疑问:pygame已经过时了吗?
过没过时不知道,反正这玩意官方已经快四年没有更新了。用的人还是蛮多的(相对于其他同类项目),不过大家都是用来写写小东西玩一玩,没有人用这个做商业项目。pygame其实就是SDL的python绑定,SDL又是基于OpenGL,所以也有人用pygame+pyOpenGL做3D演示什么的。真的要写游戏的话pygame的封装比较底层,不太够用,很多东西都要自己实现(当然自由度也高)。文档也不太好,好在前人留下了很多文章。拿来练手倒是很不错的选择,可以用来实践很多2D游戏中常用的思想和算法。如果是想要直接以上来拿来写2D游戏的话还可以选择cocos2D(注意不是iOS那个,是Python的)这个的API设计的非常好,简单易用。还有场景管理、内置的控制台等等。可惜也有一年没更新……虽然作者说会更新啦,估计他主攻Objective-C那个版本的cocos了,毕竟用的人多……帧动画之类的特性没有真是很可惜(Objective-C的版本就有T_T)如果是想写引擎的话可以试试pyglet。想写3D试试panda3D或者python-orge,这俩我都没用过,不过大家都这么说,应该错不了。总的来说拿python写游戏的人少之又少,你写完了别人玩还要装环境,打包又各种bug,拿来试验游戏中的某种算法做原型还可以。真正写还是算了。当然了,题主要是根本就没打算用pygame写游戏就当我什么都没说吧……
(以上来自知乎的回答,感谢!)
下面是画板截图
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
|
# -*- coding: utf-8 -*- import pygame from pygame. locals import * import math class 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 False class 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() |
总结
以上就是本文关于python+pygame简单画板实现代码实例的全部内容,希望对大家有所帮助。感兴趣的朋友可以继续参阅本站其他相关专题,如有不足之处,欢迎留言指出。感谢朋友们对本站的支持!
原文链接:https://www.cnblogs.com/legion/p/6217212.html