使用Python編寫簡(jiǎn)單的畫圖板程序的示例教程
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>
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
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?
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~
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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