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使用Python編寫簡(jiǎn)單的畫圖板程序的示例教程

 更新時(shí)間:2015年12月08日 16:37:26   作者:xishui  
這篇文章主要介紹了使用Python編寫簡(jiǎn)單的畫圖板軟件的示例教程,利用到了經(jīng)常被用來做游戲的pygame模塊,需要的朋友可以參考下

從這次開始,我會(huì)由簡(jiǎn)單到困難(其實(shí)也不會(huì)困難到哪里去)講幾個(gè)例程,每一個(gè)例程都是我自己寫(或者修改,那樣的話我會(huì)提供原始出處)的,都具有一定的操作性和娛樂性。例程中匯盡量覆蓋到以前所講的pygame中方方面面,如果看到哪一步不明白,那就再回去復(fù)習(xí)復(fù)習(xí),基本沒有人會(huì)看一遍什么都記住什么都掌握的,重復(fù)是學(xué)習(xí)之母,實(shí)踐是掌握一門技藝的最好手段!

這次就先從一個(gè)最簡(jiǎn)單的程序開始,說實(shí)話有些太簡(jiǎn)單我都不好意思拿出手了,不過從簡(jiǎn)單的開始,容易建立自信培養(yǎng)興趣。興趣是學(xué)習(xí)之母嘛。我們這次做一個(gè)畫板,類似Windows里自帶的畫板,還記不記得第一次接觸電腦用畫板時(shí)的驚嘆?現(xiàn)在想起來其實(shí)那個(gè)真的非常簡(jiǎn)陋,不過我們的比那個(gè)還要樸素,因?yàn)榇蛩阋黄v完,就不追加很多功能了,等你把這一次講解的都理解了,很容易可以自己給它增加新的機(jī)能。沒準(zhǔn),你就開發(fā)出一個(gè)非常牛X的畫圖工具擊敗了Photoshop,然后日進(jìn)斗金名垂千古(眾:喂,別做夢(mèng)了?。?/p>

功能樣式

做之前總要有個(gè)數(shù),我們的程序做出來會(huì)是個(gè)什么樣子。所謂從頂?shù)降谆蛘邚牡椎巾斏兜?,咱就不研究了,這個(gè)小程序隨你怎么弄了,而且我們主要是來熟悉pygame,高級(jí)的軟件設(shè)計(jì)方法一概不談~

因?yàn)槭浅u畫圖板,也就是鼠標(biāo)按住了能在上面涂涂畫畫就是了,選區(qū)、放大鏡、滴管功能啥的就統(tǒng)統(tǒng)不要了。畫筆的話,基本的鉛筆畫筆總是要的,也可以考慮加一個(gè)刷子畫筆,這樣有一點(diǎn)變化;然后顏色應(yīng)該是要的,否則太過單調(diào)了,不過調(diào)色板啥的就暫時(shí)免了,提供幾個(gè)候選色就好了;然后橡皮……橡皮不就是白色的畫筆么?免了免了!還有啥?似乎夠了。。。 OK,開始吧!

框架

pygame程序的框架都是差不多的,考慮到我們這個(gè)程序的實(shí)際作用,大概建立這樣的一個(gè)代碼架子就可以了。

import pygame
from pygame.locals import *

class Brush():
 def __init__(self):
  pass

class Painter():
 def __init__(self):
  self.screen = pygame.display.set_mode((800, 600))
  pygame.display.set_caption("Painter")
  self.clock = pygame.time.Clock()

 def run(self):
  self.screen.fill((255, 255, 255))
  while True:
   # max fps limit
   self.clock.tick(30)
   for event in pygame.event.get():
    if event.type == QUIT:
     return
    elif event.type == KEYDOWN:
     pass
    elif event.type == MOUSEBUTTONDOWN:
     pass
    elif event.type == MOUSEMOTION:
     pass
    elif event.type == MOUSEBUTTONUP:
     pass

   pygame.display.update()

if __name__ == '__main__':
 app = Painter()
 app.run()

import pygame
from pygame.locals import *
 
class Brush():
 def __init__(self):
  pass
 
class Painter():
 def __init__(self):
  self.screen = pygame.display.set_mode((800, 600))
  pygame.display.set_caption("Painter")
  self.clock = pygame.time.Clock()
 
 def run(self):
  self.screen.fill((255, 255, 255))
  while True:
   # max fps limit
   self.clock.tick(30)
   for event in pygame.event.get():
    if event.type == QUIT:
     return
    elif event.type == KEYDOWN:
     pass
    elif event.type == MOUSEBUTTONDOWN:
     pass
    elif event.type == MOUSEMOTION:
     pass
    elif event.type == MOUSEBUTTONUP:
     pass
 
   pygame.display.update()
 
if __name__ == '__main__':
 app = Painter()
 app.run()

這個(gè)非常簡(jiǎn)單,準(zhǔn)備好畫板類,畫筆類,暫時(shí)還都是空的,其實(shí)也就是做了一些pygame的初始化工作。如果這樣還不能讀懂的話,您需要把前面22篇從頭再看看,有幾句話不懂就看幾遍:)

這里只有一點(diǎn)要注意一下,我們把幀率控制在了30,沒有人希望在畫畫的時(shí)候,CPU風(fēng)扇狂轉(zhuǎn)的。而且只是畫板,沒有自動(dòng)運(yùn)動(dòng)的物體,純粹的交互驅(qū)動(dòng),我們也不需要很高的刷新率。

第一次的繪圖代碼

按住鼠標(biāo)然后在上面移動(dòng)就畫東西,我們很容易可以想到這個(gè)流程:


按下左鍵  →  繪制flag開
移動(dòng)鼠標(biāo)  →  flag開的時(shí)候,在移動(dòng)坐標(biāo)上留下痕跡
放開左鍵  →  繪制flag關(guān)

按下左鍵  →  繪制flag開
移動(dòng)鼠標(biāo)  →  flag開的時(shí)候,在移動(dòng)坐標(biāo)上留下痕跡
放開左鍵  →  繪制flag關(guān)
立刻試一試吧:

class Brush():
 def __init__(self, screen):
  self.screen = screen
  self.color = (0, 0, 0)
  self.size = 1
  self.drawing = False

 def start_draw(self):
  self.drawing = True
 def end_draw(self):
  self.drawing = False

 def draw(self, pos):
  if self.drawing:
   pygame.draw.circle(self.screen, self.color, pos, self.size)

class Painter():
 def __init__(self):
  #*#*#*#*#
  self.brush = Brush(self.screen)

 def run(self):
   #*#*#*#*#
    elif event.type == KEYDOWN:
     # press esc to clear screen
     if event.key == K_ESCAPE:
      self.screen.fill((255, 255, 255))
    elif event.type == MOUSEBUTTONDOWN:
     self.brush.start_draw()
    elif event.type == MOUSEMOTION:
     self.brush.draw(event.pos)
    elif event.type == MOUSEBUTTONUP:
     self.brush.end_draw()

class Brush():
 def __init__(self, screen):
  self.screen = screen
  self.color = (0, 0, 0)
  self.size = 1
  self.drawing = False
 
 def start_draw(self):
  self.drawing = True
 def end_draw(self):
  self.drawing = False
 
 def draw(self, pos):
  if self.drawing:
   pygame.draw.circle(self.screen, self.color, pos, self.size)
 
class Painter():
 def __init__(self):
  #*#*#*#*#
  self.brush = Brush(self.screen)
 
 def run(self):
   #*#*#*#*#
    elif event.type == KEYDOWN:
     # press esc to clear screen
     if event.key == K_ESCAPE:
      self.screen.fill((255, 255, 255))
    elif event.type == MOUSEBUTTONDOWN:
     self.brush.start_draw()
    elif event.type == MOUSEMOTION:
     self.brush.draw(event.pos)
    elif event.type == MOUSEBUTTONUP:
     self.brush.end_draw()

框架中有的代碼我就不貼了,用#*#*#*#*#代替,最后會(huì)給出完整代碼的。

這里主要是給Brush類增加了一些功能,也就是上面我們提到的流程想對(duì)應(yīng)的功能。留下痕跡,我們是使用了在坐標(biāo)上畫圓的方法,這也是最容易想到的方法。這樣的效果好不好呢?我們?cè)囈辉嚕?/p>

2015128162649149.jpg (271×170)

哦,太糟糕了,再劣質(zhì)的鉛筆也不會(huì)留下這樣斷斷續(xù)續(xù)的筆跡。上面是當(dāng)我們鼠標(biāo)移動(dòng)的快一些的時(shí)候,點(diǎn)之間的間距很大;下面是移動(dòng)慢一些的時(shí)候,勉勉強(qiáng)強(qiáng)顯得比較連續(xù)。從這里我們也可以看到pygame事件響應(yīng)的頻度(這個(gè)距離和上面設(shè)置的最大幀率有關(guān))。

怎么辦?要修改幀率讓pygame平滑的反應(yīng)么?不,那樣做得不償失,換一個(gè)角度思考,如果有間隙,我們讓pygame把這個(gè)間隙連接起來不好么?

