本週提供簡單的 Pygame 程式範例
vcpw15-1.py
# vcpw15-1.py import pygame, sys from pygame.locals import * # 起始 pygame pygame.init() # 設定執行視窗大小 DISPLAYSURF = pygame.display.set_mode((400, 300)) # 設定執行視窗標題 pygame.display.set_caption('Hello world') # 進入永久執行迴圈 while True: # 等待取使用者的事件輸入 for event in pygame.event.get(): # 使用者要求退出 pygame if event.type == QUIT: pygame.quit() sys.exit() # 其餘狀況持續顯示畫面 pygame.display.update()
vcpw15-2.py
# vcpw15-2.py import pygame, sys from pygame.locals import * # 起始 pygame pygame.init() # 設定執行視窗大小 DISPLAYSURF = pygame.display.set_mode((500, 400), 0, 32) # 設定執行視窗標題 pygame.display.set_caption('Drawing') BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255) DISPLAYSURF.fill(WHITE) pygame.draw.polygon(DISPLAYSURF, GREEN, ((146, 0), (291, 106), (236, 277), (56, 277), (0, 106))) pygame.draw.line(DISPLAYSURF, BLUE, (60, 60), (120, 60), 4) pygame.draw.line(DISPLAYSURF, BLUE, (120, 60), (60, 120)) pygame.draw.line(DISPLAYSURF, BLUE, (60, 120), (120, 120), 4) pygame.draw.circle(DISPLAYSURF, BLUE, (300, 50), 20, 0) pygame.draw.ellipse(DISPLAYSURF, RED, (300, 250, 40, 80), 1) pygame.draw.rect(DISPLAYSURF, RED, (200, 150, 100, 50)) pixObj = pygame.PixelArray(DISPLAYSURF) pixObj[480][380] = BLACK pixObj[482][382] = BLACK pixObj[484][384] = BLACK pixObj[486][386] = BLACK pixObj[488][388] = BLACK del pixObj while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() pygame.display.update()
vcpw15-3.py
# vcpw15-3.py import pygame, sys from pygame.locals import * pygame.init() FPS = 30 fpsClock = pygame.time.Clock() DISPLAYSURF = pygame.display.set_mode((400, 300), 0, 32) pygame.display.set_caption('Animation') WHITE = (255, 255, 255) catImg = pygame.image.load('cat.png') catx = 10 caty = 20 direction = 'right' while True: DISPLAYSURF.fill(WHITE) if direction == 'right': catx += 5 if catx == 280: direction = 'down' elif direction == 'down': caty += 5 if caty == 220: direction = 'left' elif direction == 'left': catx -=5 if catx == 10: direction = 'up' elif direction == 'up': caty -= 5 if caty == 10: direction = 'right' DISPLAYSURF.blit(catImg, (catx, caty)) for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() pygame.display.update() fpsClock.tick(FPS)
vcpw15-4.py
# vcpw15-4.py import pygame, sys from pygame.locals import * pygame.init() DISPLAYSURF = pygame.display.set_mode((400, 300)) pygame.display.set_caption('Pygame 中文標題') WHITE = (255, 255, 255) GREEN = (0, 255, 0) BLUE = (0, 0, 128) #fontObj = pygame.font.Font('freesansbold.ttf', 32) fontObj = pygame.font.Font('fireflysung.ttf', 32) textSurfaceObj = fontObj.render('視窗中的中文字元', True, GREEN, BLUE) textRectObj = textSurfaceObj.get_rect() textRectObj.center = (250, 150) while True: DISPLAYSURF.fill(WHITE) DISPLAYSURF.blit(textSurfaceObj, textRectObj) for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() pygame.display.update()
cpw15-5.py
# vcpw15-5.py # Memory Puzzle # Original By Al Sweigart al@inventwithpython.com # http://inventwithpython.com/pygame # Released under a "Simplified BSD" license import random, pygame, sys from pygame.locals import * FPS = 30 # frames per second, the general speed of the program WINDOWWIDTH = 640 # size of window's width in pixels WINDOWHEIGHT = 480 # size of windows' height in pixels REVEALSPEED = 8 # speed boxes' sliding reveals and covers BOXSIZE = 40 # size of box height & width in pixels GAPSIZE = 10 # size of gap between boxes in pixels BOARDWIDTH = 5 # number of columns of icons BOARDHEIGHT = 2 # number of rows of icons assert (BOARDWIDTH * BOARDHEIGHT) % 2 == 0, 'Board needs to have an even number of boxes for pairs of matches.' XMARGIN = int((WINDOWWIDTH - (BOARDWIDTH * (BOXSIZE + GAPSIZE))) / 