与小卡特一起学python 第18章 一种新的输入-事件

#18章 事件
#18-1 反弹程序,假如动画精灵和clock.tick()
import pygame,sys
pygame.init()
screen = pygame.display.set_mode([640,480])
backgroup = pygame.Surface(screen.get_size())
backgroup .fill ([255,255,255])
clock = pygame.time.Clock()
class Ball(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.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

my_ball = Ball('beach_ball.png',[10,0],[20,20])
running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
    clock.tick(30)
    screen.blit(backgroup,(0,0))
    my_ball.move()
    screen.blit(my_ball.image,my_ball.rect)
    pygame.display.flip()
pygame.quit()

#18章 事件
#18-2 响应向上向下箭头的反弹球
import pygame,sys
pygame.init()
screen = pygame.display.set_mode([640,480])
backgroup = pygame.Surface(screen.get_size())
backgroup .fill ([255,255,255])
clock = pygame.time.Clock()
class Ball(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.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

my_ball = Ball('beach_ball.png',[10,0],[20,20])
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:
                 my_ball.rect.top = my_ball.rect.top - 10
            elif event.key == pygame.K_DOWN:
                my_ball.rect.top = my_ball.rect.top +10
    clock.tick(30)
    screen.blit(backgroup,(0,0))
    my_ball.move()
    screen.blit(my_ball.image,my_ball.rect)
    pygame.display.flip()
pygame.quit()

#18章 事件
#18-3 使用定时器事件让球上下箭头移动
import pygame,sys
pygame.init()
screen = pygame.display.set_mode([640,480])
backgroup = pygame.Surface(screen.get_size())
backgroup .fill ([255,255,255])
clock = pygame.time.Clock()
class Ball(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.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

my_ball = Ball('beach_ball.png',[10,0],[20,20])
pygame.time.set_timer(pygame.USEREVENT,1000)
direction = 1
running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.USEREVENT:
            my_ball.rect.centery = my_ball.rect.centery + (30*direction)
            if my_ball.rect.top <= 0 or my_ball.rect.bottom >= screen.get_rect().bottom:
                direction = -direction
##            if event.key == pygame.K_UP:
##                 my_ball.rect.top = my_ball.rect.top - 10
##            elif event.key == pygame.K_DOWN:
##                my_ball.rect.top = my_ball.rect.top +10
    clock.tick(30)
    screen.blit(backgroup,(0,0))
    my_ball.move()
    screen.blit(my_ball.image,my_ball.rect)
    pygame.display.flip()
pygame.quit()

#18章 事件
#18-4pypong的第一个版本
import pygame,sys
from pygame.locals import *
#Ball 类定义
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.top = location
        self.speed = speed
      
    def move(self):#移动球,在顶边和左右两边反弹
        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]
#球拍类定义
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

#初始化Pygame时钟球和球拍
pygame.init()
screen = pygame.display.set_mode([640,480])
clock = pygame.time.Clock()
ball_speed = [10,5]
myBall = MyballClass('wackyball.bmp',ball_speed,[50,50])
ballGroup = pygame.sprite.Group(myBall)
paddle = MyPaddleClass([270,400])

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:#鼠标移动则移动球拍
            paddle.rect.centerx = event.pos[0]

    if pygame.sprite.spritecollide(paddle,ballGroup,False):
        myBall.speed[1] = -myBall.speed[1]
    myBall.move()#移动球
    screen.blit(myBall.image,myBall.rect)
    screen.blit(paddle.image,paddle.rect)
    pygame.display.flip()
pygame.quit()

#18-5 最终的PyPong代码

import pygame,sys

#Ball 类定义
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.top = location
        self.speed = speed
      
    def move(self):#移动球,在顶边和左右两边反弹
        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))
            
#球拍类定义
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

#初始化Pygame时钟球和球拍
pygame.init()
screen = pygame.display.set_mode([640,480])
clock = pygame.time.Clock()
ball_speed = [10,5]
myBall = MyballClass('wackyball.bmp',ball_speed,[50,50])
ballGroup = pygame.sprite.Group(myBall)
paddle = MyPaddleClass([270,400])
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 ==pygame.QUIT:
            running = False
        elif event.type == pygame.MOUSEMOTION:#鼠标移动则移动球拍
            paddle.rect.centerx = event.pos[0]

    if pygame.sprite.spritecollide(paddle,ballGroup,False):
        myBall.speed[1] = -myBall.speed[1]
    myBall.move()#移动球
    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 - 40 * 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 final 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,50)
            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()/2,200])
            pygame.display.flip()
            done = True
        else:
            pygame.time.delay(20000)
            myBall.rect.topleft = [50,50]
            

pygame.quit()











来自 “ ITPUB博客 ” ,链接:http://blog.itpub.net/220205/viewspace-2079304/,如需转载,请注明出处,否则将追究法律责任。

转载于:http://blog.itpub.net/220205/viewspace-2079304/

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值