01 pygame事件
import pygame
if __name__ == '__main__':
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()
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得编码
if event.type == pygame.KEYDOWN:
print('键盘按键被按下', chr(event.key))
if event.type == pygame.KEYUP:
print('键盘按键弹起', chr(event.key))
02 鼠标事件的运用
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.flip()
# 写一个函数,判断指定的点是否在指定的矩形范围内
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
def draw_button(screen, bith_color, title_color):
# 画个按钮
"""矩形框"""
pygame.draw.rect(screen, bith_color, (100, 100, 100, 60))
"""文字"""
font = pygame.font .SysFont('Times', 30)
title = font.render('QCG', True, title_color)
screen.blit(title, (120, 120))
pygame.display.flip()
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')
pygame.display.flip()
# 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('QCG', 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:
# draw_ball(screen, event.pos)
if is_in_rect(event.pos, (100, 100, 100, 60)):
draw_button(screen, (0, 0, 255), (0, 0, 0))
print('点中按钮')
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)
03 鼠标事件的应用2
要求:先在屏幕上显示一张图片,鼠标按下移动的时候,拽着图片一起动,鼠标弹起就不动了
import pygame
# 写一个函数,判断一个点是否在图片上
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')
#显示图片
image = pygame.image.load('./image.jpeg')
image = pygame.transform.scale(image, (100, 100))
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,让状态变为可以移动;
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,让状态变为不可以移动:
if event.type == pygame.MOUSEBUTTONUP:
is_move = False
if is_move:
if event.type == pygame.MOUSEMOTION:
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_x = x - image_w/2
image_y = y - image_h/2
screen.blit(image, (image_x, image_y))
pygame.display.update()
04 动画效果
动画原理:不断刷新界面上的内容(一帧一帧的画)
import pygame
from random import randint
def static_page(screen):
font = pygame.font.SysFont('Times', 40)
title = font.render('WELCOME!!!', True, (0, 0, 0))
screen.blit(title, (100, 100))
def animation_title(screen):
font = pygame.font.SysFont('Times', 40)
title = font.render('PYTHON!!!', True, (randint(0, 255), randint(0, 255), randint(0, 255)))
screen.blit(title, (200, 200))
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode((600, 400))
screen.fill((255, 255, 255))
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
# 在下面写每一帧要显示的内容
"""程序执行到这个位置,cpu休息一段时间后自治性后面的代码(线程在这儿)"""
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)
pygame.display.flip()
05 ballgame
import pygame
def draw_ball(place,color,pos):
"""
画球
"""
pygame.draw.circle(place, color, pos, 20)
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 = 1
y_speed = 0
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
if event.type ==pygame.KEYDOWN:
if event.key == Up:
y_speed = -1
x_speed = 0
elif event.key == Down:
x_speed = 0
y_speed = 1
elif event.key == Right:
x_speed = 1
y_speed = 0
elif event.key == Left:
x_speed = -1
y_speed = 0
# 刷新屏幕
screen.fill((255, 255, 255))
# 每次循环让球的x
ball_x += x_speed
ball_y += y_speed
if ball_x + 20 >= 600 or ball_x -20 <= 0 or ball_y + 20 >= 400 or ball_y - 20 <= 0:
print('游戏结束')
break
# ball_x = 600 - 20
# x_speed *= -1
# if ball_x - 20 <= 0:
# ball_x = 0 + 20
# x_speed *= -1
draw_ball(screen, (255, 0, 0), (ball_x, ball_y))
pygame.display.update()
06 多个球一起动
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()
random_color = random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)
# 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.randint(0, 255), random.randint(0, 255), random.randint(0, 255)),
'x_speed': random.randint(-1, 1),
'y_speed': random.randint(-1, 1)
},
{'r': random.randint(10, 20),
'pos': (10, 50),
'color': (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)),
'x_speed': random.randint(-1, 1),
'y_speed': random.randint(-1, 1)
},
{'r': random.randint(10, 20),
'pos': (200, 200),
'color': (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)),
'x_speed': random.randint(-1, 1),
'y_speed': random.randint(-1, 1)
},
]
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.randint(0, 255), random.randint(0, 255), random.randint(0, 255)),
'x_speed': random.randint(-1, 1),
'y_speed': random.randint(-1, 1)
}
all_balls.append(ball)
# 刷新界面
screen.fill((255, 255, 255))
for ball_dict in all_balls:
# 取出原来的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'])
# 更新对应的坐标
ball_dict['pos'] = x, y
# pygame.display.flip()
if x + ball_dict['r'] >= 600:
x = 600 - ball_dict['r']
x_speed *= -1
ball_dict['x_speed'] = x_speed
if x - ball_dict['r'] <= 0:
x = 0 + ball_dict['r']
x_speed *= -1
ball_dict['x_speed'] = x_speed
if y + ball_dict['r'] >= 400:
y = 400 -ball_dict['r']
y_speed *= -1
ball_dict['y_speed'] = y_speed
if y -ball_dict['r'] <= 0:
y = 0 + ball_dict['r']
y_speed *= -1
ball_dict['y_speed'] = y_speed
ball_dict['pos'] = x, y
pygame.draw.circle(screen, ball_dict['color'], (x, y), ball_dict['r'])
pygame.time.delay(10)
pygame.display.update()