python+pygame簡(jiǎn)單畫板實(shí)現(xiàn)代碼實(shí)例
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)于其他同類項(xiàng)目),不過(guò)大家都是用來(lái)寫寫小東西玩一玩,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??上б灿幸荒隂](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)畫之類的特性沒(méi)有真是很可惜(Objective-C的版本就有T_T)如果是想寫引擎的話可以試試pyglet。想寫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??偟膩?lái)說(shuō)拿python寫游戲的人少之又少,你寫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。真正寫還是算了。當(dāng)然了,題主要是根本就沒(méi)打算用pygame寫游戲就當(dāng)我什么都沒(méi)說(shuō)吧……
(以上來(lái)自知乎的回答,感謝!)
下面是畫板截圖
# -*- 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()
總結(jié)
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