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()

 

posted @ 2016-11-09 17:20  君翼坦荡荡~  阅读(911)  评论(0编辑  收藏  举报