1 - 游戏基础代码
1 - 全部代码
import pygame, sys
pygame.init()
size = width, height = 600, 400
speed = [1, 1]
BLACK = 0, 0, 0
screen = pygame.display.set_mode(size)
pygame.display.set_caption("第一个游戏")
ball = pygame.image.load("PYG02-ball.gif")
ballrect = ball.get_rect()
while True:
for event in pygame.event.get():
if event == pygame.QUIT:
sys.exit()
ballrect = ballrect.move(speed[0], speed[1])
if ballrect.left < 0 or ballrect.right > width:
speed[0] = - speed[0]
if ballrect.top < 0 or ballrect.bottom > height:
speed[1] = - speed[1]
screen.fill(BLACK)
screen.blit(ball,ballrect)
pygame.display.update()
2 - 分步解析
1 - 初始化init()及设置
pygame.init()
size = width, height = 600, 400
speed = [1, 1]
BLACK = 0, 0, 0
screen = pygame.display.set_mode(size)
pygame.display.set_caption("第一个游戏")
ball = pygame.image.load("PYG02-ball.gif")
ballrect = ball.get_rect()
pygame.image.load(filename)
讲filename路径下的图像载入游戏,支持JPG,PNG,GIF(非动画)等13种常见图片格式
ball = pygame.image.load(“PYG02-ball.gif”)
ballrect = ball.get_rect()
Surface对象 ball.get_rect()
Pygame使用内部定义的Surface对象表示所有载入的图像,其中get_rect()方法返回一个覆盖图像的矩形rect对象
Rect对象
Rect对象有一些重要的属性,例如:
left,right,top,bottom表示左右上下
width,height表示宽度和高度
2 - 获取事件并逐类响应
while True:
for event in pygame.event.get():
if event == pygame.QUIT:
sys.exit()
ballrect = ballrect.move(speed[0], speed[1])
if ballrect.left < 0 or ballrect.right > width:
speed[0] = - speed[0]
if ballrect.top < 0 or ballrect.bottom > height:
speed[1] = - speed[1]
ballrect.move(x,y)
矩形移动一个偏移量(x,y),即在横轴方向移动x个像素,在纵轴上移动y个像素,xy是整数
壁球的反弹运动
if ballrect.left < 0 or ballrect.right > width:
speed[0] = - speed[0]
if ballrect.top < 0 or ballrect.bottom > height:
speed[1] = - speed[1]
遇到左右两侧,横向速度取反
遇到上下两侧,纵向速度取反
3 - 刷新屏幕
screen.fill(BLACK)
screen.blit(ball,ballrect)
pygame.display.update()
screen.fill(color)
显示窗口背景填充为color颜色,采用RGB色彩体系,由于壁球不断运动,运动后原有位置将默认填充白色,因此需要不断刷新背景色
screen.blit(src,dest)
将一个图像绘制在另一个图像上,即将src绘制在dest位置上。通过Rect对象引导对壁球的绘制
v2 - 屏幕帧率设置
代码
import sys
import pygame
pygame.init()
size = width, height = 600, 400
speed = [1, 1]
BLACK = 0, 0, 0
screen = pygame.display.set_mode(size)
pygame.display.set_caption("第一个游戏")
ball = pygame.image.load("PYG02-ball.gif")
ballrect = ball.get_rect()
fps = 24
fclock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event == pygame.QUIT:
sys.exit(0)
ballrect = ballrect.move(speed[0], speed[1])
if ballrect.left < 0 or ballrect.right > width:
speed[0] = - speed[0]
if ballrect.top < 0 or ballrect.bottom > height:
speed[1] = - speed[1]
screen.fill(BLACK)
screen.blit(ball, ballrect)
pygame.display.update()
fclock.tick(fps)
分析
- pygame.time.Clock()
创建一个Clock对象,用于操作时间 - clock.tick(framerate)
控制帧速度,即窗口刷新速度,例如:clock.tick(100)表示每秒钟100次帧刷新,视频中每次展示的静态图像称为帧
3 - 键盘的基本使用
1 - 关键要素
2 - 代码
import pygame
import sys
pygame.init()
size = width, height = 500, 500
BLACK = 0, 0, 0
speed = [1, 0]
screen = pygame.display.set_mode(size)
pygame.display.set_caption("小球移动")
ball = pygame.image.load("PYG02-ball.gif")
ballrect = ball.get_rect()
fps = 100
fclock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
if speed[0] != 1:
speed = [1, 0]
elif event.key == pygame.K_LEFT:
if speed[0] != -1:
speed = [-1, 0]
elif event.key == pygame.K_UP:
if speed[1] != -1:
speed = [0, -1]
elif event.key == pygame.K_DOWN:
if speed[1] != 1:
speed = [0, 1]
ballrect = ballrect.move(speed[0], speed[1])
if ballrect.left < 0 or ballrect.right > width:
speed[0] = - speed[0]
if ballrect.top < 0 or ballrect.bottom > height:
speed[1] = - speed[1]
screen.fill(BLACK)
screen.blit(ball, ballrect)
pygame.display.update()
fclock.tick(fps)
3 - 分析
pygame.KEYDOWN
Pygame对键盘敲击的事件定义,每个键对应一个具体定义