一、pygame
游戏事件:
1.鼠标事件:
MOUSEBUTTONDOWN - 鼠标按下
MOUSEBUTTONUP - 鼠标弹起
MOUSEMOTION - 鼠标移动
重点:事件发生的位置: event.pos
方法:event.pos
含义:鼠标的坐标
返回值:元祖(坐标x, y)
2.键盘事件
KEYDOWN - 键盘按下
KEYUP - 键盘弹起
重点:按了哪个键
方法:event.key
返回值:按键对应的字符的编码值
# 模块的导入
import pygame
from color import Color
from random import randint
pygame.init()
window = pygame.display.set_mode((400, 600))
pygame.display.set_caption('事件')
window.fill(Color.white)
pygame.display.flip()
is_move = False
while True:
# 不断检测是否有事件产生,如果有事件产生才会进入for循环
for event in pygame.event.get():
# 这儿的event是事件对象,我们可以通过事件对象的type值来判断事件的类型
#==================鼠标事件===================
if event.type == pygame.QUIT:
exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
# 鼠标按下要做什么,就将代码写这个if语句中
print('鼠标按下', event.pos)
# pygame.draw.circle(window, Color.random_color(), event.pos, randint(10, 20))
# pygame.display.update()
is_move = True
elif event.type == pygame.MOUSEBUTTONUP:
# 鼠标弹起要做什么,就将代码写这个if语句中
print('鼠标弹起')
is_move = False
elif event.type == pygame.MOUSEMOTION:
# 鼠标移动要做什么, 就将代码写这个if语句中
if is_move:
pygame.draw.circle(window, Color.random_color(), event.pos, 20)
pygame.display.update()
print('鼠标移动')
# ================键盘事件=================
if event.type == pygame.KEYDOWN:
print('按键被按下')
print(event.key, chr(event.key))
elif event.type == pygame.KEYUP:
print('按键弹起!')
颜色脚本:color模块
from random import randint
class Color:
white = (255, 255, 255)
black = (0, 0, 0)
red = (255, 0, 0)
green = (0, 255, 255)
blue = (0, 0, 255)
yellow = (255, 255, 0)
gray = (155, 155, 155)
@staticmethod
def random_color():
return randint(0, 255), randint(0, 255), randint(0, 255)
按钮:
import pygame
from color import Color
from random import randint
class Button:
"""声明一个按钮类"""
def __init__(self, x, y, width, height, text='', background_color=Color.red, text_color=Color.white):
# 按钮的x坐标
self.x = x
# 按钮的y坐标
self.y = y
# 按钮的宽度
self.width = width
# 按钮的长度
self.height = height
# 按钮的显示内容
self.text = text
# 按钮的背景颜色
self.background_color = background_color
# 显示内容的颜色
self.text_color = text_color
# 按钮的字体大小
self.font_size = 30
def show(self, window):
"""将按钮显示在屏幕上"""
# 画一个矩形,然后显示在屏幕上
pygame.draw.rect(window, self.background_color, (self.x, self.y, self.width, self.height))
# 创建一个字体对象
font = pygame.font.SysFont('Times', self.font_size)
# 根据字体创建一个文字对象
text = font.render(self.text, True, self.text_color)
# 获取文字对象的大小
w, h = text.get_size()
# 获取显示在屏幕上的x坐标
x = self.width / 2 - w / 2 + self.x
# 获取显示在屏幕上的y坐标
y = self.height / 2 - h / 2 + self.y
# 将文字显示在屏幕上
window.blit(text, (x, y))
def is_cliecked(self, pos):
"""根据传入的坐标判断是否在范围内"""
# 获取传入坐标的x,y值
x, y = pos
# 返回点击鼠标的位置,是否反应
return (self.x <= x <= self.x + self.width) and (self.y <= y <= self.y + self.height)
def main():
# 初始化窗口
pygame.init()
# 创建一个窗口
window = pygame.display.set_mode((400, 600))
# 设置窗口标题
pygame.display.set_caption('事件')
# 设置窗口的背景颜色
window.fill(Color.white)
# add_btn(window)
# 创建一个按钮对象
add_btn = Button(100, 100, 100, 50, 'del')
# 将对象显示在屏幕上
add_btn.show(window)
# 创建第二个按钮对象
btn2 = Button(100, 250, 100, 60, 'Score', background_color=Color.yellow, text_color=Color.black)
# 将第二个对象显示在屏幕上
btn2.show(window)
# 将修改过的内容有效显示
pygame.display.flip()
is_move = False
while True:
# 不断检测事件的发生,有事件就进入for循环
for event in pygame.event.get():
# 将窗口关闭
if event.type == pygame.QUIT:
exit()
# 鼠标按下要做的事情
elif event.type == pygame.MOUSEBUTTONDOWN:
# 鼠标点击的坐标
mx, my = event.pos
# 如果点击的坐标在按钮范围内,要发生的事情
if add_btn.is_cliecked(event.pos):
print('删除!')
