1.窗口设置
# hello world game
import pygame,sys
pygame.init() #初始化,其实就是检查,电脑上一些需要的硬件调用接口、
#基础功能是否有问题。如果有问题,会在程序运行之前就反馈错误无,
# 方便进行排查和规避
#pygame.display.init()
screen=pygame.display.set_mode((600,400))# display-控制显示窗口和屏幕的Pygame模块
# 初始化窗口或屏幕以进行显示分辨率(宽高)
#注意此时size位置带括号
pygame.display.set_caption('pygame游戏吧聊') #设置当前窗口标题
while True:#无限循环,直到Python运行时退出结束。注意,T大写
for event in pygame.event.get():
if event.type==pygame.QUIT:
sys.exit()#导入的模板退出
pygame.display.update()#对显示窗口进行更新,默认窗口全部重绘
2.展示壁球
import pygame,sys
pygame.init()
size=width,height=600,400
speed=[1,1]
BLACK=0,0,0 #定义RGB
BLUE=0,0,255
screen=pygame.display.set_mode(size ) #注意定义后size不可加括号
pygame.display.set_caption("pygame 展示壁球游戏罢聊")
ball=pygame.image.load("/Users/zs_pn/PycharmProjects/image/ball.gif")
ballrect=ball.get_rect()#矩形移动一个偏移量(x,y) Rect对象有一些重要属性,
# 例如: top,bottom,left,right表示上下左右 width,height表示宽度、高度
#get_rect()方法返回一个 覆盖图像的矩形Rect对象。
while True:
for event in pygame.event.get():
if event.type==pygame.QUIT:
sys.exit()
ballrect=ballrect.move(speed[0],speed[1])#矩形移动一个偏移量(x,y),即在横轴方向移
#动x像素,纵轴方向移动y像素,x,y为整数
if ballrect.left<0 or ballrect.right>width:
speed[0]=-speed[0]#壁球的反弹运动 遇到左右两侧,横向速度取反;
if ballrect.top<0 or ballrect.bottom>height:
speed[1]=-speed[1] # 遇到上下两侧,纵向速度取反。
screen.fill(BLACK)#显示窗口背景填充为color颜色#小球不断运动,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颜色要定义
screen.blit(ball,ballrect)#将一个图像绘制在另一个图像上,
# 即将src绘 制到dest位置上。通过Rect对象引导对球的绘制
pygame.display.update()
3.添加刷新率
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("pygame 节奏型壁球游戏罢聊")
ball=pygame.image.load("/Users/zs_pn/PycharmProjects/image/ball.gif")
ballrect=ball.get_rect()
fps=900 #每秒帧率参数,视频中每次展示的静态图像称为帧
fclock=pygame.time.Clock()#创建一个Clock对象,用于操作时间
while True:
for event in pygame.event.get():
if event.type==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)#直接RGB以元组形式 screen.fill((0,255,255,128)) 也可四个添加透明度
screen.blit(ball,ballrect)
pygame.display.update()
fclock.tick(fps)#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
4.窗口设置全屏型
# Unit PYG03: Pygame Wall Ball Game version 4 全屏型
import pygame,sys
pygame.init()
vInfo = pygame.display.Info() #窗口全屏显示
size = width, height = vInfo.current_w, vInfo.current_h
speed = [1,1]
BLACK = 0, 0, 0
#print(pygame.display.Info())
screen = pygame.display.set_mode(size, pygame.RESIZABLE) #窗口大小可调
#screen = pygame.display.set_mode(size, pygame.NOFRAME) #窗口无边框
#screen = pygame.display.set_mode(size, pygame.FULLSCREEN) #窗口全屏显示
print(pygame.display.Info())
#但是要让游戏感知到我们窗口的变化,需要使用屏幕信息函数
#pygame.display.Info()# 产生一个显示信息对象VideoInfo,表达当前屏幕的参数信息
#current_w#:当前显示模式或窗口的像素宽度 放在窗口定义前面
#current_h#:当前显示模式或窗口的像素高度
pygame.display.set_caption("Pygame壁球")
ball=pygame.image.load("/Users/zs_pn/PycharmProjects/image/ball.gif")
ballrect = ball.get_rect()
fps = 300
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_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()
#pygame。quit 退出模块
ballrect = ballrect.move(speed)
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)
5.窗口调节
# Unit PYG03: Pygame Wall Ball Game version 5 伸缩型
import pygame,sys
pygame.init()
size = width, height = 600, 400
speed = [1,1]
BLACK = 0, 0, 0
screen = pygame.display.set_mode(size, pygame.RESIZABLE) #窗口大小可调
#screen = pygame.display.set_mode(size, pygame.NOFRAME) #窗口无边框
#screen = pygame.display.set_mode(size, pygame.FULLSCREEN) #窗口全屏显示
pygame.display.set_caption("Pygame壁球")
