一、pygame事件
import pygame #导入pygame模块
if __name__ == '__main__':
#初始化
pygame.init()
#创建长为600,高为400的窗口
screen=pygame.display.set_mode((600,400))
#给窗口填充颜色为白色
screen.fill((255,255,255))
#设置窗口标题
pygame.display.set_caption('游戏事件')
#显示以上所有内容
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
#鼠标按下
if event.type == pygame.MOUSEBUTTONDOWN:
print('打印鼠标按下', event.pos)
# 鼠标弹起
if event.type == pygame.MOUSEBUTTONUP:
print('鼠标弹起', event.pos)
# 鼠标移动事件
if event.type == pygame.MOUSEMOTION:
print('鼠标移动', event.pos)
#键盘相关事件
#key属性,被按得按键对应的编码
if event.type==pygame.KEYDOWN:
print('键盘被按下',chr(event.key))
if event.type==pygame.KEYUP:
print('键盘弹起',chr(event.key))
二、鼠标键盘应用
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
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)
效果如下:
三、鼠标事件应用2
要求:先在屏幕上显示一张图片,鼠标按下移动的时候,拽着图片跟着一起动,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((800,800))
screen.fill((255,255,255))
pygame.display.set_caption('图片拖拽')
#显示一张图片
image = pygame.image.load('./赵丽颖2.jpg')
# image_size = image.get.size()
# print(image_size)
image_x=100
image_y=100
#显示在屏幕上
screen.blit(image,(image_x,image_y))
pygame.display.flip()
#用来储存图片是否可以移动
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()
效果如下:
四、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):
"""
页面上的静态显示
:param screen:
:return:
"""
#静态文字
font=pygame.font.SysFont('times',40)
title=font.render('welcome',True,(0,0,0))
screen.blit(title,(200,100))
def animation_title(screen):
"""
字体颜色发生改变
:param screen:
:return:
"""
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.set_caption('动画效果')
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,线程在这阻塞指定的时间(毫秒)1000ms=1s
pygame.time.delay(300)
#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,要显示更新到屏幕上
pygame.display.update()
效果如下:
五、ballgame
import pygame
def draw_ball(place,color,pos):
"""
画球
:param place:
:return:
"""
pygame.draw.circle(place,color,pos,20)
#方向对应的值
Up=273
Down=274
Left=276
Right=275
if __name__ == '__main__':
pygame.init()
screen=pygame.display.set_mode((1000,600))
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()
#通过上下左右键控制球的方向
if event.type==pygame.KEYDOWN:
if event.key==Up:
y_speed=-1
x_speed=0
if event.key==Down:
y_speed=1
x_speed=0
if event.key==Right:
y_speed=0
x_speed=1
if event.key==Left:
y_speed=0
x_speed=-1
# if event.type==pygame.KEYDOWN:
# print(event.key)
#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()
效果如下:
六、多个球动起来
import pygame
import random
random_color=random.randint(0,255),random.randint(0,255),random.randint(0,255) #声明一个变量同时赋多个值,相当于一个元祖
if __name__ == '__main__':
pygame.init()
screen=pygame.display.set_mode((1000,700))
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)},
{'r':random.randint(10,20),
'pos':(200,200),
'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:
random_color = random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)
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x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'])
#重新跟新球对应的坐标
ball_dict['pos']=x,y
pygame.display.update()
效果如下: