python教程实例画图_使用Python编写简单的画图板程序的示例教程

import pygame

from pygame.locals import *

import math

# 2011/08/27 Version 1, first imported

class Brush():

def __init__(self, screen):

self.screen = screen

self.color = (0, 0, 0)

self.size = 1

self.drawing = False

self.last_pos = None

self.space = 1

# if style is True, normal solid brush

# if style is False, png brush

self.style = False

# load brush style png

self.brush = pygame.image.load("brush.png").convert_alpha()

# set the current brush depends on size

self.brush_now = self.brush.subsurface((0,0), (1, 1))

def start_draw(self, pos):

self.drawing = True

self.last_pos = pos

def end_draw(self):

self.drawing = False

def set_brush_style(self, style):

print "* set brush style to", style

self.style = style

def get_brush_style(self):

return self.style

def get_current_brush(self):

return self.brush_now

def set_size(self, size):

if size < 0.5: size = 0.5

elif size > 32: size = 32

print "* set brush size to", size

self.size = size

self.brush_now = self.brush.subsurface((0,0), (size*2, size*2))

def get_size(self):

return self.size

def set_color(self, color):

self.color = color

for i in xrange(self.brush.get_width()):

for j in xrange(self.brush.get_height()):

self.brush.set_at((i, j),

color + (self.brush.get_at((i, j)).a,))

def get_color(self):

return self.color

def draw(self, pos):

if self.drawing:

for p in self._get_points(pos):

# draw eveypoint between them

if self.style == False:

pygame.draw.circle(self.screen, self.color, p, self.size)

else:

self.screen.blit(self.brush_now, p)

self.last_pos = pos

def _get_points(self, pos):

""" Get all points between last_point ~ now_point. """

points = [ (self.last_pos[0], self.last_pos[1]) ]

len_x = pos[0] - self.last_pos[0]

len_y = pos[1] - self.last_pos[1]

length = math.sqrt(len_x ** 2 + len_y ** 2)

step_x = len_x / length

step_y = len_y / length

for i in xrange(int(length)):

points.append(

(points[-1][0] + step_x, points[-1][1] + step_y))

points = map(lambda x:(int(0.5+x[0]), int(0.5+x[1])), points)

# return light-weight, uniq integer point list

return list(set(points))

class Menu():

def __init__(self, screen):

self.screen = screen

self.brush = None

self.colors = [

(0xff, 0x00, 0xff), (0x80, 0x00, 0x80),

(0x00, 0x00, 0xff), (0x00, 0x00, 0x80),

(0x00, 0xff, 0xff), (0x00, 0x80, 0x80),

(0x00, 0xff, 0x00), (0x00, 0x80, 0x00),

(0xff, 0xff, 0x00), (0x80, 0x80, 0x00),

(0xff, 0x00, 0x00), (0x80, 0x00, 0x00),

(0xc0, 0xc0, 0xc0), (0xff, 0xff, 0xff),

(0x00, 0x00, 0x00), (0x80, 0x80, 0x80),

]

self.colors_rect = []

for (i, rgb) in enumerate(self.colors):

rect = pygame.Rect(10 + i % 2 * 32, 254 + i / 2 * 32, 32, 32)

self.colors_rect.append(rect)

self.pens = [

pygame.image.load("pen1.png").convert_alpha(),

pygame.image.load("pen2.png").convert_alpha()

]

self.pens_rect = []

for (i, img) in enumerate(self.pens):

rect = pygame.Rect(10, 10 + i * 64, 64, 64)

self.pens_rect.append(rect)

self.sizes = [

pygame.image.load("big.png").convert_alpha(),

pygame.image.load("small.png").convert_alpha()

]

self.sizes_rect = []

for (i, img) in enumerate(self.sizes):

rect = pygame.Rect(10 + i * 32, 138, 32, 32)

self.sizes_rect.append(rect)

def set_brush(self, brush):

self.brush = brush

def draw(self):

# draw pen style button

for (i, img) in enumerate(self.pens):

self.screen.blit(img, self.pens_rect[i].topleft)

# draw < > buttons

for (i, img) in enumerate(self.sizes):

self.screen.blit(img, self.sizes_rect[i].topleft)

# draw current pen / color

self.screen.fill((255, 255, 255), (10, 180, 64, 64))

pygame.draw.rect(self.screen, (0, 0, 0), (10, 180, 64, 64), 1)

size = self.brush.get_size()

x = 10 + 32

y = 180 + 32

if self.brush.get_brush_style():

x = x - size

y = y - size

self.screen.blit(self.brush.get_current_brush(), (x, y))

else:

pygame.draw.circle(self.screen,

self.brush.get_color(), (x, y), size)

