part 1 鼠标事件
import pygame
window = pygame.display.set_mode((800, 900))
pygame.display.set_caption('游戏事件')
window.fill((255, 255, 255))
pygame.display.flip()
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
if event.type == pygame.MOUSEBUTTONDOWN:
print('鼠标按下')
if event.type == pygame.MOUSEBUTTONUP:
print("鼠标抬起")
if event.type == pygame.MOUSEMOTION:
print("鼠标动",event.pos)
if event.type == pygame.KEYDOWN:
print('键盘按下',event.key)
#如何做到鼠标点击什么地方
#event.pos
#键盘按在什么地方
#event.key
part 2
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)
part 3
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)
import pygame
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()
part 4
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))
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()
part 5
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()
part 6
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()