1、pygame事件
# 鼠标相关事件
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 是按键对应的编码
if event.type == pygame.KEYDOWN:
print('键盘按键被按下', chr(event.key))
if event.type == pygame.KEYUP:
print('键盘按键弹起', event.key)
2、鼠标事件的应用
# Jay
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 isInRect(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, btn_color, title_color):
# 画个按钮
# 矩形框
pygame.draw.rect(screen, btn_color, (100, 100, 100, 60))
# 文字
font = pygame.font.SysFont('Times', 30)
title = font.render('Click Me', True, title_color)
screen.blit(title, (100, 100))
if __name__ == '__main__':
a = 0
pygame.init()
screen = pygame.display.set_mode((1024, 600))
screen.fill((255, 255, 255))
# 设置窗口标题
pygame.display.set_caption('鼠标事件')
# # 画个按钮
# # 矩形框
# pygame.draw.rect(screen, (255, 0, 0), (100, 100, 100, 60))
# # 文字
# font = pygame.font.SysFont('Times', 30)
# title = font.render('Click Me', True, (0, 0, 0))
# screen.blit(title, (100, 100))
draw_button(screen, (255, 0, 0), (0, 0, 0))
pygame.display.flip()
while True:
for event in pygame.event.get():
# 退出
if event.type == pygame.QUIT:
exit()
if event.type == pygame.MOUSEBUTTONDOWN:
# # pygame.draw.circle(screen, rand_color(), event.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()
# draw_ball(screen, event.pos)
if isInRect(event.pos, (100, 100, 100, 60)):
a += 1
print('已点击%d次' % a)
draw_button(screen, (100, 0, 0), (100, 100, 100))
pygame.display.update()
if event.type == pygame.MOUSEBUTTONUP:
if isInRect(event.pos, (100, 100, 100, 60)):
draw_button(screen, (255, 0, 0), (0, 0, 0))
pygame.display.update()
if event.type == pygame.MOUSEMOTION:
screen.fill((255, 255, 255))
draw_button(screen, (255, 0, 0), (0, 0, 0))
draw_ball(screen, event.pos)

Click
# Jay
# 要求:先在屏幕显示一张图片,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
def isInRect(point, rect):
x, y = point
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((1024, 600))
screen.fill((255, 255, 255))
pygame.display.set_caption('拖图')
# 显示一张图片
image = pygame.image.load('./jay.jpg')
image_x = 0
image_y = 0
screen.blit(image, (image_x, image_y))
pygame.display.flip()
# 用来存储图片是否可以移动(默认不可移动)
is_move = False
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
# 鼠标按下,让状态编程可以移动
if event.type == pygame.MOUSEBUTTONDOWN:
w, h = image.get_size()
if isInRect(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, (x - image_w / 2, y - image_h / 2))
pygame.display.update()

图片拖动
3、动画效果
# Jay
"""
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 static_page(screen):
"""
页面上的静态内容
"""
# 静态文字
font = pygame.font.SysFont('Times', 40)
title = font.render('Welcome', True, (255, 0, 0))
screen.blit(title, (500, 280))
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, (500, 400))
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode((1024, 600))
screen.fill((255, 255, 255))
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()
# 在下面去写变化的内容。。。。
"""程序执行到这个位置,cpu休息一段时间再执行后面的代码(线程在这儿阻塞)
单位:毫秒 (1000ms == 1s)
"""
pygame.time.delay(0)
# 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)
# 内容展示完成后,要更新到屏幕上
pygame.display.update()

闪烁效果
4、控制球的移动
# Jay
import pygame
def draw_ball(place, color, pos):
"""
画一个球
"""
pygame.draw.circle(place, color, pos, 20)
Up = 273
Down = 274
Right = 275
Left = 276
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode((1024, 600))
screen.fill((255, 255, 255))
pygame.display.flip()
# 保存球的初始坐标
ball_x = 512
ball_y = 300
x_speed = 0
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 = -5
x_speed = 0
elif event.key == Down:
y_speed = 5
x_speed = 0
elif event.key == Right:
y_speed = 0
x_speed = 5
elif event.key == Left:
y_speed = 0
x_speed = -5
# 刷新屏幕
screen.fill((255, 255, 255))
ball_x += x_speed
ball_y += y_speed
# if ball_x + 20 >= 1024 or ball_x <= 20 or ball_y + 20 >= 600 or ball_y <= 20:
# print('游戏结束')
# exit()
if ball_x + 20 >= 1024:
x_speed *= -1
if ball_x - 20 <= 0:
x_speed *= -1
if ball_y - 20 >= 0:
y_speed *= -1
if ball_y + 20 <= 600:
y_speed *= -1
draw_ball(screen, (255, 0, 0), (ball_x, ball_y))
pygame.display.update()

方向控制球体移动,边缘反弹
网友评论