2) YMARGIN = int((WINDOWHEIGHT - (BOARDHEIGHT * (BOXSIZE + GAPSIZE))) / 2) # R G B GRAY = (100, 100, 100) NAVYBLUE = ( 60, 60, 100) WHITE = (255, 255, 255) RED = (255, 0, 0) GREEN = ( 0, 255, 0) BLUE = ( 0, 0, 255) YELLOW = (255, 255, 0) ORANGE = (255, 128, 0) PURPLE = (255, 0, 255) CYAN = ( 0, 255, 255) BGCOLOR = NAVYBLUE LIGHTBGCOLOR = GRAY BOXCOLOR = WHITE HIGHLIGHTCOLOR = BLUE DONUT = 'donut' SQUARE = 'square' DIAMOND = 'diamond' LINES = 'lines' OVAL = 'oval' ALLCOLORS = (RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN) ALLSHAPES = (DONUT, SQUARE, DIAMOND, LINES, OVAL) assert len(ALLCOLORS) * len(ALLSHAPES) * 2 >= BOARDWIDTH * BOARDHEIGHT, "Board is too big for the number of shapes/colors defined." def main(): global FPSCLOCK, DISPLAYSURF pygame.init() FPSCLOCK = pygame.time.Clock() DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) mousex = 0 # used to store x coordinate of mouse event mousey = 0 # used to store y coordinate of mouse event pygame.display.set_caption('Memory Game') mainBoard = getRandomizedBoard() revealedBoxes = generateRevealedBoxesData(False) firstSelection = None # stores the (x, y) of the first box clicked. DISPLAYSURF.fill(BGCOLOR) startGameAnimation(mainBoard) while True: # main game loop mouseClicked = False DISPLAYSURF.fill(BGCOLOR) # drawing the window drawBoard(mainBoard, revealedBoxes) for event in pygame.event.get(): # event handling loop if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE): pygame.quit() sys.exit() elif event.type == MOUSEMOTION: mousex, mousey = event.pos elif event.type == MOUSEBUTTONUP: mousex, mousey = event.pos mouseClicked = True boxx, boxy = getBoxAtPixel(mousex, mousey) if boxx != None and boxy != None: # The mouse is currently over a box. if not revealedBoxes[boxx][boxy]: drawHighlightBox(boxx, boxy) if not revealedBoxes[boxx][boxy] and mouseClicked: revealBoxesAnimation(mainBoard, [(boxx, boxy)]) revealedBoxes[boxx][boxy] = True # set the box as "revealed" if firstSelection == None: # the current box was the first box clicked firstSelection = (boxx, boxy) else: # the current box was the second box clicked # Check if there is a match between the two icons. icon1shape, icon1color = getShapeAndColor(mainBoard, firstSelection[0], firstSelection[1]) icon2shape, icon2color = getShapeAndColor(mainBoard, boxx, boxy) if icon1shape != icon2shape or icon1color != icon2color: # Icons don't match. Re-cover up both selections. pygame.time.wait(1000) # 1000 milliseconds = 1 sec coverBoxesAnimation(mainBoard, [(firstSelection[0], firstSelection[1]), (boxx, boxy)]) revealedBoxes[firstSelection[0]][firstSelection[1]] = False revealedBoxes[boxx][boxy] = False elif hasWon(revealedBoxes): # check if all pairs found gameWonAnimation(mainBoard) pygame.time.wait(2000) # Reset the board mainBoard = getRandomizedBoard() revealedBoxes = generateRevealedBoxesData(False) # Show the fully unrevealed board for a second. drawBoard(mainBoard, revealedBoxes) pygame.display.update() pygame.time.wait(1000) # Replay the start game animation. startGameAnimation(mainBoard) firstSelection = None # reset firstSelection variable # Redraw the screen and wait a clock tick. pygame.display.update() FPSCLOCK.tick(FPS) def generateRevealedBoxesData(val): revealedBoxes = [] for i in range(BOARDWIDTH): revealedBoxes.append([val] * BOARDHEIGHT) return revealedBoxes def getRandomizedBoard(): # Get a list of every possible shape in every possible color. icons = [] for color in ALLCOLORS: for shape in ALLSHAPES: icons.append( (shape, color) ) random.shuffle(icons) # randomize the order of the icons list numIconsUsed = int(BOARDWIDTH * BOARDHEIGHT / 2) # calculate how many icons