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  • Python进阶


    #画笑脸-。-
    #RandomSmileys.py import random import turtle t
    = turtle.Pen() t.speed(0) t.hideturtle() turtle.bgcolor("black") def draw_smiley(x,y): t.penup() t.setpos(x,y) t.pendown() # Head t.pencolor("yellow") t.fillcolor("yellow") t.begin_fill() t.circle(50) t.end_fill() # Left eye t.setpos(x-15, y+60) t.fillcolor("blue") t.begin_fill() t.circle(10) t.end_fill() # Right eye t.setpos(x+15, y+60) t.begin_fill() t.circle(10) t.end_fill() # Mouth t.setpos(x-25, y+40) t.pencolor("black") t.width(10) t.goto(x-10, y+20) t.goto(x+10, y+20) t.goto(x+25, y+40) t.width(1) for n in range(50): x = random.randrange(-turtle.window_width()//2, turtle.window_width()//2) y = random.randrange(-turtle.window_height()//2, turtle.window_height()//2) draw_smiley(x,y)
    # 跳动的笑脸-。-
    # 图片:
    # SmileyBounce2.py import pygame # Setup pygame.init() screen = pygame.display.set_mode([800,600]) keep_going = True pic = pygame.image.load("CrazySmile.jpg") colorkey = pic.get_at((0,0)) pic.set_colorkey(colorkey) picx = 0 picy = 0 BLACK = (0,0,0) timer = pygame.time.Clock() speedx = 5 speedy = 5 while keep_going: # Game loop for event in pygame.event.get(): if event.type == pygame.QUIT: keep_going = False picx += speedx picy += speedy if picx <= 0 or picx + pic.get_width() >= 800: speedx = -speedx if picy <= 0 or picy + pic.get_height() >= 600: speedy = -speedy screen.fill(BLACK) screen.blit(pic, (picx, picy)) pygame.display.update() timer.tick(60) pygame.quit() # Exit
    # 笑脸爆炸图(PS:可以自己换图图片)
    # 图片:
    #
    SmileyExplosion.py import pygame import random BLACK = (0,0,0) pygame.init() screen = pygame.display.set_mode([800,600]) pygame.display.set_caption("Smiley Explosion") mousedown = False keep_going = True clock = pygame.time.Clock() pic = pygame.image.load("CrazySmile.jpg") colorkey = pic.get_at((0,0)) pic.set_colorkey(colorkey) sprite_list = pygame.sprite.Group() class Smiley(pygame.sprite.Sprite): pos = (0,0) xvel = 1 yvel = 1 scale = 100 def __init__(self, pos, xvel, yvel): pygame.sprite.Sprite.__init__(self) self.image = pic self.scale = random.randrange(10,100) self.image = pygame.transform.scale(self.image, (self.scale,self.scale)) self.rect = self.image.get_rect() self.pos = pos self.rect.x = pos[0] - self.scale/2 self.rect.y = pos[1] - self.scale/2 self.xvel = xvel self.yvel = yvel def update(self): self.rect.x += self.xvel self.rect.y += self.yvel if self.rect.x <= 0 or self.rect.x > screen.get_width() - self.scale: self.xvel = -self.xvel if self.rect.y <= 0 or self.rect.y > screen.get_height() - self.scale: self.yvel = -self.yvel while keep_going: for event in pygame.event.get(): if event.type == pygame.QUIT: keep_going = False if event.type == pygame.MOUSEBUTTONDOWN: mousedown = True if event.type == pygame.MOUSEBUTTONUP: mousedown = False screen.fill(BLACK) sprite_list.update() sprite_list.draw(screen) clock.tick(60) pygame.display.update() if mousedown: speedx = random.randint(-5, 5) speedy = random.randint(-5, 5) newSmiley = Smiley(pygame.mouse.get_pos(),speedx,speedy) sprite_list.add(newSmiley) pygame.quit()
    # 接笑脸小游戏
    # SmileyPong1.py
    import pygame       # Setup
    pygame.init()
    screen = pygame.display.set_mode([800,600])
    pygame.display.set_caption("Smiley Pong")
    keepGoing = True
    pic = pygame.image.load("CrazySmile.jpg")
    colorkey = pic.get_at((0,0))
    pic.set_colorkey(colorkey)
    picx = 0
    picy = 0
    BLACK = (0,0,0)
    WHITE = (255,255,255)
    timer = pygame.time.Clock()
    speedx = 5
    speedy = 5
    paddlew = 200
    paddleh = 25
    paddlex = 300
    paddley = 550
    picw = 100
    pich = 100
    points = 0
    lives = 5
    font = pygame.font.SysFont("Times", 24)
    while keepGoing:    # Game loop
        for event in pygame.event.get(): 
            if event.type == pygame.QUIT: 
                keepGoing = False
        picx += speedx
        picy += speedy
        
