事件
import pygame
from color import Color
import random
"""
游戏中的事件:
1.鼠标相关的事件
MOUSEBUTTONDOWN - 鼠标按下
MOUSEBUTTONUP - 鼠标弹起
MOUSEMOTION - 鼠标移动
鼠标事件要关注事件发生的位置:event.pos - 鼠标的坐标,元组
2.键盘事件
KEYDOWN
KEYUP
键盘事件要关注哪个键被按了:event.key - 按键对应的字符的编码,数字
"""
def main():
pygame.init()
window = pygame.display.set_mode((400, 600))
pygame.display.set_caption('事件')
window.fill(Color.white)
pygame.display.flip()
is_move = False
while True:
# 不断检测是否有事件产生,如果有事件产生才会进入for循环
for event in pygame.event.get():
# 这儿的event是事件对象,我们可以通过事件对象的type值来判断事件的类型
# =======================鼠标事件========================
if event.type == pygame.QUIT:
exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
# 鼠标按下要做什么,就将代码写在这个if语句中
print('鼠标按下', event.pos)
# pygame.draw.circle(window, Color.random_color(), event.pos, random.randint(10, 20))
# pygame.display.update()
is_move = True
elif event.type == pygame.MOUSEBUTTONUP:
# 鼠标弹起要做什么,就将代码写在这个if语句中
print('鼠标弹起')
is_move = False
elif event.type == pygame.MOUSEMOTION:
# 鼠标移动要做什么,就将代码写在这个if语句中
if is_move:
pygame.draw.circle(window, Color.random_color(), event.pos, random.randint(10, 20))
pygame.display.update()
print('鼠标移动')
# ==========================键盘事件=========================
if event.type == pygame.KEYDOWN:
print('按键被按下')
print(event.key, chr(event.key))
elif event.type == pygame.KEYUP:
print('按键弹起')
if __name__ == '__main__':
main()
按钮
import pygame
from color import Color
def add_btn(window):
pygame.draw.rect(window, Color.yellow, (100, 100, 100, 60))
font = pygame.font.SysFont('Times', 30)
text = font.render('add', True, Color.black)
w, h = text.get_size()
x = 100/2 - w/2 + 100
y = 60/2 - h/2 + 100
window.blit(text, (x, y))
def main():
pygame.init()
window = pygame.display.set_mode((400, 600))
pygame.display.set_caption('事件')
window.fill(Color.white)
add_btn(window)
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mx, my = event.pos
if (100 <= mx <= 100 + 100) and (100 <= my <= 100 + 60):
print('add')
if __name__ == '__main__':
main()
移动控制
import pygame
from color import Color
class Direction:
"""方向"""
UP = 273
DOWN = 274
RIGHT = 275
LEFT = 276
class Ball:
def __init__(self, center_x, center_y, radius, bg_color=Color.random_color()):
self.center_x = center_x
self.center_y = center_y
self.radius = radius
self.bg_color = bg_color
self.is_move = False # 是否移动
self.move_direction = Direction.DOWN
def disappear(self, window):
"""
小球消失
:param window:
:return:
"""
pygame.draw.circle(window, Color.white, (self.center_x, self.center_y), self.radius)
def show(self, window):
"""
小球显示
:param window:
:return:
"""
pygame.draw.circle(window, self.bg_color, (self.center_x, self.center_y), self.radius)
def move(self, window):
"""
小球移动
:param window:
:return:
"""
# 让移动前的球消失
self.disappear(window)
if self.move_direction == Direction.DOWN:
self.center_y += 1
elif self.move_direction == Direction.UP:
self.center_y -= 1
elif self.move_direction == Direction.RIGHT:
self.center_x += 1
else:
self.center_x -= 1
# 移动后重新显示球
self.show(window)
def main():
pygame.init()
window = pygame.display.set_mode((400, 600))
pygame.display.set_caption('事件')
window.fill(Color.white)