第二次的繪圖代碼

思路還是很簡(jiǎn)單,當(dāng)移動(dòng)的時(shí)候,Brush在上一次和這一次的點(diǎn)之間連一條線就好了:

class Brush():
 def __init__(self, screen):
  self.screen = screen
  self.color = (0, 0, 0)
  self.size = 1
  self.drawing = False
  self.last_pos = None  # <--
 
 def start_draw(self, pos):
  self.drawing = True
  self.last_pos = pos # <--
 def end_draw(self):
  self.drawing = False
 
 def draw(self, pos):
  if self.drawing:
   pygame.draw.line(self.screen, self.color,
     self.last_pos, pos, self.size * 2)
   self.last_pos = pos

2015128162728237.jpg (293×247)

在__init__和start_draw中各加了一句,用來存儲(chǔ)上一個(gè)點(diǎn)的位置,然后draw也由剛剛的話圓變成畫線,效果如何?我們來試試。嗯,好多了,如果你動(dòng)作能溫柔一些的話,線條已經(jīng)很圓潤(rùn)了,至少?zèng)]有斷斷續(xù)續(xù)的存在了。

滿足了么?我希望你的回答是“NO”,為什么,如果你劃線很快的話,你就能明顯看出棱角來,就好像左圖上半部分,還是能看出是由幾個(gè)線段組合的。只有永不滿足,我們才能不停進(jìn)步。

不過對(duì)我們這個(gè)例程而言,差不多了,一般人在真正畫東西的時(shí)候,也不會(huì)動(dòng)那么快的:)

那么這個(gè)就是我們最終的繪圖機(jī)制了么?回頭看看我們的樣式,好用還需要加一個(gè)筆刷……所謂筆刷,不僅僅是很粗,而且是由很多細(xì)小的毛組成,畫出來的線是給人一種一縷一縷的感覺,用這個(gè)方法可以實(shí)現(xiàn)么?好像非常非常的困難。。。孜孜不倦的我們?cè)俅芜M(jìn)入了沉思……

這個(gè)時(shí)候,如果沒有頭緒,就得借鑒一下前輩的經(jīng)驗(yàn)了??纯慈思沂侨绾螌?shí)現(xiàn)的?

2015128162744801.jpg (550×125)

如果你的Photoshop不錯(cuò),應(yīng)該知道它里面復(fù)雜的筆刷設(shè)定,而Photoshop畫出來的筆畫,并不是真正一直線的,而是由無數(shù)細(xì)小的點(diǎn)組成的,這些點(diǎn)之間的間距是如此的密,以至于我們誤會(huì)它是一直線……所以說,我們還得回到第一種方法上,把它發(fā)揚(yáng)光大一下~ 這沒有什么不好意思的,放棄第二種方法并不意味著我們是多么的愚蠢,而是說明我們從自己身上又學(xué)到了很多!

(公元前1800年)醫(yī)生:來,試試吃點(diǎn)兒這種草根,感謝偉大的部落守護(hù)神賜與我們神藥!
(公元900年)醫(yī)生:別再吃那種草根,簡(jiǎn)直是野蠻不開化不尊重上帝,這是一篇祈禱詞,每天虔誠地向上帝祈禱一次,不久就會(huì)治愈你的疾病。
(公元1650年)醫(yī)生:祈禱?!封建迷信?。?!來,只要喝下這種藥水,什么病都能治好!
(公元1960年)醫(yī)生:什么藥水?早就不用了!別喝那騙人的”萬靈藥”,還是這種藥片的療效快!
(公元1995年)醫(yī)生:哪個(gè)庸醫(yī)給你開的處方?那種藥片吃半瓶也抵不上這一粒,來來來,試試科技新成果—抗生素
(公元2003年)醫(yī)生:據(jù)最新科學(xué)研究,抗生素副作用太強(qiáng),畢竟是人造的東西呀……來,試試吃點(diǎn)兒這種草根!早在公元前1800年,文獻(xiàn)就有記載了。
返璞歸真,大抵如此了。

