pygame学习教程(七)进一步的优化,让控件动起来

上一篇
这次我们写一个画折线的程序。
原来的JCon

class JCon():
    def __init__(self,vertex,mouse_image_filename):
        self.vertex=vertex                         #设置按钮顶点 set button vertex (left,top)格式
        self.mouse_cursor = pygame.image.load(mouse_image_filename).convert_alpha()
        self.count=0                                #用于计数
        self.BoPo =DVerctor.Vec2d(vertex)+DVerctor.Vec2d(self.mouse_cursor.get_width(),self.mouse_cursor.get_height())
        #获得范围left+width,top+height (x,y)+(x1,y1)
    def SetPo(self,objscreen):  #设置位置 set position  #
        objscreen.blit(self.mouse_cursor,self.vertex)
    def SetPoMuoseup(self,newPlace:tuple):
        self.vertex=newPlace

注意def SetPoMuoseup,显然放到JCon类里是不合适的鼠标按下事件是应该单独写的。所以需要删掉它。注意到主循环是

while True:
	。。。。

这就是使用生成器,迭代器很好的时机。我希望实现,一个点的列表,我们的图标按照这个点的列表做折线运动。修改后的JCon()
说明:self.speedadd是控制移动速度。应该作为外部变量传入。这段代码就是展示一下生成器,迭代器的用法。

class JCon():
    def __init__(self,vertex,mouse_image_filename):
        self.vertex=vertex                         #设置按钮顶点 set button vertex (left,top)格式
        self.mouse_cursor = pygame.image.load(mouse_image_filename).convert_alpha()
        self.count=0                                #用于计数
        self.BoPo =DVerctor.Vec2d(vertex)+DVerctor.Vec2d(self.mouse_cursor.get_width(),self.mouse_cursor.get_height())
        #获得范围left+width,top+height (x,y)+(x1,y1)
        self.speedadd=DVerctor.Vec2d(0,0)

    def SetPo(self,object):  #设置位置 set position  #
        object.blit(self.mouse_cursor,self.vertex)

    def SetPoMuose(self,newPlace:tuple):
        self.vertex=newPlace
        self.BoPo = DVerctor.Vec2d(newPlace) + DVerctor.Vec2d(self.mouse_cursor.get_width(),
                                                            self.mouse_cursor.get_height())
    def JCon_Move(self,x,y=None):
        if y is None:
            self.vertex=(x[0],x[1])
        else:
            self.vertex =(x,y)
        print(self.vertex)

    def Draw_line(self,Mytuple,Myframe):
        if self.vertex != Mytuple:
            if self.speedadd[0] ==0:
                self.speedadd=(DVerctor.Vec2d(Mytuple)-DVerctor.Vec2d(self.vertex))/Myframe
            self.JCon_Move(DVerctor.Vec2d(self.vertex) + (DVerctor.Vec2d(self.speedadd)))
           # print(abs(int(Mytuple[0])-int(self.vertex[0])))
            if abs(int(Mytuple[0])-int(self.vertex[0]))<=abs(self.speedadd[0]):
                self.SetPoMuose((int(Mytuple[0]),int(Mytuple[1])))
                self.speedadd=[0,0]
            return False
        else:
            return True

画折线代码,这里yield的是返回值,应该是把self.speedadd作为变量传入,判断并yield,有兴趣可以自己改一下。

def Draw_Brokenline(Myobj,linelist,PointNum=10):
    for m in linelist:
        Myframe=abs(m[0]-Myobj.vertex[0])/PointNum
        while True:
            s=Myobj.Draw_line(m,Myframe)
            yield s
            if s:
                break

在这里我定义一个消息列表。Messagelist={}#用来处理消息,折线消息Crate_Broke。这只是为了演示在死循环中的消息处理。
完整的代码如下:

# coding: utf8
import pygame
#导入pygame库
from pygame.locals import *
#导入一些常用的函数和常量
from sys import exit
import  pickle
import DVerctor
import time

