这篇例子是一个在屏幕内的弹球的例子,主要是边境范围的算法处理,对于绘图的运用在之前的文章中已经使用过。
background_image_filename = 'sushiplate.png'
sprite_image_filename = 'face.png'
import pygame
from pygame.locals import *
from sys import exit
pygame.init()
screen = pygame.display.set_mode((640, 480), 0, 32)
background = pygame.image.load(background_image_filename).convert()
sprite = pygame.image.load(sprite_image_filename).convert_alpha()
clock = pygame.time.Clock()
x, y = 100., 100.
speed_x, speed_y = 133., 170.
while True:
for event in pygame.event.get():
if event.type == QUIT:
exit()
screen.blit(background, (0,0))
screen.blit(sprite, (x, y))
time_passed = clock.tick(30)
time_passed_seconds = time_passed / 1000.0
x += speed_x * time_passed_seconds
y += speed_y * time_passed_seconds
# If the sprite goes off the edge of the screen,
# make it move in the opposite direction
if x > 640.0 - sprite.get_width():
speed_x = 0.0 - speed_x
x = 640.0 - sprite.get_width()
elif x < 0:
speed_x = -speed_x
x = 0.
if y > 480.0 - sprite.get_height():
speed_y = -speed_y
y = 480.0 - sprite.get_height()
elif y < 0:
speed_y = -speed_y
y = 0
pygame.display.update()