第三次的繪圖代碼

這次我們考慮的更多,希望在點(diǎn)與點(diǎn)之間充滿我們的筆畫,很自然的我們就需要一個(gè)循環(huán)來做這樣的事情。我們的筆畫有兩種,普通的實(shí)心和刷子,實(shí)心的話,用circle來畫也不失為一個(gè)好主意;刷子的話,我們可能需要一個(gè)刷子的圖案來填充了。

下面是我們新的Brush類:

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.space = 1
  # if style is True, normal solid brush
  # if style is False, png brush
  self.style = False
  # load brush style png
  self.brush = pygame.image.load("brush.png").convert_alpha()
  # set the current brush depends on size
  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 set_size(self, size):
  if size < 0.5: size = 0.5
  elif size > 50: size = 50
  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 draw(self, pos):
  if self.drawing:
   for p in self._get_points(pos):
    # draw eveypoint between them
    if self.style == False:
     pygame.draw.circle(self.screen,
       self.color, p, self.size)
    else:
     self.screen.blit(self.brush_now, p)

   self.last_pos = pos

 def _get_points(self, pos):
  """ Get all points between last_point ~ now_point. """
  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 light-weight, uniq list
  return list(set(points))

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.space = 1
  # if style is True, normal solid brush
  # if style is False, png brush
  self.style = False
  # load brush style png
  self.brush = pygame.image.load("brush.png").convert_alpha()
  # set the current brush depends on size
  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 set_size(self, size):
  if size < 0.5: size = 0.5
  elif size > 50: size = 50
  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 draw(self, pos):
  if self.drawing:
   for p in self._get_points(pos):
    # draw eveypoint between them
    if self.style == False:
     pygame.draw.circle(self.screen,
       self.color, p, self.size)
    else:
     self.screen.blit(self.brush_now, p)
 
   self.last_pos = pos
 
 def _get_points(self, pos):
  """ Get all points between last_point ~ now_point. """
  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 light-weight, uniq list
  return list(set(points))

我們?cè)黾恿藥讉€(gè)方法,_get_points()返回上一個(gè)點(diǎn)到現(xiàn)在點(diǎn)之間所有的點(diǎn)(這話聽著真別扭),draw根據(jù)這些點(diǎn)填充。
同時(shí)我們把get_size()、set_size()也加上了,用來設(shè)定當(dāng)前筆刷的大小。
而變化最大的,則是set_style()和get_style(),我們現(xiàn)在載入一個(gè)PNG圖片作為筆刷的樣式,當(dāng)style==True的時(shí)候,draw不再使用circle填充,而是使用這個(gè)PNG樣式,當(dāng)然,這個(gè)樣式大小也是應(yīng)該可調(diào)的,所有我們?cè)趕et_size()中,會(huì)根據(jù)size大小實(shí)時(shí)的調(diào)整PNG筆刷。

當(dāng)然,我們得在主循環(huán)中調(diào)用set方法,才能讓這些東西工作起來~ 過一會(huì)兒再講。再回顧下我們的樣式,還有什么?顏色……我們馬上把顏色設(shè)置代碼也加進(jìn)去吧,太簡(jiǎn)單了!我這里就先偷偷懶了~

控制代碼

到現(xiàn)在,我們已經(jīng)完成了繪圖部分的所有功能了?,F(xiàn)在已經(jīng)可以在屏幕上自由發(fā)揮了,但是筆刷的顏色和大小好像不能改啊……我們有這樣的接口你卻不調(diào)用,浪費(fèi)了。
趁熱打鐵趕快把我們這個(gè)畫板完成吧~

2015128163600970.jpg (550×430)

現(xiàn)在實(shí)際寫的時(shí)候才發(fā)現(xiàn),因?yàn)槲覀冊(cè)O(shè)置了顏色需要對(duì)刷子也有效,所以實(shí)際上set_color方法還有一點(diǎn)點(diǎn)收尾工作需要做:

 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 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,))

