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Day 19 pygame和多线程

Day 19 pygame和多线程

作者: LitoYu | 来源:发表于2019-01-17 18:58 被阅读0次

    一、pygame事件

    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

    import pygame
    from color import Color
    from random import randint
    
    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()
    

    二、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()
    

    三、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()
    

    四、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()
    

    五、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()
    

    六、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()
    

    七、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()
    

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