事件发生后,返回event.size元组,包含新窗口的宽度和高度
.size[0] #宽度,也可以用event.w
.size[1] #高度,也可以用event.h
#返回参数仅在事件发生时有用
#example
if event.type == pygame.VIDEORESIZE:
size = width, height = event.size[0], event.size[1]
screen = pygame.display.set_mode(size, pygame.RESIZABLE)
#窗口标题和图标
pygame.display.set_caption(title, icontitle = None)
#title设置窗口的标题内容
#icontitle设置图表化后的小标题,小标题可选,部分系统没有
pygame.display.set_icon(surface)
#设置窗口的图标效果
#图标是一个Surface对象
pygame.display.get_caption()
#返回当前设置窗口的标题和小标题内容,(title, icontitle)
#窗口感知和刷新
pygame.display.get_active()
#当窗口在系统中显示(屏幕绘制/非图标化)时返回True,否则返回False
#可以用来判断游戏窗口是否被最小化
pygame.display.flip()
#重新绘制整个窗口
pygame.display.update()
#仅重新绘制窗口中有变化的区域,相比.flip()执行更快
#键盘事件
pygame.event.KEYDOWN #键盘按下事件
pygame.event.KEYUP #键盘释放事件
#属性
event.key #按键的常量名称
event.mod #按键修饰符的组合值
event.mod = KMOD_ALT|KMOD_SHIFT #修饰符的按位或运算
#鼠标事件
#鼠标移动事件
pygame.event.MOUSEMOTION
#属性
event.pos #鼠标当前坐标值(x,y),相对于窗口左上角
event.rel #鼠标相对运动距离(x,y),相对于上次事件
event.rel #鼠标按钮状态(a,b,c),对应于鼠标的三个键(左 中 右)
pygame.event.MOUSEBUTTONUP #鼠标释放事件
pygame.event.MOUSEBUTTONDOWN #鼠标按下事件
#属性
event.pos #鼠标当前坐标值(x,y)
event.button #鼠标按下键编号,左 中 右对应1 2 3
#example
#鼠标,键盘事件处理
import pygame, sys
pygame.init()
screen = pygame.display.set_mode((600, 400))
pygame.display.set_caption("Pygame事件处理")
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.unicode == "":
print("[KEYDOWN]:", "#", event.key, event.mod)
else:
print("[KEYDOWN]:", event.unicode, event.key, event.mod)
elif event.type == pygame.MOUSEMOTION:
print("[MOUSEMOTION]:", event.pos, event.rel, event.buttons)
elif event.type == pygame.MOUSEBUTTONUP:
print("[MOUSEBUTTONUP]:", event.pos, event.button)
elif event.type == pygame.MOUSEBUTTONDOWN:
print("[MOUSEBUTTONDOWN]:", event.pos, event.button)
pygame.display.update()
pygame.event.get()
从事件列表中获得事件列表
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
可以增加参数,获得某类或某些类事件:
pygame.event.get(type)
pygame.event.get(typelist)
pygame.event.poll()
从事件队列中获得一个事件,事件将从事件队列中删除,如果事件队列为空,则返回event.NOEVENT
while True:
event = pygame.event.poll()
pygame.event.clear()
从事件队列中删除事件,默认删除所有事件,可以增加参数,删除某类或某些类事件
pygame.event.clear(type)
pygame.event.clear(typelist)
官方文档
pygame库用来绘制形状的类
参数列表中的Surface是当前绘制屏幕的名称,color是RGB色彩模式下的颜色,例如 黑色(0, 0, 0),白色(255, 255, 255),width = 0是绘制形状的边的宽度,如果不传入的话width=0默认为填充
pygame.draw.rect(Surface, color, Rect, width=0)
绘制一个矩形
参数Rect是矩形参数,格式为[x, y, width, height]
examples for pygame.draw.rect
pygame.draw.circle(Surface, color, pos, radius, width=0)
以某点为圆心绘制一个圆形
参数pos是圆心的位置,radius是半径大小
examples for pygame.draw.circle
pygame.draw.ellipse(Surface, color, Rect, width=0)
绘制一个椭圆
通过给出矩形的参数,从而绘制一个内切于矩形的椭圆
examples fo pygame.draw.ellipse
pygame.draw.arc(Surface, color, Rect, start_angle, stop_angle, width=1)
绘制椭圆的一部分
两个角度分别是起始和结束角度,最右边为0度
examples for pygame.draw.arc
pygame.draw.line(Surface, color, start_pos, end_pos, width=1)
绘制一条直线
参数两个pos分别是起始位置和结束位置
examples for pygame.draw.line
pygame.draw.lines(Surface, color, closed, pointlist, width=1)
绘制多条连续直线
参数closed为True时首尾相连构成封闭,pointlist为顶点坐标
examples fo pygame.draw.lines
A big example for this module
# Import a library of functions called 'pygame'
import pygame
from math import pi
# Initialize the game engine
pygame.init()
# Define the colors we will use in RGB format
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
# Set the height and width of the screen
size = [400, 300]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Example code for the draw module")
# Loop until the user clicks the close button.
done = False
clock = pygame.time.Clock()
while not done:
# This limits the while loop to a max of 10 times per second.
# Leave this out and we will use all CPU we can.
clock.tick(10)
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done = True # Flag that we are done so we exit this loop
# All drawing code happens after the for loop and but
# inside the main while done==False loop.
# Clear the screen and set the screen background
screen.fill(WHITE)
# Draw on the screen a GREEN line from (0,0) to (50.75)
# 5 pixels wide.
pygame.draw.line(screen, GREEN, [0, 0], [50, 30], 5)
# Draw on the screen a GREEN line from (0,0) to (50.75)
# 5 pixels wide.
pygame.draw.lines(screen, BLACK, False, [[0, 80], [50, 90], [200, 80], [220, 30]], 5)
# Draw on the screen a GREEN line from (0,0) to (50.75)
# 5 pixels wide.
pygame.draw.aaline(screen, GREEN, [0, 50], [50, 80], True)
# Draw a rectangle outline
pygame.draw.rect(screen, BLACK, [75, 10, 50, 20], 2)
# Draw a solid rectangle
pygame.draw.rect(screen, BLACK, [150, 10, 50, 20])
# Draw an ellipse outline, using a rectangle as the outside boundaries
pygame.draw.ellipse(screen, RED, [225, 10, 50, 20], 2)
# Draw an solid ellipse, using a rectangle as the outside boundaries
pygame.draw.ellipse(screen, RED, [300, 10, 50, 20])
# This draws a triangle using the polygon command
pygame.draw.polygon(screen, BLACK, [[100, 100], [0, 200], [200, 200]], 5)
# Draw an arc as part of an ellipse.
# Use radians to determine what angle to draw.
pygame.draw.arc(screen, BLACK, [210, 75, 150, 125], 0, pi / 2, 2)
pygame.draw.arc(screen, GREEN, [210, 75, 150, 125], pi / 2, pi, 2)
pygame.draw.arc(screen, BLUE, [210, 75, 150, 125], pi, 3 * pi / 2, 2)
pygame.draw.arc(screen, RED, [210, 75, 150, 125], 3 * pi / 2, 2 * pi, 2)
# Draw a circle
pygame.draw.circle(screen, BLUE, [60, 250], 40)
# Go ahead and update the screen with what we've drawn.
# This MUST happen after all the other drawing commands.
pygame.display.flip()
# Be IDLE friendly
pygame.quit()