也就是在設(shè)定color的時(shí)候,順便把筆刷的顏色也改了,但是要保留原來的alpha值,其實(shí)也很簡(jiǎn)單就是了……

按鈕菜單部分

上圖可以看到,按鈕部分分別為鉛筆、毛筆、尺寸大小、(當(dāng)前樣式)、顏色選擇者幾個(gè)組成。我們只以筆刷選擇為例講解一下,其他的都是類似的。

# 初始化部分
  self.sizes = [
    pygame.image.load("big.png").convert_alpha(),
    pygame.image.load("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)

# 繪制部分
  for (i, img) in enumerate(self.pens):
   self.screen.blit(img, self.pens_rect[i].topleft)

# 點(diǎn)擊判斷部分
  for (i, rect) in enumerate(self.pens_rect):
   if rect.collidepoint(pos):
    self.brush.set_brush_style(bool(i))
    return True

# 初始化部分
  self.sizes = [
    pygame.image.load("big.png").convert_alpha(),
    pygame.image.load("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)
 
# 繪制部分
  for (i, img) in enumerate(self.pens):
   self.screen.blit(img, self.pens_rect[i].topleft)
 
# 點(diǎn)擊判斷部分
  for (i, rect) in enumerate(self.pens_rect):
   if rect.collidepoint(pos):
    self.brush.set_brush_style(bool(i))
    return True

這些代碼實(shí)際上是我這個(gè)例子最想給大家說明的地方,按鈕式我們從未接觸過的東西,然而游戲中按鈕的應(yīng)用我都不必說。

不過這代碼也都不困難,基本都是我們學(xué)過的東西,只不過變換了一下組合而已,我稍微說明一下:

初始化部分:讀入圖標(biāo),并給每個(gè)圖標(biāo)一個(gè)Rect
繪制部分: 根據(jù)圖表的Rect繪制圖表
點(diǎn)擊判斷部分:根據(jù)點(diǎn)擊的位置,依靠“碰撞”來判斷這個(gè)按鈕是否被點(diǎn)擊,若點(diǎn)擊了,則做相應(yīng)的操作(這里是設(shè)置樣式)后返回True。這里的collidepoint()是新內(nèi)容,也就是Rect的“碰撞”函數(shù),它接收一個(gè)坐標(biāo),如果在Rect內(nèi)部,就返回True,否則False。

好像也就如此,有了一定的知識(shí)積累后,新東西的學(xué)習(xí)也變得易如反掌了。

在這個(gè)代碼中,為了明晰,我把各個(gè)按鈕按照功能都分成了好幾組,在實(shí)際應(yīng)用中按鈕數(shù)量很多的時(shí)候可能并不合適,請(qǐng)自己斟酌。

完整代碼

OK,這就結(jié)束了~ 下面把整個(gè)代碼貼出來。不過,我是一邊寫代碼一遍寫文章,思路不是很連貫,而且python也好久不用了……如果有哪里寫的有問題(沒有就怪了),還請(qǐng)不吝指出!

import pygame
from pygame.locals import *
import math

# 2011/08/27 Version 1, first imported

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.space = 1
  # if style is True, normal solid brush
  # if style is False, png brush
  self.style = False
  # load brush style png
  self.brush = pygame.image.load("brush.png").convert_alpha()
  # set the current brush depends on size
  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 < 0.5: size = 0.5
  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):
    # draw eveypoint between them
    if self.style == False:
     pygame.draw.circle(self.screen, self.color, p, self.size)
    else:
     self.screen.blit(self.brush_now, p)

   self.last_pos = pos

 def _get_points(self, pos):
  """ Get all points between last_point ~ now_point. """
  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 light-weight, uniq integer point list
  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("pen1.png").convert_alpha(),
    pygame.image.load("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("big.png").convert_alpha(),
    pygame.image.load("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):
  # draw pen style button
  for (i, img) in enumerate(self.pens):
   self.screen.blit(img, self.pens_rect[i].topleft)
  # draw < > buttons
  for (i, img) in enumerate(self.sizes):
   self.screen.blit(img, self.sizes_rect[i].topleft)
  # draw current pen / color
  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)
  # draw colors panel
  for (i, rgb) in enumerate(self.colors):
   pygame.draw.rect(self.screen, rgb, self.colors_rect[i])

