1.事件
import pygame
from color import Color
from random import randint
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,元祖
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!')
if __name__ == '__main__':
main()
2.按钮
import pygame
from color import Color
from random import randint
class Button:
def __init__(self, x, y, width, height, text='', background_color=Color.red, text_color=Color.white):
self.x = x
self.y = y
self.width = width
self.height = height
self.text = text
self.background_color = background_color
self.text_color = text_color
self.font_size = 30
def show(self, window):
pygame.draw.rect(window, self.background_color, (self.x, self.y, self.width, self.height))
font = pygame.font.SysFont('Times', self.font_size)
text = font.render(self.text, True, self.text_color)
w, h = text.get_size()
x = self.width / 2 - w / 2 + self.x
y = self.height / 2 - h / 2 + self.y
window.blit(text, (x, y))
def is_cliecked(self, pos):
x, y = pos
return (self.x <= x <= self.x + self.width) and (self.y <= y <= self.y + self.height)
def main():
pygame.init()
window = pygame.display.set_mode((400, 600))
pygame.display.set_caption('事件')
window.fill(Color.white)
# add_btn(window)
add_btn = Button(100, 100, 100, 50, 'del')
add_btn.show(window)
btn2 = Button(100, 250, 100, 60, 'Score', background_color=Color.yellow, text_color=Color.black)
btn2.show(window)
pygame.display.flip()
is_move = False
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mx, my = event.pos
if add_btn.is_cliecked(event.pos):
print('删除!')
continue
if btn2.is_cliecked(event.pos):
# print('hello')
btn2.text = str(randint(0, 100))
btn2.show(window)
pygame.display.update()
continue
if __name__ == '__main__':
main()
3.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()
4.ballgame
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()
5.子线程对象
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, 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()
6.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('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()
7.join
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()
color.py
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)
网友评论