Python Learning Gui (pygame keyboard)

Source: Internet
Author: User
Tags xdiff

Keys=pygame.key.get_pressed (), accept all keystrokes currently pressed in the game, and save them as a list, placed in the keys variable

Pygame. K_w tells Pygame you are checking the W key, by modifying the last letter, you can change it to any button you want to check.

Import Pygamepygame.init () size=[400,300]screen=pygame.display.set_mode (size) clock=pygame.time.clock () done= Falsewhile not done:keys=pygame.key.get_pressed () if Keys[pygame. K_w]: print "Hello" for event in Pygame.event.get (): If Event.type==pygame. Quit:done=true Clock.tick (+) Pygame.quit ()

Control the ball up and down move around

Import pygamepygame.init () size=[400,300]screen=pygame.display.set_mode (size) clock=pygame.time.clock () x= Size[0]/2y=size[1]/2red=pygame.color.color (' #FF8080 ') blue=pygame.color.color (' #8080FF ') white= Pygame.color.Color (' #FFFFFF ') black=pygame.color.color (' #000000 ') done=falsewhile not done:     screen.fill (Black)     keys=pygame.key.get_pressed ()      if keys[pygame. K_w]:        y-=1    if keys[pygame. K_s]:        y+=1    if keys[pygame. K_a]:        x-=1    if keys[pygame. K_d]:        x+=1    pygame.draw.circle (screen,red , [x,y],6)     pygame.display.flip ()     for event in  Pygame.event.get ():          if event.type==pygame. quit:            done=true     Clock.tick (Pygame.quit) ()

Note: To prevent the ball out of the screen, add judgment

Import pygamepygame.init () size=[400,300]screen=pygame.display.set_mode (size) clock=pygame.time.clock () x= Size[0]/2y=size[1]/2red=pygame.color.color (' #FF8080 ') blue=pygame.color.color (' #8080FF ') white= Pygame.color.Color (' #FFFFFF ') black=pygame.color.color (' #000000 ') Def checkoffscreenx (x):     if x>size[0]:        x=0    elif  x<0:        x=size[0]    return xdef  checkoffscreeny (y):    if y>size[1]:         y=0    elif y<0:        y=size [1]    return ydone=falsewhile not done:    screen.fill (black)     keys=pygame.key.get_pressed ()     if keys[pygame. K_w]:      &nBsp; y-=1    if keys[pygame. K_s]:        y+=1    if keys[pygame. K_a]:        x-=1    if keys[pygame. K_d]:        x+=1    x=checkoffscreenx (x)      y=checkoffscreeny (y)     pygame.draw.circle (screen,red,[x,y],6)      pygame.display.flip ()     for event in pygame.event.get ():         if event.type==pygame. quit:            done=true     Clock.tick (Pygame.quit) ()

Full game code:

Import randomimport pygamepygame.init () size=[400,300]screen=pygame.display.set_mode (size) clock= Pygame.time.Clock () X=size[0]/2y=size[1]/2ballx=random.randrange (0,size[0]) Bally=random.randrange (0,size[1]) Goalx=size[0]/2-10goaly=size[1]/2-10goalw=20goalh=20points=0red=pygame.color.color (' #FF8080 ') blue= Pygame.color.Color (' #8080FF ') white=pygame.color.color (' #FFFFFF ') black=pygame.color.color (' #000000 ') def  Checkoffscreenx (x):    if x>size[0]:        &NBSP;X=0&NBSP;&NBSP;&NBSP;&NBSP;ELIF&NBSP;X&LT;0:&NBSP;&NBSP;&NBSP;&NBSP;&NBSP;&NBSP;&NBSP;&NBSP;X=SIZE[0]     return xdef checkoffscreeny (y):     if y>size[1]:         y=0    elif y<0:         y=size[1]    return ydef checktouching ():     global x     global ballx    global y    global bally     if -10<y-ballY<10 and -10<x-ballX<10:         pygame.draw.circle (screen,white,[x,y],15)          xDiff=x-ballX        yDiff=y-ballY         if ballX==0:             xDiff-=5        elif ballX==size[0]:             xDiff+=5         if bally==0:            ydiff-=5         elif ballY==size[1]:             ydiff+=5        x+=xdiff*3         ballx-=xdiff*3        y+=ydiff*3         bally-=ydiff*3        done=falsewhile not done:     screen.fill (Black)     pygame.draw.rect (Screen,white, GoalX,goalY, GOALW,GOALH))         keys=pygame.key.get_pressed ()      if keys[pygame. K_w]:        y-=1    if keys[pygame. K_s]:        y+=1    if keys[pygame. K_a]:        x-=1    if keys[pygame. K_d]:        x+=1    x=checkoffscreenx (x)      y=cHeckoffscreeny (y)     ballx=checkoffscreenx (BALLX)     bally= Checkoffscreeny (BallY)     checktouching ()          For point in range (points):         pointx=0+point*5         pygame.draw.rect (Screen,white, (pointX,3,4,10))      pygame.draw.circle (screen,red,[x,y],6)     pygame.draw.circle (screen,blue,[ ballx,bally],6)     if goalx<=ballx<=goalx+goalw and goaly<=bally <=goalY+goalH:        points+=1         ballx=random.randrange (0,size[0])         bally= Random.randrange (0,size[1])     pygame.display.flip ()     for event  in pygame.event.get (): &NBSP;&NBSP;&NBsp;     if event.type==pygame. quit:            done=true     Clock.tick (pygame.quit) print  "total points:  " +str (points)


This article is from the "Small Stop" blog, please be sure to keep this source http://10541556.blog.51cto.com/10531556/1861648

Python Learning Gui (pygame keyboard)

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