 def click_button(self, pos):
  # pen buttons
  for (i, rect) in enumerate(self.pens_rect):
   if rect.collidepoint(pos):
    self.brush.set_brush_style(bool(i))
    return True
  # size buttons
  for (i, rect) in enumerate(self.sizes_rect):
   if rect.collidepoint(pos):
    if i: # i == 1, size down
     self.brush.set_size(self.brush.get_size() - 0.5)
    else:
     self.brush.set_size(self.brush.get_size() + 0.5)
    return True
  # color buttons
  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:
   # max fps limit
   self.clock.tick(30)
   for event in pygame.event.get():
    if event.type == QUIT:
     return
    elif event.type == KEYDOWN:
     # press esc to clear screen
     if event.key == K_ESCAPE:
      self.screen.fill((255, 255, 255))
    elif event.type == MOUSEBUTTONDOWN:
     # <= 74, coarse judge here can save much time
     if ((event.pos)[0] <= 74 and
       self.menu.click_button(event.pos)):
      # if not click on a functional button, do drawing
      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()

if __name__ == '__main__':
 app = Painter()
 app.run()

import pygame
from pygame.locals import *
import math
 
# 2011/08/27 Version 1, first imported
 
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.space = 1
  # if style is True, normal solid brush
  # if style is False, png brush
  self.style = False
  # load brush style png
  self.brush = pygame.image.load("brush.png").convert_alpha()
  # set the current brush depends on size
  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 < 0.5: size = 0.5
  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):
    # draw eveypoint between them
    if self.style == False:
     pygame.draw.circle(self.screen, self.color, p, self.size)
    else:
     self.screen.blit(self.brush_now, p)
 
   self.last_pos = pos
 
 def _get_points(self, pos):
  """ Get all points between last_point ~ now_point. """
  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 light-weight, uniq integer point list
  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("pen1.png").convert_alpha(),
    pygame.image.load("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("big.png").convert_alpha(),
    pygame.image.load("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):
  # draw pen style button
  for (i, img) in enumerate(self.pens):
   self.screen.blit(img, self.pens_rect[i].topleft)
  # draw < > buttons
  for (i, img) in enumerate(self.sizes):
   self.screen.blit(img, self.sizes_rect[i].topleft)
  # draw current pen / color
  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)
  # draw colors panel
  for (i, rgb) in enumerate(self.colors):
   pygame.draw.rect(self.screen, rgb, self.colors_rect[i])
 
 def click_button(self, pos):
  # pen buttons
  for (i, rect) in enumerate(self.pens_rect):
   if rect.collidepoint(pos):
    self.brush.set_brush_style(bool(i))
    return True
  # size buttons
  for (i, rect) in enumerate(self.sizes_rect):
   if rect.collidepoint(pos):
    if i: # i == 1, size down
     self.brush.set_size(self.brush.get_size() - 0.5)
    else:
     self.brush.set_size(self.brush.get_size() + 0.5)
    return True
  # color buttons
  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:
   # max fps limit
   self.clock.tick(30)
   for event in pygame.event.get():
    if event.type == QUIT:
     return
    elif event.type == KEYDOWN:
     # press esc to clear screen
     if event.key == K_ESCAPE:
      self.screen.fill((255, 255, 255))
    elif event.type == MOUSEBUTTONDOWN:
     # <= 74, coarse judge here can save much time
     if ((event.pos)[0] <= 74 and
       self.menu.click_button(event.pos)):
      # if not click on a functional button, do drawing
      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()
 
if __name__ == '__main__':
 app = Painter()
 app.run()

200行左右,注釋也不是很多,因?yàn)樵谶@兩篇文章里都講了,有哪里不明白的請(qǐng)留言,我會(huì)根據(jù)實(shí)際情況再改改。

本次使用的資源文件打包

這次的pygame知識(shí)點(diǎn):

  • 屏幕Surface和圖像Surface
  • 圖像繪制和圖形繪制(是不是有人不明白“圖像”和“圖形”的區(qū)別?簡(jiǎn)單的說,圖像指的是那些圖片文件,圖形指的是用命令畫出來形狀)
  • 按鈕的實(shí)現(xiàn)(新內(nèi)容)

認(rèn)真的朋友一定發(fā)現(xiàn)了本次沒有涉及到動(dòng)畫和聲音,畢竟這次只是簡(jiǎn)單的例子,太復(fù)雜了不免讓人生畏。

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