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目录
pygame.dispaly, pygame.event, pygame.draw:
pygame有且仅有一个屏幕;左上角坐标(0,0);以像素为单位。
#屏幕尺寸和模
- pygame.display.set_mode(r = (0,0), flag = 0)
- #r是游戏屏幕分辨率,以元组形式输入(weight, height)
- #flag用来控制显示类型,可用 | 组合使用,常用标签有:
- pygame.RESIZABLE #窗口大小可调
- pygame.NOFRAME #窗口没有边界显示
- pygame.FULLSCREEN #窗口全屏显示
- (注意每种显示要配合相应的处理机制)
-
- vinfo = pygame.display.Info()
- #产生一个显示信息对象VideoInfo,表达当前屏幕参数信息
- vinfo.current_w #当前显示模式或窗口的像素宽度
- vinfo.current_h #当前显示模式或窗口的像素高度
-
- pygame.VIDEORESIZE
- #这是一种窗口大小更改的事件
- #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
- #example
- if event.type == pygame.VIDEORESIZE:
- size = width, height = event.size[0], event.size[1]
- screen = pygame.display.set_mode(size, pygame.RESIZABLE)
#窗口标题和图标
- 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
-
- pygame.display.set_icon(surface)
- #设置窗口的图标效果
- #图标是一个Surface对象
-
- pygame.display.get_caption()
- #返回当前设置窗口的标题和小标题内容,(title, icontitle)
#窗口感知和刷新
- pygame.display.get_active()
- #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
- #可以用来判断游戏窗口是否被最小化
-
- 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
#键盘事件
- pygame.event.KEYDOWN #键盘按下事件
- pygame.event.KEYUP #键盘释放事件
- #属性
- event.key #按键的常量名称
- event.mod #按键修饰符的组合值
-
- event.mod = KMOD_ALT|KMOD_SHIFT #修饰符的按位或运算
#鼠标事件
- #鼠标移动事件
- pygame.event.MOUSEMOTION
- #属性
- event.pos #鼠标当前坐标值(x,y),相对于窗口左上角
- event.rel #鼠标相对运动距离(x,y),相对于上次事件
- event.rel #鼠标按钮状态(a,b,c),对应于鼠标的三个键(左 中 右)
-
- pygame.event.MOUSEBUTTONUP #鼠标释放事件
- pygame.event.MOUSEBUTTONDOWN #鼠标按下事件
- #属性
- event.pos #鼠标当前坐标值(x,y)
- event.button #鼠标按下键编号,左 中 右对应1 2 3
#example
- #鼠标,键盘事件处理
- import pygame, sys
- pygame.init()
- screen = pygame.display.set_mode((600, 400))
- pygame.display.set_caption("Pygame事件处理")
- while True:
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- sys.exit()
- elif event.type == pygame.KEYDOWN:
- if event.unicode == "":
- print("[KEYDOWN]:", "#", event.key, event.mod)
- else:
- print("[KEYDOWN]:", event.unicode, event.key, event.mod)
- elif event.type == pygame.MOUSEMOTION:
- print("[MOUSEMOTION]:", event.pos, event.rel, event.buttons)
- elif event.type == pygame.MOUSEBUTTONUP:
- print("[MOUSEBUTTONUP]:", event.pos, event.button)
- elif event.type == pygame.MOUSEBUTTONDOWN:
- print("[MOUSEBUTTONDOWN]:", event.pos, event.button)
- pygame.display.update()
-
pygame.event.get()
从事件列表中获得事件列表
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- sys.exit()
可以增加参数,获得某类或某些类事件:
- pygame.event.get(type)
- pygame.event.get(typelist)
pygame.event.poll()
从事件队列中获得一个事件,事件将从事件队列中删除,如果事件队列为空,则返回event.NOEVENT
- while True:
- event = pygame.event.poll()
pygame.event.clear()
从事件队列中删除事件,默认删除所有事件,可以增加参数,删除某类或某些类事件
- pygame.event.clear(type)
- pygame.event.clear(typelist)
pygame库用来绘制形状的类
参数列表中的Surface是当前绘制屏幕的名称,color是RGB色彩模式下的颜色,例如 黑色(0, 0, 0),白色(255, 255, 255),width = 0是绘制形状的边的宽度,如果不传入的话width=0默认为填充
pygame.draw.rect(Surface, color, Rect, width=0)
绘制一个矩形
参数Rect是矩形参数,格式为[x, y, width, height]
pygame.draw.circle(Surface, color, pos, radius, width=0)
以某点为圆心绘制一个圆形
参数pos是圆心的位置,radius是半径大小
examples for pygame.draw.circle
pygame.draw.ellipse(Surface, color, Rect, width=0)