# 继续下一次事件的判断
continue
# 如果点击的坐标在第二个按钮的范围内,要发生的事情
if btn2.is_cliecked(event.pos):
# print('hello')
# 更改按钮要显示的内容
btn2.text = str(randint(0, 100))
# 重新展示在屏幕上
btn2.show(window)
# 在屏幕上更新修改的内容
pygame.display.update()
# 继续下一次事件的判断
continue
if __name__ == '__main__':
main()
小球的移动控制:
import pygame
from color import Color
from random import randint
window_width = 400
window_height = 600
class Direction:
"""方向类"""
UP = 273
DOWN = 274
RIGHT = 275
LEFT = 276
class Ball:
def __init__(self, center_x, center_y, radius, bg_color=Color.random_color()):
self.center_x = center_x
self.center_y = center_y
self.radius = radius
self.bg_color = bg_color
self.is_move = True # 是否移动
self.move_direction = Direction.DOWN
self.speed = 5
def disappear(self, window):
"""
球从指定界面消失
:param window:
:return:
"""
pygame.draw.circle(window, Color.white, (self.center_x, self.center_y), self.radius)
def show(self, window):
"""
小球显示
:param window:
:return:
"""
pygame.draw.circle(window, self.bg_color, (self.center_x, self.center_y), self.radius)
def move(self, window):
"""
小球移动
:param window:
:return:
"""
# 让移动前的球消失
self.disappear(window)
if self.move_direction == Direction.DOWN:
self.center_y += self.speed
elif self.move_direction == Direction.UP:
self.center_y -= self.speed
elif self.move_direction == Direction.LEFT:
self.center_x -= self.speed
else:
self.center_x += self.speed
# 移动后重新显示球
self.show(window)
@classmethod
def creat_enemy_ball(cls):
r = randint(10, 25)
x = randint(r, int(window_width - r))
y = randint(r, int(window_height - r))
enemy = cls(x, y, r, Color.random_color())
enemy.is_move = False
return enemy
def main():
pygame.init()
window = pygame.display.set_mode((window_width, window_height))
pygame.display.set_caption('事件')
window.fill(Color.white)
# 先显示一个的球
ball = Ball(100, 100, 30)
ball.show(window)
pygame.display.flip()
# 计时
time = 0
# 所有被吃的球
all_enemy = []
while True:
time += 1
# 每隔100个运行单位移动一次
if time % 100 == 0:
if ball.is_move:
# 让球动起来
ball.move(window)
pygame.display.update()
if time == 10000:
time = 0
enemy = Ball.creat_enemy_ball()
all_enemy.append(enemy)
enemy.show(window)
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
elif event.type == pygame.KEYDOWN:
if event.key == Direction.DOWN or event.key == Direction.UP or event.key == Direction.LEFT or event.key == Direction.RIGHT:
# ball.is_move = True
ball.move_direction = event.key
elif event.type == pygame.KEYUP:
if event.key == Direction.DOWN or event.key == Direction.UP or event.key == Direction.LEFT or event.key == Direction.RIGHT:
# ball.is_move = False
pass
if __name__ == '__main__':
main()
小球游戏:
import pygame
from color import Color
from random import randint
window_height = 600
window_width = 400
class Ball:
def __init__(self, center_x, center_y, radius, bg_color=Color.random_color()):
self.center_x = center_x
self.center_y = center_y
self.radius = radius
self.bg_color = bg_color
self.is_move = True
self.y_speed = 6
def move(self, window):
self.disapper(window)
new_y = self.center_y + self.y_speed
if new_y >= window_height - self.radius:
new_y = window_height - self.radius
self.y_speed *= -1
if new_y <= self.radius:
new_y = self.radius
self.y_speed *= -1
self.center_y = new_y
self.show(window)
def disapper(self, window):
pygame.draw.circle(window, Color.white, (self.center_x, self.center_y), self.radius)
def show(self, window):
pygame.draw.circle(window, self.bg_color, (self.center_x, self.center_y), self.radius)
def main():