# 先显示一个静态的球
ball = Ball(100, 100, 30)
ball.show(window)
pygame.display.flip()
while True:
if ball.is_move:
# 让球动起来
ball.move(window)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
elif event.type == pygame.KEYDOWN:
if event.key == Direction.DOWN or event.key == Direction.UP or event.key == Direction.RIGHT or event.key == Direction.LEFT:
# 让球动起来
# ball.disappear(window)
# ball.center_y += 10
# ball.show(window)
# pygame.display.update()
ball.is_move = True
ball.move_direction = event.key
elif event.type == pygame.KEYUP:
if event.key == Direction.DOWN or event.key == Direction.UP or event.key == Direction.RIGHT or event.key == Direction.LEFT:
ball.is_move = False
if __name__ == '__main__':
main()
子线程对象
# 上了秒的操作都是耗时操作
import time
from datetime import datetime
# python多线程技术对应的模块
import threading
"""
默认情况下,一个进程有且只有一个线程,这个线程叫主线程
threading模块中的Thread类就是线程类,这个类的对象就是线程对象,一个线程对象对应一个子线程
(需要一个子线程就创建一个Thread类的对象)
"""
def download(file):
print('%s开始下载' % file)
# sleep(时间) - 程序执行到这个位置等待指定的时间在接着往后面执行
time.sleep(10)
print('%s下载结束' % file)
print(datetime.now())
def main():
print('程序开始')
print(datetime.now())
# 1.在主线程中下载三个电影(总耗时30s)
# download('枪王之王.mp4')
# download('开国大典')
# download('黄金城.mp4')
# 2.在三个子线程中同时下载三个电影
"""
Thread(target, args) - 创建子线程对象
说明:
target - Function, 需要传一个函数(这个函数的内容会在子线程中执行)
args - 元组,target对应的函数的参数
当通过创建好的子线程对象调用start方法的时候,会自动在子线程中调用target对应的函数,并且将args中的值作为实参
"""
# 创建线程对象
t1 = threading.Thread(target=download, args=('枪王之王.mp4',))
# 开始执行t1对应的子线程的任务(实质就是在子线程中调用target对应的函数)
t1.start()
t2 = threading.Thread(target=download, args=('开国大典',))
t2.start()
t3 = threading.Thread(target=download, args=('黄金城.mp4',))
t3.start()
print(datetime.now())
print('===============')
if __name__ == '__main__':
main()
Thread子类
import threading
import time as time1
from datetime import time
"""
可以通过写一个类继承Thread类,来创建属于自己的线程类
1.声明类继承Thread
2.重写run方法。这个方法中的任务就是需要在子线程中执行的任务
3.需要线程对象的时候,创建当前声明的类的对象;然后通过start方法在子线程中去执行run方法中的任务
"""
class DownloadThread(threading.Thread):
"""下载类"""
def __init__(self, file):
super().__init__()
self.file = file
def run(self):
print('%s开始下载' % self.file)
print('run:', threading.current_thread())
time1.sleep(10)
print('%s下载结束' % self.file)
def main():
# 获取当前线程
print(threading.current_thread())
t1 = DownloadThread('沉默的羔羊.mp4')
t2 = DownloadThread('恐怖游轮.mp4')
# 调用start的时候会自动在子线程中调用run方法
t1.start()
t2.start()
# 注意:如果直接用对象调用run方法,run方法中的任务会在主线程执行
# t1.run()
if __name__ == '__main__':
main()
join
from threading import Thread
import requests
import re
class DownloadImageThread(Thread):
def __init__(self, url):
super().__init__()
self.url = url
def run(self):
# 开始下载
response = requests.get(self.url)
content = response.content
file_name = re.split(r'/', self.url)[-1]
with open(file_name, 'wb') as f:
f.write(content)
def create_thread():
t1 = DownloadImageThread(
'https://image.haha.mx/2015/12/04/middle/2082175_c5c3cc05eb73e4023149e663475d3ab4_1449192201.gif')
t1.start()
# 线程对象调用join方法,会导致join后的代码会在线程中的任务结束后才执行
t1.join()
print('下载结束')
def main():
t0 = Thread(target=create_thread)
t0.start()
print('==============')
for x in range(100):
print(x)
if __name__ == '__main__':
main()