# draw colors panel

for (i, rgb) in enumerate(self.colors):

pygame.draw.rect(self.screen, rgb, self.colors_rect[i])

def click_button(self, pos):

# pen buttons

for (i, rect) in enumerate(self.pens_rect):

if rect.collidepoint(pos):

self.brush.set_brush_style(bool(i))

return True

# size buttons

for (i, rect) in enumerate(self.sizes_rect):

if rect.collidepoint(pos):

if i: # i == 1, size down

self.brush.set_size(self.brush.get_size() - 0.5)

else:

self.brush.set_size(self.brush.get_size() + 0.5)

return True

# color buttons

for (i, rect) in enumerate(self.colors_rect):

if rect.collidepoint(pos):

self.brush.set_color(self.colors[i])

return True

return False

class Painter():

def __init__(self):

self.screen = pygame.display.set_mode((800, 600))

pygame.display.set_caption("Painter")

self.clock = pygame.time.Clock()

self.brush = Brush(self.screen)

self.menu = Menu(self.screen)

self.menu.set_brush(self.brush)

def run(self):

self.screen.fill((255, 255, 255))

while True:

# max fps limit

self.clock.tick(30)

for event in pygame.event.get():

if event.type == QUIT:

return

elif event.type == KEYDOWN:

# press esc to clear screen

if event.key == K_ESCAPE:

self.screen.fill((255, 255, 255))

elif event.type == MOUSEBUTTONDOWN:

# <= 74, coarse judge here can save much time

if ((event.pos)[0] <= 74 and

self.menu.click_button(event.pos)):

# if not click on a functional button, do drawing

pass

else:

self.brush.start_draw(event.pos)

elif event.type == MOUSEMOTION:

self.brush.draw(event.pos)

elif event.type == MOUSEBUTTONUP:

self.brush.end_draw()

self.menu.draw()

pygame.display.update()

if __name__ == '__main__':

app = Painter()

app.run()

import pygame

from pygame.locals import *

import math

# 2011/08/27 Version 1, first imported

class Brush():

def __init__(self, screen):

self.screen = screen

self.color = (0, 0, 0)

self.size = 1

self.drawing = False

self.last_pos = None

self.space = 1

# if style is True, normal solid brush

# if style is False, png brush

self.style = False

# load brush style png

self.brush = pygame.image.load("brush.png").convert_alpha()

# set the current brush depends on size

self.brush_now = self.brush.subsurface((0,0), (1, 1))

def start_draw(self, pos):

self.drawing = True

self.last_pos = pos

def end_draw(self):

self.drawing = False

def set_brush_style(self, style):

print "* set brush style to", style

self.style = style

def get_brush_style(self):

return self.style

def get_current_brush(self):

return self.brush_now

def set_size(self, size):

if size < 0.5: size = 0.5

elif size > 32: size = 32

print "* set brush size to", size

self.size = size

self.brush_now = self.brush.subsurface((0,0), (size*2, size*2))

def get_size(self):

return self.size

def set_color(self, color):

self.color = color

for i in xrange(self.brush.get_width()):

for j in xrange(self.brush.get_height()):

self.brush.set_at((i, j),

color + (self.brush.get_at((i, j)).a,))

def get_color(self):

return self.color

def draw(self, pos):

if self.drawing:

for p in self._get_points(pos):

# draw eveypoint between them

if self.style == False:

pygame.draw.circle(self.screen, self.color, p, self.size)

else:

self.screen.blit(self.brush_now, p)

self.last_pos = pos

def _get_points(self, pos):

""" Get all points between last_point ~ now_point. """

points = [ (self.last_pos[0], self.last_pos[1]) ]

len_x = pos[0] - self.last_pos[0]

len_y = pos[1] - self.last_pos[1]

length = math.sqrt(len_x ** 2 + len_y ** 2)

step_x = len_x / length

step_y = len_y / length

for i in xrange(int(length)):

points.append(

(points[-1][0] + step_x, points[-1][1] + step_y))

points = map(lambda x:(int(0.5+x[0]), int(0.5+x[1])), points)