#这里定义一些全局变量管理消息

ButtonDict={} #用来处理按钮的位置,捕获按钮的依据
Messagelist={}#用来处理消息,折线消息Crate_Broke

class JCon():
    def __init__(self,vertex,mouse_image_filename):
        self.vertex=vertex                         #设置按钮顶点 set button vertex (left,top)格式
        self.mouse_cursor = pygame.image.load(mouse_image_filename).convert_alpha()
        self.count=0                                #用于计数
        self.BoPo =DVerctor.Vec2d(vertex)+DVerctor.Vec2d(self.mouse_cursor.get_width(),self.mouse_cursor.get_height())
        #获得范围left+width,top+height (x,y)+(x1,y1)
        self.speedadd=DVerctor.Vec2d(0,0)

    def SetPo(self,object):  #设置位置 set position  #
        object.blit(self.mouse_cursor,self.vertex)

    def SetPoMuose(self,newPlace:tuple):
        self.vertex=newPlace
        self.BoPo = DVerctor.Vec2d(newPlace) + DVerctor.Vec2d(self.mouse_cursor.get_width(),
                                                            self.mouse_cursor.get_height())
    def JCon_Move(self,x,y=None):
        if y is None:
            self.vertex=(x[0],x[1])
        else:
            self.vertex =(x,y)
        print(self.vertex)

    def Draw_line(self,Mytuple,Myframe):
        if self.vertex != Mytuple:
            if self.speedadd[0] ==0:
                self.speedadd=(DVerctor.Vec2d(Mytuple)-DVerctor.Vec2d(self.vertex))/Myframe
            self.JCon_Move(DVerctor.Vec2d(self.vertex) + (DVerctor.Vec2d(self.speedadd)))
           # print(abs(int(Mytuple[0])-int(self.vertex[0])))
            if abs(int(Mytuple[0])-int(self.vertex[0]))<=abs(self.speedadd[0]):
                self.SetPoMuose((int(Mytuple[0]),int(Mytuple[1])))
                self.speedadd=[0,0]
            return False
        else:
            return True


def Draw_Brokenline(Myobj,linelist,PointNum=10):
    for m in linelist:
        Myframe=abs(m[0]-Myobj.vertex[0])/PointNum
        while True:
            s=Myobj.Draw_line(m,Myframe)
            yield s
            if s:
                break

class Jbutton(JCon):
    pass

def TextPygame():  #测试模块是否存在和版本号
    print(pygame.ver)
    pgname = ['pygame.cdrom', 'pygame.cursors', 'pygame.display', 'pygame.draw',
              'pygame.event', 'pygame.font', 'pygame.image', 'pygame.joystick',
              'pygame.key', 'pygame.mixer', 'pygame.mouse', 'pygame.movie', 'pygame.music',
              'pygame.overlay', 'pygame', 'pygame.rect', 'pygame.sndarray', 'pygame.sprite',
              'pygame.surface', 'pygame.surfarray', 'pygame.time']
    for i in pgname:
        if i is None:
            print(i+" is None")
        else:
            print(i + " at this computer")

def storeTree(filename,*args):
    with open(filename,'wb') as fw:  #打开需要用'wb'
        for i in args:
            pickle.dump(i, fw,-1) #为了保护数据protocol=-1,设为0可以看到数据

def grabTree(filename):
    Mylist=[]   #返回变量的列表
    with open(filename,'rb') as fr:
        while True:        #这里用try最简单,不用定义循环次数
            try:
                Mylist.append(pickle.load(fr))
            except:
                break
    return Mylist

def CreateButton():
   # global ButtonDict
    mylist=[]
    for exi in ButtonDict.keys():
        mylist.append("{}=Jbutton({},'{}')".format(exi,ButtonDict[exi][0],ButtonDict[exi][1]))
    for exi in ButtonDict.keys():
        mylist.append('ButtonDict["{0}"] = [ButtonDict["{0}"][0],({0}.BoPo[0],{0}.BoPo[1])]'.format(exi))
    return mylist

def DrawButton():
    mylist=[]
    for i in ButtonDict.keys():
        mylist.append("{}.SetPo()".format(i))
    return mylist

def RunStr(s:list):
    for i in s:
        exec(i)

