01-pygame事件
import pygame
if __name__ == '__main__':
初始化pygame
pygame.init()
screen = pygame.display.set_mode((600,400))
screen.fill((255,255,255))
# 设置窗口标题
pygame.display.set_caption('游戏事件')
pygame.display.flip()
"""
QUIT:关闭按钮被点击事件
MOUSEBUTTONDOWN:鼠标按下事件
MOUSEBUTTONUP:鼠标弹起事件
MOUSEMOTION:鼠标移动事件
鼠标相关事件关心事件产生的位置
KEYDOWN:键盘按下
KEYUP:键盘弹起
"""
while True:
# 每次循环检测有没有事件发生
for event in pygame.event.get():
# 不同类型的事件对应的type值不一样
if event.type == pygame.QUIT:
exit()
# 鼠标相关事件
# pos属性,获取鼠标事件的位置
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属性,被按的按键对应的值的编码
if event.type == pygame.KEYDOWN:
print('按键被按下',chr(event.key))
if event.type == pygame.KEYUP:
print('键盘按键弹起',chr(event.key))
02-鼠标事件的应用1
import pygame
import random
def rand_color():
# 产生随机颜色
return (random.randint(0,255),random.randint(0,255),random.randint(0,255))
def draw_ball(screen,pos):
pygame.draw.circle(screen, rand_color(), pos, random.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
# pygame.display.update()
pygame.display.flip()
# 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,bth_color,title_color):
"""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')
# 画一个按钮
# draw_button(screen,(0,255,0),(255,0,0))
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,random.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
# # pygame.display.update()
# pygame.display.flip()
# 在指定的坐标处画一个球
# draw_ball(screen,event.pos)
if isInRect(event.pos,(100,100,100,60)):
draw_button(screen,(0,100,0),(100,0,0))
pygame.display.update()
if event.type == pygame.MOUSEBUTTONUP:
if isInRect(event.pos, (100, 100, 100, 60)):
draw_button(screen,(0,255,0),(255,0,0))
pygame.display.update()
if event.type == pygame.MOUSEMOTION:
screen.fill((255,255,255))
draw_button(screen,(0,100,0),(100,0,0))
draw_ball(screen,event.pos)
03-鼠标事件的应用2
# 要求:现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
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((600,400))
screen.fill((255,255,255))
pygame.display.set_caption('游戏事件')
pygame.display.flip()
# 显示一张图片
image = pygame.image.load('./xx.png')
screen.blit(image,(200,100))
image_x = 100
image_y = 100
# 用来存储图片是否可以移动
is_move = False
pygame.display.flip()
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 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_x = x-image_w/2
image_y = y-image_h/2
screen.blit(image,(x-image_w/2,y-image_h/2))
pygame.display.update()
04-动画效果
"""
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,(0,0,0))
screen.blit(title,(200,200))
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,(100,100))
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode((600,400))
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()
# 在下面去写每一帧要显示的内容
# 程序执行到这个位置,CPU休息一段时间在执行后面的代码(线程在这儿阻塞指定的时间)
# 单位:毫秒(1000ms = 1s)
pygame.time.delay(60)
# 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()
05-ballgame
import pygame
def draw_ball(place,color,pos):
"""
画球
"""
pygame.draw.circle(place,color,pos,20)
# 方向对应的key值
Up = 273
Down = 274
Left = 276
Right = 275
if __name__ == '__main__':
pygame.init()
sceen = pygame.display.set_mode((1024,600))
sceen.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
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
# 通过上下左右键控制球的方向
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 == Right:
y_speed = 0
x_speed = 1
elif event.key == Left:
y_speed = 0
x_speed = -1
# 刷新屏幕
sceen.fill((255,255,255))
ball_x += x_speed
ball_y += y_speed
# 边界检测
if ball_x + 20 >= 1024 or ball_x<=20 or ball_y +20 >=600 or ball_y<=20 :
print('游戏结束')
exit()
# ball_x = 1024-20
# x_speed *= -1
# if ball_x - 20 <=0:
# ball_x = 20
# x_speed *= -1
# if ball_y - 20 >=0:
# y_speed *= -1
# if ball_y + 20 <=600:
# y_speed *= -1
draw_ball(sceen,(255,0,0),(ball_x,ball_y))
pygame.display.update()
06-多个球一起动
import pygame
import random
random_color = random.randint(0,255),random.randint(0,255),random.randint(0,255)
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode((600,400))
screen.fill((255,255,255))
pygame.display.flip()
# all_balls中保存多个球
# 每个球要保存:半径、圆心坐标、颜色、x速度、y速度
all_balls = [
{'r':random.randint(10,20),
'pos':(100,100),
'color':random_color,
'x_speed':random.randint(-1,1),
'y_speed': random.randint(-1, 1)
},
{'r': random.randint(10, 20),
'pos': (300, 300),
'color': random_color,
'x_speed': random.randint(-1, 1),
'y_speed': random.randint(-1, 1)
}
]
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
if event.type == pygame.MOUSEBUTTONDOWN:
ball = {
'r':random.randint(10,25),
'pos':event.pos,
'color':random_color,
'x_speed':random.randint(-3,3),
'y_speed':random.randint(-3,3)
}
# 保存球
all_balls.append(ball)
# 刷新界面
screen.fill((255,255,255))
for ball_dict in all_balls:
# 取出原来的x坐标和y坐标以及他们的速度
x,y = ball_dict['pos']
x_speed = ball_dict['x_speed']
y_speed = ball_dict['y_speed']
x += x_speed
y += y_speed
pygame.draw.circle(screen,ball_dict['color'],(x,y),ball_dict['r'])
# 更新球对应的坐标
ball_dict['pos'] = x,y
pygame.display.update()