are needed icons = icons[:numIconsUsed] * 2 # make two of each random.shuffle(icons) # Create the board data structure, with randomly placed icons. board = [] for x in range(BOARDWIDTH): column = [] for y in range(BOARDHEIGHT): column.append(icons[0]) del icons[0] # remove the icons as we assign them board.append(column) return board def splitIntoGroupsOf(groupSize, theList): # splits a list into a list of lists, where the inner lists have at # most groupSize number of items. result = [] for i in range(0, len(theList), groupSize): result.append(theList[i:i + groupSize]) return result def leftTopCoordsOfBox(boxx, boxy): # Convert board coordinates to pixel coordinates left = boxx * (BOXSIZE + GAPSIZE) + XMARGIN top = boxy * (BOXSIZE + GAPSIZE) + YMARGIN return (left, top) def getBoxAtPixel(x, y): for boxx in range(BOARDWIDTH): for boxy in range(BOARDHEIGHT): left, top = leftTopCoordsOfBox(boxx, boxy) boxRect = pygame.Rect(left, top, BOXSIZE, BOXSIZE) if boxRect.collidepoint(x, y): return (boxx, boxy) return (None, None) def drawIcon(shape, color, boxx, boxy): quarter = int(BOXSIZE * 0.25) # syntactic sugar half = int(BOXSIZE * 0.5) # syntactic sugar left, top = leftTopCoordsOfBox(boxx, boxy) # get pixel coords from board coords # Draw the shapes if shape == DONUT: pygame.draw.circle(DISPLAYSURF, color, (left + half, top + half), half - 5) pygame.draw.circle(DISPLAYSURF, BGCOLOR, (left + half, top + half), quarter - 5) elif shape == SQUARE: pygame.draw.rect(DISPLAYSURF, color, (left + quarter, top + quarter, BOXSIZE - half, BOXSIZE - half)) elif shape == DIAMOND: pygame.draw.polygon(DISPLAYSURF, color, ((left + half, top), (left + BOXSIZE - 1, top + half), (left + half, top + BOXSIZE - 1), (left, top + half))) elif shape == LINES: for i in range(0, BOXSIZE, 4): pygame.draw.line(DISPLAYSURF, color, (left, top + i), (left + i, top)) pygame.draw.line(DISPLAYSURF, color, (left + i, top + BOXSIZE - 1), (left + BOXSIZE - 1, top + i)) elif shape == OVAL: pygame.draw.ellipse(DISPLAYSURF, color, (left, top + quarter, BOXSIZE, half)) def getShapeAndColor(board, boxx, boxy): # shape value for x, y spot is stored in board[x][y][0] # color value for x, y spot is stored in board[x][y][1] return board[boxx][boxy][0], board[boxx][boxy][1] def drawBoxCovers(board, boxes, coverage): # Draws boxes being covered/revealed. "boxes" is a list # of two-item lists, which have the x & y spot of the box. for box in boxes: left, top = leftTopCoordsOfBox(box[0], box[1]) pygame.draw.rect(DISPLAYSURF, BGCOLOR, (left, top, BOXSIZE, BOXSIZE)) shape, color = getShapeAndColor(board, box[0], box[1]) drawIcon(shape, color, box[0], box[1]) if coverage > 0: # only draw the cover if there is an coverage pygame.draw.rect(DISPLAYSURF, BOXCOLOR, (left, top, coverage, BOXSIZE)) pygame.display.update() FPSCLOCK.tick(FPS) def revealBoxesAnimation(board, boxesToReveal): # Do the "box reveal" animation. for coverage in range(BOXSIZE, (-REVEALSPEED) - 1, -REVEALSPEED): drawBoxCovers(board, boxesToReveal, coverage) def coverBoxesAnimation(board, boxesToCover): # Do the "box cover" animation. for coverage in range(0, BOXSIZE + REVEALSPEED, REVEALSPEED): drawBoxCovers(board, boxesToCover, coverage) def drawBoard(board, revealed): # Draws all of the boxes in their covered or revealed state. for boxx in range(BOARDWIDTH): for boxy in range(BOARDHEIGHT): left, top = leftTopCoordsOfBox(boxx, boxy) if not revealed[boxx][boxy]: # Draw a covered box. pygame.draw.rect(DISPLAYSURF, BOXCOLOR, (left, top, BOXSIZE, BOXSIZE)) else: # Draw the (revealed) icon. shape, color = getShapeAndColor(board, boxx, boxy) drawIcon(shape, color, boxx, boxy) def