#ButtonDict = {'butto1': [(12, 13), (112, 49)], 'butto2': [(52, 73), (152, 109)]}
def AtContr(x,y):
    for mykey in ButtonDict.keys():
        m=(ButtonDict[mykey][0][0],ButtonDict[mykey][1][0])
        n=(ButtonDict[mykey][0][1],ButtonDict[mykey][1][1])
        if x in range(ButtonDict[mykey][0][0],ButtonDict[mykey][1][0]) \
            and  y in range(ButtonDict[mykey][0][1],ButtonDict[mykey][1][1]):
            return mykey

def butto1_click():
    print("button1鼠标单击")
    butto2.JCon_Move(140,50)
def butto2_click():
    print("button2鼠标单击")
if __name__ == "__main__":
    background_image_filename = 'sushiplate.jpg'
    # 指定图像文件名称
    pygame.init()
    # 初始化pygame,为使用硬件做准备
    screen = pygame.display.set_mode((640, 480), 0, 32)
    # 创建了一个窗口
    pygame.display.set_caption("Hello, World!")    # 设置窗口标题
    background = pygame.image.load(background_image_filename).convert()
    #在这里添加按钮
    ButtonDict["butto1"] = [(12, 13), 'feid1.png']  #全局变量,判定
    ButtonDict["butto2"] = [(52, 73), 'feid1.png']
    s=CreateButton()
  #  RunStr(s) 这里不能调用函数
    for i in s:
        exec(i)
    print("ButtonDict=",ButtonDict)
    #修改ButtonDict
    linelist = [(100, 50), (10, 10), (245, 200), (300, 100)]
    MyDr = Draw_Brokenline(butto2, linelist)
    Messagelist["butto21"] =1
    while True:
        # 游戏主循环
        x, y = pygame.mouse.get_pos()
        # 获得鼠标位置
        # 计算光标的左上角位置
        #看x,y是否在控件位置上
        MyactiveC=AtContr(x, y)
        for event in pygame.event.get():
            if event.type == QUIT:
                # 接收到退出事件后退出程序
                exit()
            if MyactiveC:
                if event.type == KEYDOWN:
                    print(MyactiveC)
                    print("this is KEYDOWN")
                elif event.type == MOUSEBUTTONDOWN:
                    exec("{}_click()".format(MyactiveC))
                elif event.type == MOUSEMOTION:
                    pass
                elif event.type == MOUSEBUTTONUP:
                    pass
        screen.blit(background, (0, 0))        # 将背景图画上去
       # butto2.JCon_Move(butto2.vertex[0]+0.2,butto2.vertex[1])
      #  butto2.JCon_Move((100,100))
       # butto2.Draw_line((140,50),15)
     #   linelist=[(100,50),(10,10),(245,200),(300,100)]
        #这里处理消息
        for h in Messagelist.keys():
            if h=="butto21":
                if Messagelist[h] ==1:
                    try:
                        MyDr.__next__()
                        time.sleep(0.05)
                    except:
                        Messagelist[h] = 0
                        exec(('ButtonDict["{0}"] = [ButtonDict["{0}"][0],({0}.BoPo[0],{0}.BoPo[1])]'.format("butto2")))


        #clock.tick(0.01)

        # 把光标画上去
        s=DrawButton()  #我很不喜欢这末写修改这样,意思是定义字典后其它代码尽量少修改
        butto1.SetPo(screen)
        butto2.SetPo(screen)

        pygame.display.update()        # 刷新一下画面

评论 1
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