《父与子的编程之旅-与小卡特一起学python》第18章

第18章:一种新的输入-事件

18.1事件
18.2键盘事件
18-01

# -*- coding:utf-8 -*-
#__author__ = 'Janvn'
# 2015/08/04
'''
反弹球程序,加入动画精灵和Clock.tick()
'''

import pygame,sys
pygame.init()
screen=pygame.display.set_mode([640,480])
background=pygame.Surface(screen.get_size())
background.fill([255,255,255])
clock=pygame.time.Clock()   #定义一个时间对象

#Ball类,包括move()方法
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() #得到图像边界的矩阵
        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])   #横向速度10,纵向速度0
running=True
while running:
    for event in pygame.event.get():
        if event.type==pygame.QUIT:
            running=False
    clock.tick(30)  #计算时间(ms),参数30为最大帧率
    screen.blit(background,(0,0))
    my_ball.move()
    screen.blit(my_ball.image,my_ball.rect)
    pygame.display.flip()
pygame.quit()

18-02 按键事件

# -*- coding:utf-8 -*-
#__author__ = 'Janvn'
# 2015/08/04
'''
反弹球程序,加入动画精灵和Clock.tick,增加按键事件
'''

import pygame,sys
pygame.init()
screen=pygame.display.set_mode([640,480])
background=pygame.Surface(screen.get_size())
background.fill([255,255,255])
clock=pygame.time.Clock()   #定义一个时间对象

#Ball类,包括move()方法
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() #得到图像边界的矩阵
        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])   #横向速度10,纵向速度0
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:  #按下向上键
                my_ball.rect.top=my_ball.rect.top-10    #让球上移10个像素
            elif event.key==pygame.K_DOWN:  #按下向下键
                my_ball.rect.top=my_ball.rect.top+10
    clock.tick(30)  #计算时间(ms),参数30为最大帧率
    screen.blit(background,(0,0))
    my_ball.move()
    screen.blit(my_ball.image,my_ball.rect)
    pygame.display.flip()
pygame.quit()

加入重复按键

# -*- coding:utf-8 -*-
#__author__ = 'Janvn'
# 2015/08/04
'''
反弹球程序,加入动画精灵和Clock.tick,增加按键事件
'''

import pygame,sys
pygame.init()
screen=pygame.display.set_mode([640,480])
background=pygame.Surface(screen.get_size())
background.fill([255,255,255])
clock=pygame.time.Clock()   #定义一个时间对象

#重复按键
delay=100   #开始重复之前等待多长时间
interval=50 #按键要以多快的速度重复
pygame.key.set_repeat(delay,interval)

#Ball类,包括move()方法
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() #得到图像边界的矩阵
        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])   #横向速度10,纵向速度0
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:  #按下向上键
                my_ball.rect.top=my_ball.rect.top-10    #让球上移10个像素
            elif event.key==pygame.K_DOWN:  #按下向下键
                my_ball.rect.top=my_ball.rect.top+10
    clock.tick(30)  #计算时间(ms),参数30为最大帧率
    screen.blit(background,(0,0))
    my_ball.move()
    screen.blit(my_ball.image,my_ball.rect)
    pygame.display.flip()
pygame.quit()

18.3 鼠标事件

# -*- coding:utf-8 -*-
#__author__ = 'Janvn'
# 2015/08/04
'''
反弹球程序,加入动画精灵和Clock.tick,增加键盘事件
'''

import pygame,sys
pygame.init()
screen=pygame.display.set_mode([640,480])
background=pygame.Surface(screen.get_size())
background.fill([255,255,255])
clock=pygame.time.Clock()   #定义一个时间对象

#重复按键
delay=100   #开始重复之前等待多长时间
interval=50 #按键要以多快的速度重复
pygame.key.set_repeat(delay,interval)

held_down=False

#Ball类,包括move()方法
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() #得到图像边界的矩阵
        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])   #横向速度10,纵向速度0
running=True
while running:
    for event in pygame.event.get():
        if event.type==pygame.QUIT:
            running=False
        elif event.type==pygame.MOUSEBUTTONDOWN:
            held_down=True
        elif event.type==pygame.MOUSEBUTTONUP:
            held_down=False
        elif event.type==pygame.MOUSEMOTION:
            if held_down:
                my_ball.rect.center=event.pos   #event.pos获取鼠标的位置(x,y)
    clock.tick(30)  #计算时间(ms),参数30为最大帧率
    screen.blit(background,(0,0))
    my_ball.move()
    screen.blit(my_ball.image,my_ball.rect)
    pygame.display.flip()
pygame.quit()

定时器事件

# -*- coding:utf-8 -*-
#__author__ = 'Janvn'
# 2015/08/04
'''
使用一个定时器事件让球上移和下移
'''

import pygame,sys
pygame.init()
screen=pygame.display.set_mode([640,480])
background=pygame.Surface(screen.get_size())
background.fill([255,255,255])
clock=pygame.time.Clock()   #定义一个时间对象

#Ball类,包括move()方法
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() #得到图像边界的矩阵
        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])   #横向速度10,纵向速度0
#创建一个定时器1000ms=1秒
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
    clock.tick(30)  #计算时间(ms),参数30为最大帧率
    screen.blit(background,(0,0))
    my_ball.move()
    screen.blit(my_ball.image,my_ball.rect)
    pygame.display.flip()
pygame.quit()

最终的PyPong代码:

# -*- coding:utf-8 -*-
# Author:Janvn
# 2015/08/04
'''
PyPong的第一个版本
'''

import pygame, sys
from pygame.locals import *

# Class defintion for the ball
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):
        global score,score_font,score_surf
        self.rect = self.rect.move(self.speed)
        # bounce off the sides of the window
        if self.rect.left < 0 or self.rect.right > screen.get_width():
            self.speed[0] = -self.speed[0]

        # bounce off the top of the window
        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 definition for the paddle
class MyPaddleClass(pygame.sprite.Sprite):
    def __init__(self, location):
        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()
screen = pygame.display.set_mode([640,480])
clock = pygame.time.Clock()
myBall = MyBallClass('wackyball.bmp', [10,5], [50, 50])  # make an instance of the ball
ballGroup = pygame.sprite.Group(myBall)   # add the ball to a sprite group
paddle = MyPaddleClass([270, 400])     # make an instance of the paddle
score=0
score_font=pygame.font.Font(None,50)
score_surf=score_font.render(str(score),1,(0,0,0))
score_pos=[10,10]
lives=3
done=False
running = True

#主程序
while running:
    clock.tick(30)
    screen.fill([255, 255, 255])
    screen.blit(score_surf,score_pos)

    for i in range(lives):
        width=screen.get_rect().width
        screen.blit(myBall.image,[width-40*i,20])

    for event in pygame.event.get():
        if event.type == QUIT:
            running = False
        elif event.type == pygame.MOUSEMOTION:     # move the paddle if the
            paddle.rect.centerx = event.pos[0]     #   mouse moves

    if pygame.sprite.spritecollide(paddle, ballGroup, False):   # bounce the ball if it
        myBall.speed[1] = -myBall.speed[1]                      #  hits the paddle

    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-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:  #wait 2 seconds, then start the next ball
            pygame.time.delay(2000)
            myBall.rect.topleft = [50, 50]
pygame.quit()

截图1

截图2

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