pygame.init()
window = pygame.display.set_mode((window_width, window_height))
pygame.display.set_caption('事件')
window.fill(Color.white)
ball = Ball(100, 100, 20)
ball.show(window)
pygame.display.flip()
time = 0
while True:
time += 1
if time % 1000 ==0:
if ball.is_move:
ball.move(window)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
if __name__ == '__main__':
main()
二、多线程技术
进程:一个正在运行的应用程序
主线程:在默认情况下,一个进程有且只有一个线程
一个进程中允许有多个线程同时对不同任务进行处理
应用场景:耗时操作
python内置标准库:threading
Thread:threading中的线程类
如何提供一个子线程
直接创建一个线程对象
(需要一个子线程就创建一个Thread类的对象)
方法一、通过Thread类直接创建子线程
import time
from datetime import datetime
# python多线程技术对应的模块
import threading
def download(file):
print('%s开始下载' % file, datetime.now())
# sleep(时间) - 程序执行到这个位置等待指定的时候再接着往后面执行
time.sleep(10)
print('%s下载结束' % file, datetime.now())
def main():
print('程序开始')
# print(datetime.now())
# 1.在主线程中下载三个电影 (总耗时30s)
# download('枪王之王.mp4')
# download('开国大典')
# download('黄金国.mp4')
# 2.在三个子线程中同时下载三个电影
"""
Thread(target,args) - 创建子线程对象
说明:
target - Function,需要传一个函数(这个函数中的内容会在子线程中执行)
args - 元祖,target对应的函数的参数
当通过创建好的子线程对象调用start方法的时候,会自动在子线程中调用target对应的函数, 并且将args中值作为实参
"""
# 创建线程对象
t1 = threading.Thread(target=download, args=('枪王之王.mp4',))
t2 = threading.Thread(target=download, args=('开国大典.mp4',))
t3 = threading.Thread(target=download, args=('黄金国.mp4',))
# 开始执行t1对应的子线程中的任务(实质就是在子线程中调用target对应的函数)
t1.start()
t2.start()
t3.start()
print('=============')
if __name__ == '__main__':
main()
方法二、创建一个子类继承Thread线程类,从而实现自己的线程类
创建子类的步骤:
1.声明类继承Thread
2.重写run方法。
目的:任务就是需要在子线程中执行的任务
3.需要线程对象的时候,创建当前声明的类的对象
4.通过线程对象.start方法在子线程中去执行run方法中的任务
import threading
import time as time1
from datetime import time
class DownloadThread(threading.Thread):
"""下载类"""
def __init__(self, file):
super().__init__()
self.file = file
def run(self):
print('开始下载:'+self.file)
print('run:', threading.current_thread())
time1.sleep(10)
print('%s下载结束' % self.file)
def main():
# 获取当前线程
print(threading.current_thread())
t1 = DownloadThread('沉默的羔羊.mp4')
t2 = DownloadThread('恐怖游轮.mp4')
# 调用start的时候会自动在子线程中调用run方法
t1.start()
t2.start()
# 注意:如果直接用对象调用run方法,run方法中的任务会在主线程执行
# t1.run()
if __name__ == '__main__':
main()
from threading import Thread
import requests
import re
import time
from random import randint
class DownloadThread2(Thread):
"""下载类"""
def __init__(self, file, time):
super().__init__()
self.file = file
self.time = time
def run(self):
print('开始下载:'+self.file)
# t = randint(5, 10)
time.sleep(self.time)
print('%s下载结束, 总共耗时:%ds' % (self.file, self.time))
class DownloadImageThread(Thread):
def __init__(self, url):
super().__init__()
self.url = url
def run(self):
# 开始下载
file_name = re.split(r'/', self.url)[-1]
print(file_name)
print('%s开始下载' % file_name)
response = requests.get(self.url)
content = response.content
with open('images/'+file_name, 'bw') as f:
f.write(content)
print('%s下载结束' % file_name)
def creat_thread():
t1 = DownloadThread2('电影1', 6)
t2 = DownloadThread2('电影2', 4)
t1.start()
t2.start()
# 线程对象调用join方法,会导致join后的代码会在线程中的任务结束后才执行
t1.join()
t2.join()
print('电影下载结束!')
def main():
# t1 = DownloadImageThread('https://image.haha.mx/2015/12/04/middle/2082175_c5c3cc05eb73e4023149e663475d3ab4_1449192201.gif')
# t1.start()
#
# t2 = DownloadImageThread('http://img4.imgtn.bdimg.com/it/u=534897622,845095650&fm=26&gp=0.jpg')
# t2.start()
t0 = Thread(target=creat_thread)
t0.start()
print('========')
for x in range(100):
time.sleep(1)
print(x)
if __name__ == '__main__':
main()