ball=pygame.image.load("/Users/zs_pn/PycharmProjects/image/ball.gif")
ballrect = ball.get_rect()
fps = 300
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_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.size[0], event.size[1]
# screen = pygame.display.set_mode(size, pygame.RESIZABLE)
# 响应窗口大小更改 不注释为正确伸缩性
# Pygame.VIDEORESIZE这是一种窗口大小更改的事件 可以感知小球 换个背景颜色和没注释对比一下
# 事件发生后,返回event.size元组,包含新窗口的宽度和高度
# size[0] 宽度,也可以用event.w
# size[1] 高度,也可以用event.h
# 返回参数仅在事件发生时有用
ballrect = ballrect.move(speed)
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((0,255,255,128))
screen.blit(ball, ballrect)
pygame.display.update()
fclock.tick(fps)
6.更换图标
# Unit PYG03: Pygame Wall Ball Game version 6 图标型
import pygame,sys
pygame.init()
size = width, height = 600, 400
speed = [1,1]
BLACK = 0, 0, 0
screen = pygame.display.set_mode(size, pygame.RESIZABLE) #窗口大小可调
icon = pygame.image.load("/Users/zs_pn/PycharmProjects/image/PYG03-flower.png")
pygame.display.set_icon(icon)
#pygame.display.set_caption(title, icontitle=None)
#title设置窗口的标题内容
#icontitle设置图表化后的小标题 †小标题可选,部分系统没有。
# 该函数与游戏交互逻辑配合,可以根据游戏情节修改标题内容
#pygame.display.set_icon(surface)
#设置窗口的图标效果、图标是一个Surface对象,与图像对应。
pygame.display.set_caption("Pygame壁球" )
ball = pygame.image.load("/Users/zs_pn/PycharmProjects/image/ball.gif")
ballrect = ball.get_rect()
fps = 300
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_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.size[0], event.size[1]
screen = pygame.display.set_mode(size, pygame.RESIZABLE)
ballrect = ballrect.move(speed)
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)
4.1添加鼠标控制
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("Pygame壁球控制罢聊")
ball=pygame.image.load("/Users/zs_pn/PycharmProjects/image/ball.gif")
ballrect = ball.get_rect()
fps = 300
fclock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:#窗口叉号退出
sys.exit()
elif event.type == pygame.KEYDOWN:#键盘每个键对应一个具体定义
if event.key == pygame.K_LEFT:#左
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:#右
speed[0] = speed[0] + 1 if speed[0] > 0 else speed[0] - 1
elif event.key == pygame.K_UP:#上
speed[1] = speed[1] + 1 if speed[1] > 0 else speed[1] - 1
elif event.key == pygame.K_DOWN:#下
speed[1] = speed[1] if speed[1] == 0 else (abs(speed[1]) - 1)*int(speed[1]/abs(speed[1]))
ballrect = ballrect.move(speed)
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)
7.壁球感知
# Unit PYG03: Pygame Wall Ball Game version 7 感知型
import pygame,sys
pygame.init()
size = width, height = 600, 400
speed = [1,1]
BLACK = 0, 0, 0
screen = pygame.display.set_mode(size, pygame.RESIZABLE) #窗口大小可调
icon = pygame.image.load("/Users/zs_pn/PycharmProjects/image/PYG03-flower.png")
pygame.display.set_icon(icon)
pygame.display.set_caption("Pygame壁球")
ball = pygame.image.load("/Users/zs_pn/PycharmProjects/image/ball.gif")
ballrect = ball.get_rect()
fps = 300
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_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.size[0], event.size[1]
screen = pygame.display.set_mode(size, pygame.RESIZABLE)
if pygame.display.get_active():
ballrect = ballrect.move(speed)
#pygame.display.get_active():判断窗口是否最小化
#当窗口在系统中显示(屏幕绘制 / 非图标化)
#时返回True,否则返回False
#pygame.display.flip() - ---重新绘制整个窗口
#pygame.display.update() - --仅重新绘制窗口中有变化的区域,相比.flip()
#执行更快
#拉动窗口小球会跑出去
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)