绘制一个椭圆
通过给出矩形的参数,从而绘制一个内切于矩形的椭圆
examples fo pygame.draw.ellipse
pygame.draw.arc(Surface, color, Rect, start_angle, stop_angle, width=1)
绘制椭圆的一部分
两个角度分别是起始和结束角度,最右边为0度
pygame.draw.line(Surface, color, start_pos, end_pos, width=1)
绘制一条直线
参数两个pos分别是起始位置和结束位置
pygame.draw.lines(Surface, color, closed, pointlist, width=1)
绘制多条连续直线
参数closed为True时首尾相连构成封闭,pointlist为顶点坐标
A big example for this module
- # Import a library of functions called 'pygame'
- import pygame
- from math import pi
-
- # Initialize the game engine
- pygame.init()
-
- # Define the colors we will use in RGB format
- BLACK = (0, 0, 0)
- WHITE = (255, 255, 255)
- BLUE = (0, 0, 255)
- GREEN = (0, 255, 0)
- RED = (255, 0, 0)
-
- # Set the height and width of the screen
- size = [400, 300]
- screen = pygame.display.set_mode(size)
-
- pygame.display.set_caption("Example code for the draw module")
-
- # Loop until the user clicks the close button.
- done = False
- clock = pygame.time.Clock()
-
- while not done:
-
- # This limits the while loop to a max of 10 times per second.
- # Leave this out and we will use all CPU we can.
- clock.tick(10)
-
- for event in pygame.event.get(): # User did something
- if event.type == pygame.QUIT: # If user clicked close
- done = True # Flag that we are done so we exit this loop
-
- # All drawing code happens after the for loop and but
- # inside the main while done==False loop.
-
- # Clear the screen and set the screen background
- screen.fill(WHITE)
-
- # Draw on the screen a GREEN line from (0,0) to (50.75)
- # 5 pixels wide.
- pygame.draw.line(screen, GREEN, [0, 0], [50, 30], 5)
-
- # Draw on the screen a GREEN line from (0,0) to (50.75)
- # 5 pixels wide.
- pygame.draw.lines(screen, BLACK, False, [[0, 80], [50, 90], [200, 80], [220, 30]], 5)
-
- # Draw on the screen a GREEN line from (0,0) to (50.75)
- # 5 pixels wide.
- pygame.draw.aaline(screen, GREEN, [0, 50], [50, 80], True)
-
- # Draw a rectangle outline
- pygame.draw.rect(screen, BLACK, [75, 10, 50, 20], 2)
-
- # Draw a solid rectangle
- pygame.draw.rect(screen, BLACK, [150, 10, 50, 20])
-
- # Draw an ellipse outline, using a rectangle as the outside boundaries
- pygame.draw.ellipse(screen, RED, [225, 10, 50, 20], 2)
-
- # Draw an solid ellipse, using a rectangle as the outside boundaries
- pygame.draw.ellipse(screen, RED, [300, 10, 50, 20])
-
- # This draws a triangle using the polygon command
- pygame.draw.polygon(screen, BLACK, [[100, 100], [0, 200], [200, 200]], 5)
-
- # Draw an arc as part of an ellipse.
- # Use radians to determine what angle to draw.
- pygame.draw.arc(screen, BLACK, [210, 75, 150, 125], 0, pi / 2, 2)
- pygame.draw.arc(screen, GREEN, [210, 75, 150, 125], pi / 2, pi, 2)
- pygame.draw.arc(screen, BLUE, [210, 75, 150, 125], pi, 3 * pi / 2, 2)
- pygame.draw.arc(screen, RED, [210, 75, 150, 125], 3 * pi / 2, 2 * pi, 2)
-
- # Draw a circle
- pygame.draw.circle(screen, BLUE, [60, 250], 40)
-
- # Go ahead and update the screen with what we've drawn.
- # This MUST happen after all the other drawing commands.
- pygame.display.flip()
-
- # Be IDLE friendly
- pygame.quit()
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