drawHighlightBox(boxx, boxy): left, top = leftTopCoordsOfBox(boxx, boxy) pygame.draw.rect(DISPLAYSURF, HIGHLIGHTCOLOR, (left - 5, top - 5, BOXSIZE + 10, BOXSIZE + 10), 4) def startGameAnimation(board): # Randomly reveal the boxes 8 at a time. coveredBoxes = generateRevealedBoxesData(False) boxes = [] for x in range(BOARDWIDTH): for y in range(BOARDHEIGHT): boxes.append( (x, y) ) random.shuffle(boxes) boxGroups = splitIntoGroupsOf(8, boxes) drawBoard(board, coveredBoxes) for boxGroup in boxGroups: revealBoxesAnimation(board, boxGroup) coverBoxesAnimation(board, boxGroup) def gameWonAnimation(board): # flash the background color when the player has won coveredBoxes = generateRevealedBoxesData(True) color1 = LIGHTBGCOLOR color2 = BGCOLOR for i in range(13): color1, color2 = color2, color1 # swap colors DISPLAYSURF.fill(color1) drawBoard(board, coveredBoxes) pygame.display.update() pygame.time.wait(300) def hasWon(revealedBoxes): # Returns True if all the boxes have been revealed, otherwise False for i in revealedBoxes: if False in i: return False # return False if any boxes are covered. return True if __name__ == '__main__': main()
vcpw15-6.py
# vcpw15-6.py # http://richard.cgpublisher.com/product/pub.84/prod.11 # INTIALISATION import pygame, math, sys from pygame.locals import * TURN_SPEED = 5 ACCELERATION = 2 MAX_FORWARD_SPEED = 10 MAX_REVERSE_SPEED = 5 BG= (0,0,0) MAX_Y = 768 MAX_X = 1024 # initialize the screen with size (MAX_X, MAX_Y) screen = pygame.display.set_mode((MAX_X, MAX_Y)) # load picture file - Car: http://www.xnadevelopment.com/tutorials/introducingxnagamestudioexpress/Car.png / Turtle: http://www.wpclipart.com/animals/aquatic/turtle/turtle_2/cartoon_turtle.png.html car = pygame.image.load('car.png') # initialize the sound mixer pygame.mixer.init() # load horn sound http://www.freesound.org/people/KRAFTWERK2K1/sounds/32417/ horn = pygame.mixer.Sound('car_horn.wav') clock = pygame.time.Clock() # load clock k_up = k_down = k_left = k_right = 0 # init key values speed = direction = 0 # start speed & direction position = (100, 100) # start position play = True while play: # USER INPUT clock.tick(30) # get events from the user for event in pygame.event.get(): # not a key event if not hasattr(event, 'key'): continue # check if presses a key or left it down = event.type == KEYDOWN # key down or up? # key events: http://pygame.org/docs/ref/key.html if event.key == K_RIGHT: k_right = down * TURN_SPEED elif event.key == K_LEFT: k_left = down * TURN_SPEED elif event.key == K_UP: k_up = down * ACCELERATION elif event.key == K_DOWN: k_down = down * ACCELERATION elif event.key == K_RETURN: horn.play() # TODO honk twice if you feel nice elif event.key == K_ESCAPE: horn.play() play = False screen.fill(BG) # SIMULATION # .. new speed and direction based on acceleration and turn speed += (k_up - k_down) if speed > MAX_FORWARD_SPEED: speed = MAX_FORWARD_SPEED if speed < MAX_REVERSE_SPEED: speed = MAX_REVERSE_SPEED direction += (k_right - k_left) # TODO is this the right direction? # .. new position based on current position, speed and direction x, y = position rad = direction * math.pi / 180 x += speed*math.sin(rad) y += speed*math.cos(rad) # make sure the car doesn't exit the screen if y < 0: y = 0 # TODO is there another way to treat this? elif y > MAX_Y: y = MAX_Y if x < 0: x = 0 elif x > MAX_X: x = MAX_X position = (x, y) # RENDERING # .. rotate the car image for direction rotated = pygame.transform.rotate(car, direction) # .. position the car on screen rect = rotated.get_rect() rect.center = position print(position) # .. render the car to screen screen.blit(rotated, rect) pygame.display.flip() sys.exit(0) # quit the game