        if picx <= 0 or picx + pic.get_width() >= 800:
            speedx = -speedx
        if picy <= 0:
            speedy = -speedy 
        if picy >= 500:
            lives -= 1
            speedy = -speedy
        screen.fill(BLACK)    
        screen.blit(pic, (picx, picy))
        # Draw paddle
        paddlex = pygame.mouse.get_pos()[0]
        paddlex -= paddlew/2
        pygame.draw.rect(screen, WHITE, (paddlex, paddley, paddlew, paddleh))
        # Check for paddle bounce
        if picy + pich >= paddley and picy + pich <= paddley + paddleh 
           and speedy > 0:
            if picx + picw / 2 >= paddlex and picx + picw / 2 <= paddlex + 
               paddlew:
                points += 1
                speedy = -speedy
        # Draw text on screen
        draw_string = "Lives: " + str(lives) + " Points: " + str(points)
            
        text = font.render(draw_string, True, WHITE)
        text_rect = text.get_rect()
        text_rect.centerx = screen.get_rect().centerx
        text_rect.y = 10
        screen.blit(text, text_rect)
        pygame.display.update()
        timer.tick(60)
        
    pygame.quit()       # Exit
    # 接笑脸2(速度与激情版:越来越快)
    # SmileyPong2.py
    import pygame       # Setup
    pygame.init()
    screen = pygame.display.set_mode([800,600])
    pygame.display.set_caption("Smiley Pong")
    keepGoing = True
    pic = pygame.image.load("CrazySmile.jpg")
    colorkey = pic.get_at((0,0))
    pic.set_colorkey(colorkey)
    picx = 0
    picy = 0
    BLACK = (0,0,0)
    WHITE = (255,255,255)
    timer = pygame.time.Clock()
    speedx = 5
    speedy = 5
    paddlew = 200
    paddleh = 25
    paddlex = 300
    paddley = 550
    picw = 100
    pich = 100
    points = 0
    lives = 5
    font = pygame.font.SysFont("Times", 24)
    while keepGoing:    # Game loop
        for event in pygame.event.get(): 
            if event.type == pygame.QUIT: 
                keepGoing = False
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_F1:    # F1 = New Game
                    points = 0
                    lives = 5
                    picx = 0
                    picy = 0
                    speedx = 5
                    speedy = 5
                
        picx += speedx
        picy += speedy
        
        if picx <= 0 or picx >= 700:
            speedx = -speedx * 1.1
        if picy <= 0:
            speedy = -speedy + 1
        if picy >= 500:
            lives -= 1
            speedy = -5
            speedx = 5
            picy = 499
        screen.fill(BLACK)    
        screen.blit(pic, (picx, picy))
        # Draw paddle
        paddlex = pygame.mouse.get_pos()[0]
        paddlex -= paddlew/2
        pygame.draw.rect(screen, WHITE, (paddlex, paddley, paddlew, paddleh))
        # Check for paddle bounce
        if picy + pich >= paddley and picy + pich <= paddley + paddleh 
           and speedy > 0:
            if picx + picw/2 >= paddlex and picx + picw/2 <= paddlex + 
               paddlew:
                speedy = -speedy
                points += 1
        # Draw text on screen
        draw_string = "Lives: " + str(lives) + " Points: " + str(points)
        # Check whether the game is over
        if lives < 1:   
            speedx = speedy = 0
            draw_string = "Game Over. Your score was: " + str(points)
            draw_string += ". Press F1 to play again. "
            
