这一章中将学习一种不同的输入,叫做事件(event)。
示例与动手试一试:
import sys,pygame
pygame.init()
screen = pygame.display.set_mode([1024,1024])
background = pygame.Surface(screen.get_size())
background.fill([255,255,255])
clock = pygame.time.Clock()
delay = 500
interval = 50
pygame.key.set_repeat(delay,interval)
class MytagClass(pygame.sprite.Sprite):
def __init__(self,image_file,location,speed):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = location
self.speed = speed
def move(self):
if self.rect.left<= screen.get_rect().left or \
self.rect.right >= screen.get_rect().right:
self.speed[0] = -self.speed[0]
newpos = self.rect.move(self.speed)
self.rect = newpos
mytag = MytagClass("ball.jpg",[10,0],[20,20])
pygame.time.set_timer(pygame.USEREVENT,2) #创建定时器
direction = 1
##held_down = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# elif event.type ==pygame.KEYDOWN:
# if event.key == pygame.K_UP:
# mytag.rect.top = mytag.rect.top - 100
# elif event.key == pygame.K_DOWN:
# mytag.rect.top = mytag.rect.top +100
## held_down = True
## elif event.type == pygame.MOUSEBUTTONUP:
## held_down = False
## elif event.type == pygame.MOUSEMOTION:
## if held_down:
## mytag.rect.center = event.pos #鼠标位置
elif event.type == pygame.USEREVENT:
mytag.rect.centery = mytag.rect.centery+(30 *direction)
if mytag.rect.top <= 0 or \
mytag.rect.bottom >= screen.get_rect().bottom:
direction = -direction
clock.tick(5)
screen.blit(background,(0,0))
mytag.move()
screen.blit(mytag.image,mytag.rect)
pygame.display.flip()
pygame.quit()
PyPong 游戏
import sys,pygame,random
from pygame.locals import *
class MyballClass(pygame.sprite.Sprite):
def __init__(self,image_file,speed,location):
pygame.sprite.Sprite.__init__(self)
self.image =pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left,self.rect.right = location
self.speed = speed
def move(self):
global score,score_surf,score_font
self.rect = self.rect.move(self.speed)
if self.rect.left<0 or self.rect.right >screen.get_width():
self.speed[0] = -self.speed[0]
if self.rect.top <= 0 :
self.speed[1] = -self.speed[1]
score = score+1
score_surf = score_font.render(str(score),1,(0,0,0))
class MypaddleClass(pygame.sprite.Sprite):
def __init__(self,location=[0,0]):
pygame.sprite.Sprite.__init__(self)
image_surface = pygame.surface.Surface([100,20])
image_surface.fill([0,0,0])
self.image = image_surface.convert()
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = location
pygame.init()
pygame.mixer.init()
screen= pygame.display.set_mode([1024,1024])
clock = pygame.time.Clock()
a= random.randint(2,25)
b= random.randint(2,25)
ball_speed = [a,b]
myball= MyballClass('ball.jpg',ball_speed,[300,400])
ballGroup = pygame.sprite.Group(myball)
paddle = MypaddleClass([100,700])
lives = 3
score = 0
score_font = pygame.font.Font(None,50)
score_surf = score_font.render(str(score),1,(0,0,0))
score_pos = [10,10]
done = False
running = True
while running:
clock.tick(30)
screen.fill([255,255,255])
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == pygame.MOUSEMOTION:
paddle.rect.centerx = event.pos[0]
if pygame.sprite.spritecollide(paddle,ballGroup,False):
myball.speed[1] = -myball.speed[1]
myball.move()
if not done :
screen.blit(myball.image,myball.rect)
screen.blit(paddle.image,paddle.rect)
screen.blit(score_surf,score_pos)
for i in range (lives):
width = screen.get_width()
screen.blit(myball.image,[width-300*i,20])
pygame.display.flip()
if myball.rect.top >= screen.get_rect().bottom:
lives = lives -1
if lives ==0:
final_text1 = 'Game over'
final_text2 = 'Your score is: '+str(score)
ft1_font = pygame.font.Font(None,70)
ft1_surf = ft1_font.render(final_text1,1,(0,0,0))
ft2_font = pygame.font.Font(None,40)
ft2_surf = ft2_font.render(final_text2,1,(0,0,0))
screen.blit(ft1_surf,[screen.get_width()/2-\
ft1_surf.get_width()/2,100])
screen.blit(ft2_surf,[screen.get_width()/2-\
ft2_surf.get_width()/2,300])
pygame.display.flip()
done = True
else:
pygame.time.delay(2000)
myball.rect.topleft = [50,50]
pygame.quit()