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python+pygame簡(jiǎn)單畫(huà)板實(shí)現(xiàn)代碼實(shí)例

2020-02-16 11:04:24
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疑問(wèn):pygame已經(jīng)過(guò)時(shí)了嗎?

過(guò)沒(méi)過(guò)時(shí)不知道,反正這玩意官方已經(jīng)快四年沒(méi)有更新了。用的人還是蠻多的(相對(duì)于其他同類(lèi)項(xiàng)目),不過(guò)大家都是用來(lái)寫(xiě)寫(xiě)小東西玩一玩,沒(méi)有人用這個(gè)做商業(yè)項(xiàng)目。pygame其實(shí)就是SDL的python綁定,SDL又是基于OpenGL,所以也有人用pygame+pyOpenGL做3D演示什么的。真的要寫(xiě)游戲的話pygame的封裝比較底層,不太夠用,很多東西都要自己實(shí)現(xiàn)(當(dāng)然自由度也高)。文檔也不太好,好在前人留下了很多文章。拿來(lái)練手倒是很不錯(cuò)的選擇,可以用來(lái)實(shí)踐很多2D游戲中常用的思想和算法。如果是想要直接以上來(lái)拿來(lái)寫(xiě)2D游戲的話還可以選擇cocos2D(注意不是iOS那個(gè),是Python的)這個(gè)的API設(shè)計(jì)的非常好,簡(jiǎn)單易用。還有場(chǎng)景管理、內(nèi)置的控制臺(tái)等等。可惜也有一年沒(méi)更新……雖然作者說(shuō)會(huì)更新啦,估計(jì)他主攻Objective-C那個(gè)版本的cocos了,畢竟用的人多……幀動(dòng)畫(huà)之類(lèi)的特性沒(méi)有真是很可惜(Objective-C的版本就有T_T)如果是想寫(xiě)引擎的話可以試試pyglet。想寫(xiě)3D試試panda3D或者python-orge,這倆我都沒(méi)用過(guò),不過(guò)大家都這么說(shuō),應(yīng)該錯(cuò)不了。總的來(lái)說(shuō)拿python寫(xiě)游戲的人少之又少,你寫(xiě)完了別人玩還要裝環(huán)境,打包又各種bug,拿來(lái)試驗(yàn)游戲中的某種算法做原型還可以。真正寫(xiě)還是算了。當(dāng)然了,題主要是根本就沒(méi)打算用pygame寫(xiě)游戲就當(dāng)我什么都沒(méi)說(shuō)吧……

(以上來(lái)自知乎的回答,感謝!)

下面是畫(huà)板截圖

# -*- coding: utf-8 -*-import pygamefrom pygame.locals import *import mathclass Brush:  def __init__(self, screen):    self.screen = screen    self.color = (0, 0, 0)    self.size = 1    self.drawing = False    self.last_pos = None    self.style = True    self.brush = pygame.image.load("images/brush.png").convert_alpha()    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 < 1:      size = 1    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):        if self.style:          self.screen.blit(self.brush_now, p)        else:          pygame.draw.circle(self.screen, self.color, p, self.size)      self.last_pos = pos   def _get_points(self, pos):    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 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("images/pen1.png").convert_alpha(),      pygame.image.load("images/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("images/big.png").convert_alpha(),      pygame.image.load("images/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):    for (i, img) in enumerate(self.pens):      self.screen.blit(img, self.pens_rect[i].topleft)    for (i, img) in enumerate(self.sizes):      self.screen.blit(img, self.sizes_rect[i].topleft)    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)    for (i, rgb) in enumerate(self.colors):      pygame.draw.rect(self.screen, rgb, self.colors_rect[i])  def click_button(self, pos):    for (i, rect) in enumerate(self.pens_rect):      if rect.collidepoint(pos):        self.brush.set_brush_style(bool(i))        return True    for (i, rect) in enumerate(self.sizes_rect):      if rect.collidepoint(pos):        if i:          self.brush.set_size(self.brush.get_size() - 1)        else:          self.brush.set_size(self.brush.get_size() + 1)        return True    for (i, rect) in enumerate(self.colors_rect):      if rect.collidepoint(pos):        self.brush.set_color(self.colors[i])        return True    return Falseclass 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:      self.clock.tick(30)      for event in pygame.event.get():        if event.type == QUIT:          return        elif event.type == KEYDOWN:          if event.key == K_ESCAPE:            self.screen.fill((255, 255, 255))        elif event.type == MOUSEBUTTONDOWN:          if event.pos[0] <= 74 and self.menu.click_button(event.pos):            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()def main():  app = Painter()  app.run() if __name__ == '__main__':  main()            
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