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12-Python笔记整理(pygame2)

12-Python笔记整理(pygame2)

作者: 李小萌mmm | 来源:发表于2018-07-30 20:33 被阅读0次
 '''
    QUIT:关闭按钮被点击事件
    MOUSEBUTTONDOWN:鼠标按下事件
    MOUSEBUTTONUP:鼠标松开事件
    MOUSEMOTION:鼠标移动事件
    KEYDOWN::键盘按下事件
    KEYUP:键盘松开事件
    
    
    '''

event.pos获得当前的位置
event.key属性,被按的按键对应值的编码,在通过chr()把编码转换成字符集


    #3.游戏循环
    while True:
        #检测事件有没有发生
        for event in pygame.event.get():
            #鼠标相关事件
            #pos属性,获得鼠标事件产生的位置
            if event.type == pygame.QUIT:
                print('关闭被点击')
                exit()
            if event.type == pygame.MOUSEBUTTONDOWN:
                print('I',event.pos)
            if event.type == pygame.MOUSEBUTTONUP:
                print('LOVE YOU',event.pos)
            if event.type == pygame.MOUSEMOTION:
                print('鼠标移动',event.pos)
            #键盘相关事件
            #key属性,被按的按键对应值的编码
            if event.type == pygame.KEYDOWN:
                print('键盘按键被按下',chr(event.key))

            if event.type == pygame.KEYUP:
                print('键盘按键被松开',chr(event.key))

练习:鼠标点击方框按钮变背景和字体颜色

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)



# 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')
    pygame.display.flip()

    while True:
        for event in pygame.event.get():
            # 退出
            if event.type == pygame.QUIT:
                exit()

            if event.type == pygame.MOUSEBUTTONDOWN:                    
                 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()

练习: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((600, 400))
    screen.fill((255, 255, 255))
    pygame.display.set_caption('图片拖拽')

    # 显示一张图片
    image = pygame.image.load('./luffy2.png')
    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()

练习:打印一行字,自动变颜色

# !/usr/bin/env/python
# .*. encoding:utf-8 -*-
#动画原理:不断的刷新界面上的内容(一帧一帧的画)


import pygame
from random import randint



def animation_title(screen):
    '''
    字体颜色发生改变

    '''
    font = pygame.font.SysFont('Times', 40)
    title = font.render('Python', True, (randint(0, 255), randint(0, 255), randint(0, 255)))
    screen.blit(title, (50, 50))



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()

        '''程序执行到这个位置,线程阻塞一段时间在执行
        1000ms毫秒 = 1s
        '''
        pygame.time.delay(500)
        #调用函数
        animation_title(screen)
        #内容展示到屏幕上
        pygame.display.update()

练习:键盘控制球的运动,碰到边界自动弹回来

# !/usr/bin/env/python
# .*. encoding:utf-8 -*-
import pygame
def draw_ball(place,color,pos):
    pygame.draw.circle(place,color,pos,20)

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
#方向对应的key值
    Up =273
    Down = 274
    Right = 275
    Left =276

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit()
            #键盘控制方向
            if event.type == pygame.KEYDOWN:
                if event.key == Up:
                    y_speed = -1
                    x_speed = 0
                elif event.key == Down:
                    y_speed = 1
                    x_speed = 0
                elif event.key ==Left:
                    x_speed = -1
                    y_speed = 0
                elif event.key == Right:
                    x_speed =1
                    y_speed =0
                elif event.key == 32:
                    x_speed = 0
                    y_speed = 0
      
        ball_x += x_speed
        ball_y += y_speed
        #球碰到边界自动弹回来
        if ball_x + 20>=600:
            ball_x =600-20
            x_speed *= -1
        if ball_x-20 <=0:
            x_speed *= -1
        if ball_y + 20>=400:
            ball_y =400-20
            y_speed *= -1
        if ball_y-20 <=0:
            y_speed *= -1
        screen.fill((255,255,255))
        #画一个球  
        draw_ball(screen,(255,0,0),(ball_x,ball_y))

        pygame.display.update()

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