        text = font.render(draw_string, True, WHITE)
        text_rect = text.get_rect()
        text_rect.centerx = screen.get_rect().centerx
        text_rect.y = 10
        screen.blit(text, text_rect)
        pygame.display.update()
        timer.tick(60)
        
    pygame.quit()       # Exit
    # 爆炸笑脸(升级版:左键创造,右键消除)
    # SmileyPop2.py
    import pygame
    import random
    BLACK = (0,0,0)
    WHITE = (255,255,255)
    pygame.init()
    screen = pygame.display.set_mode([800,600])
    pygame.display.set_caption("Pop a Smiley")
    mousedown = False
    keep_going = True
    clock = pygame.time.Clock()
    pic = pygame.image.load("CrazySmile.jpg")
    colorkey = pic.get_at((0,0))
    pic.set_colorkey(colorkey)
    sprite_list = pygame.sprite.Group()
    pygame.mixer.init()    # Add sounds
    pop = pygame.mixer.Sound("pop.wav")
    font = pygame.font.SysFont("Arial", 24)
    count_smileys = 0
    count_popped = 0
    class Smiley(pygame.sprite.Sprite):
        pos = (0,0)
        xvel = 1
        yvel = 1
        scale = 100
        def __init__(self, pos, xvel, yvel):
            pygame.sprite.Sprite.__init__(self)
            self.image = pic
            self.scale = random.randrange(10,100)
            self.image = pygame.transform.scale(self.image, 
                                                (self.scale,self.scale))
            self.rect = self.image.get_rect()
            self.pos = pos
            self.rect.x = pos[0] - self.scale/2
            self.rect.y = pos[1] - self.scale/2
            self.xvel = xvel
            self.yvel = yvel
        def update(self):
            self.rect.x += self.xvel
            self.rect.y += self.yvel
            if self.rect.x <= 0 or self.rect.x > screen.get_width() - self.scale:
                self.xvel = -self.xvel
            if self.rect.y <= 0 or self.rect.y > screen.get_height() - self.scale:
                self.yvel = -self.yvel
    while keep_going:
        for event in pygame.event.get(): 
            if event.type == pygame.QUIT: 
                keep_going = False
            if event.type == pygame.MOUSEBUTTONDOWN:
                if pygame.mouse.get_pressed()[0]:    # Left mouse button, draw
                    mousedown = True
                elif pygame.mouse.get_pressed()[2]:  # Right mouse button, pop
                    pos = pygame.mouse.get_pos()
                    clicked_smileys = [s for s in sprite_list if 
                                       s.rect.collidepoint(pos)]
                    sprite_list.remove(clicked_smileys)
                    if len(clicked_smileys) > 0:
                        pop.play()
                        count_popped += len(clicked_smileys)
            if event.type == pygame.MOUSEBUTTONUP:
                mousedown = False
        screen.fill(BLACK)
        sprite_list.update()
        sprite_list.draw(screen)
        clock.tick(60)
        draw_string = "Bubbles created: " + str(count_smileys)
        draw_string += " - Bubbles popped: " + str(count_popped)
        if (count_smileys > 0):
            draw_string += " - Percent: "
            draw_string += str(round(count_popped/count_smileys*100, 1))
            draw_string += "%" 
        text = font.render(draw_string, True, WHITE)
        text_rect = text.get_rect()
        text_rect.centerx = screen.get_rect().centerx
        text_rect.y = 10
        screen.blit (text, text_rect)
        pygame.display.update()
        if mousedown:
            speedx = random.randint(-5, 5)
            speedy = random.randint(-5, 5)
            newSmiley = Smiley(pygame.mouse.get_pos(), speedx, speedy)
            sprite_list.add(newSmiley)
            count_smileys += 1
    pygame.quit()
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  • 原文地址:https://www.cnblogs.com/6666junyiliu/p/6047775.html
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