與小卡特一起學python 第18章 一種新的輸入-事件

yarking207發表於2016-04-11
#18章 事件
#18-1 反彈程式,假如動畫精靈和clock.tick()
import pygame,sys
pygame.init()
screen = pygame.display.set_mode([640,480])
backgroup = pygame.Surface(screen.get_size())
backgroup .fill ([255,255,255])
clock = pygame.time.Clock()
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()
        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])
running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
    clock.tick(30)
    screen.blit(backgroup,(0,0))
    my_ball.move()
    screen.blit(my_ball.image,my_ball.rect)
    pygame.display.flip()
pygame.quit()

#18章 事件
#18-2 響應向上向下箭頭的反彈球
import pygame,sys
pygame.init()
screen = pygame.display.set_mode([640,480])
backgroup = pygame.Surface(screen.get_size())
backgroup .fill ([255,255,255])
clock = pygame.time.Clock()
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()
        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])
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:
                 my_ball.rect.top = my_ball.rect.top - 10
            elif event.key == pygame.K_DOWN:
                my_ball.rect.top = my_ball.rect.top +10
    clock.tick(30)
    screen.blit(backgroup,(0,0))
    my_ball.move()
    screen.blit(my_ball.image,my_ball.rect)
    pygame.display.flip()
pygame.quit()

#18章 事件
#18-3 使用定時器事件讓球上下箭頭移動
import pygame,sys
pygame.init()
screen = pygame.display.set_mode([640,480])
backgroup = pygame.Surface(screen.get_size())
backgroup .fill ([255,255,255])
clock = pygame.time.Clock()
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()
        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])
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
##            if event.key == pygame.K_UP:
##                 my_ball.rect.top = my_ball.rect.top - 10
##            elif event.key == pygame.K_DOWN:
##                my_ball.rect.top = my_ball.rect.top +10
    clock.tick(30)
    screen.blit(backgroup,(0,0))
    my_ball.move()
    screen.blit(my_ball.image,my_ball.rect)
    pygame.display.flip()
pygame.quit()

#18章 事件
#18-4pypong的第一個版本
import pygame,sys
from pygame.locals import *
#Ball 類定義
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):#移動球,在頂邊和左右兩邊反彈
        self.rect = self.rect.move(self.speed)
        if self.rect.left < 0 or self.rect.right > screen.get_width():
            self.speed[0] = -self.speed[0]

        if self.rect.top <= 0 :
            self.speed[1] = -self.speed[1]
#球拍類定義
class MyPaddleClass(pygame.sprite.Sprite):
    def __init__(self,location =[0,0]):
        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

#初始化Pygame時鐘球和球拍
pygame.init()
screen = pygame.display.set_mode([640,480])
clock = pygame.time.Clock()
ball_speed = [10,5]
myBall = MyballClass('wackyball.bmp',ball_speed,[50,50])
ballGroup = pygame.sprite.Group(myBall)
paddle = MyPaddleClass([270,400])

running = True
while running:
    clock.tick(30)
    screen.fill([255,255,255])
    for event in pygame.event.get():
        if event.type == QUIT:
            running = False
        elif event.type == pygame.MOUSEMOTION:#滑鼠移動則移動球拍
            paddle.rect.centerx = event.pos[0]

    if pygame.sprite.spritecollide(paddle,ballGroup,False):
        myBall.speed[1] = -myBall.speed[1]
    myBall.move()#移動球
    screen.blit(myBall.image,myBall.rect)
    screen.blit(paddle.image,paddle.rect)
    pygame.display.flip()
pygame.quit()

#18-5 最終的PyPong程式碼

import pygame,sys

#Ball 類定義
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):#移動球,在頂邊和左右兩邊反彈
        global score,score_surf,score_font
        self.rect = self.rect.move(self.speed)
        if self.rect.left < 0 or self.rect.right > screen.get_width():
            self.speed[0] = -self.speed[0]

        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))
            
#球拍類定義
class MyPaddleClass(pygame.sprite.Sprite):
    def __init__(self,location =[0,0]):
        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

#初始化Pygame時鐘球和球拍
pygame.init()
screen = pygame.display.set_mode([640,480])
clock = pygame.time.Clock()
ball_speed = [10,5]
myBall = MyballClass('wackyball.bmp',ball_speed,[50,50])
ballGroup = pygame.sprite.Group(myBall)
paddle = MyPaddleClass([270,400])
lives = 3
score = 0
score_font = pygame.font.Font(None,50)
score_surf = score_font.render(str(score),1,(0,0,0))
score_pos = [10,10]
done = False
running = True
while running:
    clock.tick(30)
    screen.fill([255,255,255])
    for event in pygame.event.get():
        if event.type ==pygame.QUIT:
            running = False
        elif event.type == pygame.MOUSEMOTION:#滑鼠移動則移動球拍
            paddle.rect.centerx = event.pos[0]

    if pygame.sprite.spritecollide(paddle,ballGroup,False):
        myBall.speed[1] = -myBall.speed[1]
    myBall.move()#移動球
    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:
            pygame.time.delay(20000)
            myBall.rect.topleft = [50,50]
            

pygame.quit()











來自 “ ITPUB部落格 ” ,連結:http://blog.itpub.net/220205/viewspace-2079304/,如需轉載,請註明出處,否則將追究法律責任。

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