# return light-weight, uniq integer point list

return list(set(points))

class Menu():

def __init__(self, screen):

self.screen = screen

self.brush = None

self.colors = [

(0xff, 0x00, 0xff), (0x80, 0x00, 0x80),

(0x00, 0x00, 0xff), (0x00, 0x00, 0x80),

(0x00, 0xff, 0xff), (0x00, 0x80, 0x80),

(0x00, 0xff, 0x00), (0x00, 0x80, 0x00),

(0xff, 0xff, 0x00), (0x80, 0x80, 0x00),

(0xff, 0x00, 0x00), (0x80, 0x00, 0x00),

(0xc0, 0xc0, 0xc0), (0xff, 0xff, 0xff),

(0x00, 0x00, 0x00), (0x80, 0x80, 0x80),

]

self.colors_rect = []

for (i, rgb) in enumerate(self.colors):

rect = pygame.Rect(10 + i % 2 * 32, 254 + i / 2 * 32, 32, 32)

self.colors_rect.append(rect)

self.pens = [

pygame.image.load("pen1.png").convert_alpha(),

pygame.image.load("pen2.png").convert_alpha()

]

self.pens_rect = []

for (i, img) in enumerate(self.pens):

rect = pygame.Rect(10, 10 + i * 64, 64, 64)

self.pens_rect.append(rect)

self.sizes = [

pygame.image.load("big.png").convert_alpha(),

pygame.image.load("small.png").convert_alpha()

]

self.sizes_rect = []

for (i, img) in enumerate(self.sizes):

rect = pygame.Rect(10 + i * 32, 138, 32, 32)

self.sizes_rect.append(rect)

def set_brush(self, brush):

self.brush = brush

def draw(self):

# draw pen style button

for (i, img) in enumerate(self.pens):

self.screen.blit(img, self.pens_rect[i].topleft)

# draw < > buttons

for (i, img) in enumerate(self.sizes):

self.screen.blit(img, self.sizes_rect[i].topleft)

# draw current pen / color

self.screen.fill((255, 255, 255), (10, 180, 64, 64))

pygame.draw.rect(self.screen, (0, 0, 0), (10, 180, 64, 64), 1)

size = self.brush.get_size()

x = 10 + 32

y = 180 + 32

if self.brush.get_brush_style():

x = x - size

y = y - size

self.screen.blit(self.brush.get_current_brush(), (x, y))

else:

pygame.draw.circle(self.screen,

self.brush.get_color(), (x, y), size)

# draw colors panel

for (i, rgb) in enumerate(self.colors):

pygame.draw.rect(self.screen, rgb, self.colors_rect[i])

def click_button(self, pos):

# pen buttons

for (i, rect) in enumerate(self.pens_rect):

if rect.collidepoint(pos):

self.brush.set_brush_style(bool(i))

return True

# size buttons

for (i, rect) in enumerate(self.sizes_rect):

if rect.collidepoint(pos):

if i: # i == 1, size down

self.brush.set_size(self.brush.get_size() - 0.5)

else:

self.brush.set_size(self.brush.get_size() + 0.5)

return True

# color buttons

for (i, rect) in enumerate(self.colors_rect):

if rect.collidepoint(pos):

self.brush.set_color(self.colors[i])

return True

return False

class Painter():

def __init__(self):

self.screen = pygame.display.set_mode((800, 600))

pygame.display.set_caption("Painter")

self.clock = pygame.time.Clock()

self.brush = Brush(self.screen)

self.menu = Menu(self.screen)

self.menu.set_brush(self.brush)

def run(self):

self.screen.fill((255, 255, 255))

while True:

# max fps limit

self.clock.tick(30)

for event in pygame.event.get():

if event.type == QUIT:

return

elif event.type == KEYDOWN:

# press esc to clear screen

if event.key == K_ESCAPE:

self.screen.fill((255, 255, 255))

elif event.type == MOUSEBUTTONDOWN:

# <= 74, coarse judge here can save much time

if ((event.pos)[0] <= 74 and

self.menu.click_button(event.pos)):

# if not click on a functional button, do drawing

pass

else:

self.brush.start_draw(event.pos)

elif event.type == MOUSEMOTION:

self.brush.draw(event.pos)

elif event.type == MOUSEBUTTONUP:

self.brush.end_draw()

self.menu.draw()

pygame.display.update()

if __name__ == '__main__':

app = Painter()

app.run()

200行左右,注释也不是很多,因为在这两篇文章里都讲了,有哪里不明白的请留言,我会根据实际情况再改改。

本次使用的资源文件打包

这次的pygame知识点:

屏幕Surface和图像Surface

图像绘制和图形绘制(是不是有人不明白“图像”和“图形”的区别?简单的说,图像指的是那些图片文件,图形指的是用命令画出来形状)

按钮的实现(新内容)

认真的朋友一定发现了本次没有涉及到动画和声音,毕竟这次只是简单的例子,太复杂了不免让人生畏。

article_wechat2021.jpg?1111

本文原创发布php中文网,转载请注明出处,感谢您的尊重!

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