11-pygame操作

一、pygame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))




二、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


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)







  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()




三、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


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))



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()




四、多个求一起动


import pygame
import random

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


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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