day11_18_07_30

pygame事件

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))


鼠标事件的应用演示1

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)


鼠标事件的应用演示2

# 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


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('./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()


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)


def static_page(screen):
    """
    页面上的静态内容
    """
    # 静态文字
    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,cup休息一段时间再执行后面的代码(线程在这儿阻塞指定的时间)
        单位:毫秒  (1000ms == 1s)
        """
        pygame.time.delay(60)

        # 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()

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