Day19学习总结-pygame和多线程

事件

import pygame
from color import Color
import random

"""
游戏中的事件:
1.鼠标相关的事件
MOUSEBUTTONDOWN - 鼠标按下
MOUSEBUTTONUP   - 鼠标弹起
MOUSEMOTION     - 鼠标移动

鼠标事件要关注事件发生的位置:event.pos - 鼠标的坐标,元组

2.键盘事件
KEYDOWN
KEYUP

键盘事件要关注哪个键被按了:event.key - 按键对应的字符的编码,数字
"""


def main():
    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,就将代码写在这个if语句中
                print('鼠标按下', event.pos)
                # pygame.draw.circle(window, Color.random_color(), event.pos, random.randint(10, 20))
                # pygame.display.update()

                is_move = True
            elif event.type == pygame.MOUSEBUTTONUP:
                # 鼠标弹起要做什么,就将代码写在这个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,就将代码写在这个if语句中
                if is_move:
                    pygame.draw.circle(window, Color.random_color(), event.pos, random.randint(10, 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')


if __name__ == '__main__':
    main()

按钮

import pygame
from color import Color

def add_btn(window):
    pygame.draw.rect(window, Color.yellow, (100, 100, 100, 60))
    font = pygame.font.SysFont('Times', 30)
    text = font.render('add', True, Color.black)
    w, h = text.get_size()
    x = 100/2 - w/2 + 100
    y = 60/2 - h/2 + 100
    window.blit(text, (x, y))


def main():
    pygame.init()

    window = pygame.display.set_mode((400, 600))
    pygame.display.set_caption('事件')
    window.fill(Color.white)

    add_btn(window)

    pygame.display.flip()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mx, my = event.pos
                if (100 <= mx <= 100 + 100) and (100 <= my <= 100 + 60):
                    print('add')


if __name__ == '__main__':
    main()

移动控制

import pygame
from color import Color


class Direction:
    """方向"""
    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 = False       # 是否移动
        self.move_direction = Direction.DOWN

    def disappear(self, window):
        """
        小球消失
        :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 += 1
        elif self.move_direction == Direction.UP:
            self.center_y -= 1
        elif self.move_direction == Direction.RIGHT:
            self.center_x += 1
        else:
            self.center_x -= 1

        # 移动后重新显示球
        self.show(window)


def main():
    pygame.init()

    window = pygame.display.set_mode((400, 600))
    pygame.display.set_caption('事件')
    window.fill(Color.white)

    # 先显示一个静态的球
    ball = Ball(100, 100, 30)
    ball.show(window)

    pygame.display.flip()
    while True:

        if ball.is_move:
            # 让球动起来
            ball.move(window)
            pygame.display.update()

        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.RIGHT or event.key == Direction.LEFT:
                    # 让球动起来
                    # ball.disappear(window)
                    # ball.center_y += 10
                    # ball.show(window)
                    # pygame.display.update()
                    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.RIGHT or event.key == Direction.LEFT:
                    ball.is_move = False


if __name__ == '__main__':
    main()

子线程对象

# 上了秒的操作都是耗时操作
import time
from datetime import datetime
# python多线程技术对应的模块
import threading

"""
默认情况下,一个进程有且只有一个线程,这个线程叫主线程

threading模块中的Thread类就是线程类,这个类的对象就是线程对象,一个线程对象对应一个子线程
(需要一个子线程就创建一个Thread类的对象)
"""


def download(file):
    print('%s开始下载' % file)
    # sleep(时间)  -  程序执行到这个位置等待指定的时间在接着往后面执行
    time.sleep(10)
    print('%s下载结束' % file)
    print(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('黄金城.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(这个函数的内容会在子线程中执行)
    args - 元组,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中的值作为实参
    """
    # 创建线程对象
    t1 = threading.Thread(target=download, args=('枪王之王.mp4',))
    # 开始执行t1对应的子线程的任务(实质就是在子线程中调用target对应的函数)
    t1.start()
    t2 = threading.Thread(target=download, args=('开国大典',))
    t2.start()
    t3 = threading.Thread(target=download, args=('黄金城.mp4',))
    t3.start()
    print(datetime.now())
    print('===============')


if __name__ == '__main__':
    main()

Thread子类

import threading
import time as time1
from datetime import time

"""
可以通过写一个类继承Thread类,来创建属于自己的线程类
1.声明类继承Thread
2.重写run方法。这个方法中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;然后通过start方法在子线程中去执行run方法中的任务
"""


class DownloadThread(threading.Thread):
    """下载类"""
    def __init__(self, file):
        super().__init__()
        self.file = file

    def run(self):
        print('%s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()

join

from threading import Thread
import requests
import re


class DownloadImageThread(Thread):
    def __init__(self, url):
        super().__init__()
        self.url = url

    def run(self):
        # 开始下载
        response = requests.get(self.url)
        content = response.content
        file_name = re.split(r'/', self.url)[-1]
        with open(file_name, 'wb') as f:
            f.write(content)


def create_thread():
    t1 = DownloadImageThread(
        'https://image.haha.mx/2015/12/04/middle/2082175_c5c3cc05eb73e4023149e663475d3ab4_1449192201.gif')
    t1.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()
    print('下载结束')


def main():
    t0 = Thread(target=create_thread)
    t0.start()
    print('==============')
    for x in range(100):
        print(x)


if __name__ == '__main__':
    main()

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