窗体最小化时如果让游戏暂停
if pygame.display.get_active(): # pygame.display.get_active() 当窗体最大化时为true
ballrect = ballrect.move(speed[0], speed[1])
import pygame
import sys
pygame.init()
icon = pygame.image.load('a.png')
pygame.display.set_icon(icon)
size = width,height = 600,400
screen = pygame.display.set_mode(size,pygame.RESIZABLE) #窗体可变大小
print(screen)
pygame.display.set_caption('Pygame 壁球')
speed = [1,1]
BLACK = 0,0,0
ball = pygame.image.load('PYG02-ball.gif') #pygame 中导入的任何一个对象都是Surface对象
ballrect = ball.get_rect() # 在pygame 中覆盖图像的矩形对象 rect对象有重要属性:top bottom left right width height 坐标值
fps = 1000
fcclock = pygame.time.Clock() #创建一个时间对象
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_LEFT:
speed[0] = speed[0] if speed[0] == 0 else (abs(speed[0]) -1)*int(speed[0]/abs(speed[0]))
elif event.key == pygame.K_RIGHT:
speed[0] = speed[0] + 1 if speed[0] > 0 else speed[0] - 1
elif event.key == pygame.K_UP:
speed[1] = speed[1] + 1 if speed[1] > 0 else speed[1] - 1
elif event.key == pygame.K_DOWN:
speed[1] = speed[1] if speed[1] == 0 else (abs(speed[1]) - 1) * int(speed[1] / abs(speed[1]))
elif event.key == pygame.K_ESCAPE:
sys.exit()
elif event.type == pygame.VIDEORESIZE:
size = width,height = event.w,event.h
screen = pygame.display.set_mode(size,pygame.RESIZABLE)
if ballrect.left < 0 or ballrect.right > width:
speed[0] = -speed[0]
if ballrect.top < 0 or ballrect.bottom > height:
speed[1] = -speed[1]
if pygame.display.get_active(): # pygame.display.get_active() 当窗体最大化时为true
ballrect = ballrect.move(speed[0], speed[1])
print(ballrect)
fcclock.tick(fps) #调用Clock()类创建的对象中的tick()函数
screen.fill(BLACK) # 将背景填充为黑色,不然之前的图片颜色还是存在
screen.blit(ball, ballrect) # 将球放进矩形中
# move函数包括速度方向和速度大小
pygame.display.update() # 只重绘变化部分的背景