pygame介绍
Python Pygame 是一款专门为开发和设计 2D 电子游戏而生的软件包,它支 Windows、Linux、Mac OS 等操作系统,具有良好的跨平台性。Pygame 由 Pete Shinners 于 2000 年开发而成,是一款免费、开源的的软件包,因此您可以放心地使用它来开发游戏,不用担心有任何费用产生。
Pygame 在 SDL(Simple DirectMedia Layer,使用 C语言编写的多媒体开发库) 的基础上开发而成,它提供了诸多操作模块,比如图像模块(image)、声音模块(mixer)、输入/输出(鼠标、键盘、显示屏)模块等。相比于开发 3D 游戏而言,Pygame 更擅长开发 2D 游戏,比如于飞机大战、贪吃蛇、扫雷等游戏。
安装pygame
pip install pygame
pygame常用模块
- pygame.cdrom 访问光驱
- pygame.cursors 加载光标
- pygame.display 访问显示设备
- pygame.draw 绘制形状、线和点
- pygame.event 管理事件
- pygame.font 使用字体
- pygame.image 加载和存储图片
- pygame.joystick 使用游戏手柄或者类似的东西
- pygame.key 读取键盘按键
- pygame.mixer 声音
- pygame.mouse 鼠标
- pygame.movie 播放视频
- pygame.music 播放音频
- pygame.overlay 访问高级视频叠加
- pygame.rect 管理矩形区域
- pygame.scrap 本地剪贴板访问
- pygame.sndarray 操作声音数据
- pygame.sprite 操作移动图像
- pygame.surface 管理图像和屏幕
- pygame.surfarray 管理点阵图像数据
- pygame.time 管理时间和帧信息
- pygame.transform 缩放和移动图像
pygame入门案例
import pygame import sys pygame.init() # 初始化pygame size = width, height = 320, 240 # 设置窗口大小 screen = pygame.display.set_mode(size) # 显示窗口 while True: # 死循环确保窗口一直显示 for event in pygame.event.get(): # 遍历所有事件 if event.type == pygame.QUIT: # 如果单击关闭窗口,则退出 sys.exit() pygame.quit() # 退出pygame
pygame实现拼图游戏
import pygame, sys, random from pygame.locals import * # 一些常量 WINDOWWIDTH = 500 WINDOWHEIGHT = 500 BACKGROUNDCOLOR = (255, 255, 255) BLUE = (0, 0, 255) BLACK = (0, 0, 0) FPS = 40 VHNUMS = 3 CELLNUMS = VHNUMS * VHNUMS MAXRANDTIME = 100 # 退出 def terminate(): pygame.quit() sys.exit() # 随机生成游戏盘面 def newGameBoard(): board = [] for i in range(CELLNUMS): board.append(i) blackCell = CELLNUMS - 1 board[blackCell] = -1 for i in range(MAXRANDTIME): direction = random.randint(0, 3) if (direction == 0): blackCell = moveLeft(board, blackCell) elif (direction == 1): blackCell = moveRight(board, blackCell) elif (direction == 2): blackCell = moveUp(board, blackCell) elif (direction == 3): blackCell = moveDown(board, blackCell) return board, blackCell # 若空白图像块不在最左边,则将空白块左边的块移动到空白块位置 def moveRight(board, blackCell): if blackCell % VHNUMS == 0: return blackCell board[blackCell - 1], board[blackCell] = board[blackCell], board[blackCell - 1] return blackCell - 1 # 若空白图像块不在最右边,则将空白块右边的块移动到空白块位置 def moveLeft(board, blackCell): if blackCell % VHNUMS == VHNUMS - 1: return blackCell board[blackCell + 1], board[blackCell] = board[blackCell], board[blackCell + 1] return blackCell + 1 # 若空白图像块不在最上边,则将空白块上边的块移动到空白块位置 def moveDown(board, blackCell): if blackCell < VHNUMS: return blackCell board[blackCell - VHNUMS], board[blackCell] = board[blackCell], board[blackCell - VHNUMS] return blackCell - VHNUMS # 若空白图像块不在最下边,则将空白块下边的块移动到空白块位置 def moveUp(board, blackCell): if blackCell >= CELLNUMS - VHNUMS: return blackCell board[blackCell + VHNUMS], board[blackCell] = board[blackCell], board[blackCell + VHNUMS] return blackCell + VHNUMS # 是否完成 def isFinished(board, blackCell): for i in range(CELLNUMS - 1): if board[i] != i: return False return True # 初始化 pygame.init() mainClock = pygame.time.Clock() # 加载图片 gameImage = pygame.image.load('1.jpg') gameRect = gameImage.get_rect() # 设置窗口,窗口的宽度和高度取决于图片的宽高 windowSurface = pygame.display.set_mode((gameRect.width, gameRect.height)) pygame.display.set_caption('拼图') cellWidth = int(gameRect.width / VHNUMS) cellHeight = int(gameRect.height / VHNUMS) finish = False gameBoard, blackCell = newGameBoard() # 游戏主循环 while True: for event in pygame.event.get(): if event.type == QUIT: terminate() if finish: continue if event.type == KEYDOWN: if event.key == K_LEFT or event.key == ord('a'): blackCell = moveLeft(gameBoard, blackCell) if event.key == K_RIGHT or event.key == ord('d'): blackCell = moveRight(gameBoard, blackCell) if event.key == K_UP or event.key == ord('w'): blackCell = moveUp(gameBoard, blackCell) if event.key == K_DOWN or event.key == ord('s'): blackCell = moveDown(gameBoard, blackCell) if event.type == MOUSEBUTTONDOWN and event.button == 1: x, y = pygame.mouse.get_pos() col = int(x / cellWidth) row = int(y / cellHeight) index = col + row * VHNUMS if ( index == blackCell - 1 or index == blackCell + 1 or index == blackCell - VHNUMS or index == blackCell + VHNUMS): gameBoard[blackCell], gameBoard[index] = gameBoard[index], gameBoard[blackCell] blackCell = index if (isFinished(gameBoard, blackCell)): gameBoard[blackCell] = CELLNUMS - 1 finish = True windowSurface.fill(BACKGROUNDCOLOR) for i in range(CELLNUMS): rowDst = int(i / VHNUMS) colDst = int(i % VHNUMS) rectDst = pygame.Rect(colDst * cellWidth, rowDst * cellHeight, cellWidth, cellHeight) if gameBoard[i] == -1: continue rowArea = int(gameBoard[i] / VHNUMS) colArea = int(gameBoard[i] % VHNUMS) rectArea = pygame.Rect(colArea * cellWidth, rowArea * cellHeight, cellWidth, cellHeight) windowSurface.blit(gameImage, rectDst, rectArea) for i in range(VHNUMS + 1): pygame.draw.line(windowSurface, BLACK, (i * cellWidth, 0), (i * cellWidth, gameRect.height)) for i in range(VHNUMS + 1): pygame.draw.line(windowSurface, BLACK, (0, i * cellHeight), (gameRect.width, i * cellHeight)) pygame.display.update() mainClock.tick(FPS)
总结
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