一起看看python+pygame简单画板实现代码实例

互联网 20-8-7

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……

相关学习推荐:python视频教程

(以上来自知乎的回答,感谢!)

下面是画板截图

# -*- 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()

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