嘿我在wxpython中使用pygame,我想知道如何在程序的pygame部分中使用wx小部件。
所以,我只想用wxButton替换播放器图像。 (所以当你按下左键时,按钮会向左移动,等等)。玩家图像是player.png,另一个图像是bad.png
import wx, sys, os, pygame, random
class PygameDisplay(wx.Window):
def __init__(self, parent, ID):
wx.Window.__init__(self, parent, ID)
WINDOWWIDTH = 600
WINDOWHEIGHT = 600
TEXTCOLOR = (255, 255, 255)
BACKGROUNDCOLOR = (0, 0, 0)
FPS = 40
BADDIEMINSIZE = 10
BADDIEMAXSIZE = 40
BADDIEMINSPEED = 1
BADDIEMAXSPEED = 8
ADDNEWBADDIERATE = 6
PLAYERMOVERATE = 5
def terminate():
pygame.quit()
sys.exit()
def waitForPlayerToPressKey():
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
terminate()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE: # pressing escape quits
terminate()
return
def playerHasHitBaddie(playerRect, baddies):
for b in baddies:
if playerRect.colliderect(b['rect']):
return True
return False
def drawText(text, font, surface, x, y):
textobj = font.render(text, 1, TEXTCOLOR)
textrect = textobj.get_rect()
textrect.topleft = (x, y)
surface.blit(textobj, textrect)
# set up pygame, the window, and the mouse cursor
pygame.init()
mainClock = pygame.time.Clock()
windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Dodger')
pygame.mouse.set_visible(False)
# set up fonts
font = pygame.font.SysFont(None, 48)
# set up sounds
# set up images
playerImage = pygame.image.load('player.png')
playerRect = playerImage.get_rect()
baddieImage = pygame.image.load('bad.png')
# show the "Start" screen
drawText('Dodger', font, windowSurface, (WINDOWWIDTH / 3), (WINDOWHEIGHT / 3))
drawText('Press a key to start.', font, windowSurface, (WINDOWWIDTH / 3) - 30, (WINDOWHEIGHT / 3) + 50)
pygame.display.update()
waitForPlayerToPressKey()
topScore = 0
while True:
# set up the start of the game
baddies = []
score = 0
playerRect.topleft = (WINDOWWIDTH / 2, WINDOWHEIGHT - 50)
moveLeft = moveRight = moveUp = moveDown = False
reverseCheat = slowCheat = False
baddieAddCounter = 0
while True: # the game loop runs while the game part is playing
score += 1 # increase score
for event in pygame.event.get():
if event.type == pygame.QUIT:
terminate()
if event.type == pygame.KEYDOWN:
if event.key == ord('z'):
reverseCheat = True
if event.key == ord('x'):
slowCheat = True
if event.key == pygame.K_LEFT or event.key == ord('a'):
moveRight = False
moveLeft = True
if event.key == pygame.K_RIGHT or event.key == ord('d'):
moveLeft = False
moveRight = True
if event.key == pygame.K_UP or event.key == ord('w'):
moveDown = False
moveUp = True
if event.key == pygame.K_DOWN or event.key == ord('s'):
moveUp = False
moveDown = True
if event.type == pygame.KEYUP:
if event.key == ord('z'):
reverseCheat = False
score = 0
if event.key == ord('x'):
slowCheat = False
score = 0
if event.key == pygame.K_ESCAPE:
terminate()
if event.key == pygame.K_LEFT or event.key == ord('a'):
moveLeft = False
if event.key == pygame.K_RIGHT or event.key == ord('d'):
moveRight = False
if event.key == pygame.K_UP or event.key == ord('w'):
moveUp = False
if event.key == pygame.K_DOWN or event.key == ord('s'):
moveDown = False
if event.type == pygame.MOUSEMOTION:
# If the mouse moves, move the player where the cursor is.
playerRect.move_ip(event.pos[0] - playerRect.centerx, event.pos[1] - playerRect.centery)
# Add new baddies at the top of the screen, if needed.
if not reverseCheat and not slowCheat:
baddieAddCounter += 1
if baddieAddCounter == ADDNEWBADDIERATE:
baddieAddCounter = 0
baddieSize = random.randint(BADDIEMINSIZE, BADDIEMAXSIZE)
newBaddie = {'rect': pygame.Rect(random.randint(0, WINDOWWIDTH-baddieSize), 0 - baddieSize, baddieSize, baddieSize),
'speed': random.randint(BADDIEMINSPEED, BADDIEMAXSPEED),
'surface':pygame.transform.scale(baddieImage, (baddieSize, baddieSize)),
}
baddies.append(newBaddie)
# Move the player around.
if moveLeft and playerRect.left > 0:
playerRect.move_ip(-1 * PLAYERMOVERATE, 0)
if moveRight and playerRect.right < WINDOWWIDTH:
playerRect.move_ip(PLAYERMOVERATE, 0)
if moveUp and playerRect.top > 0:
playerRect.move_ip(0, -1 * PLAYERMOVERATE)
if moveDown and playerRect.bottom < WINDOWHEIGHT:
playerRect.move_ip(0, PLAYERMOVERATE)
# Move the mouse cursor to match the player.
pygame.mouse.set_pos(playerRect.centerx, playerRect.centery)
# Move the baddies down.
for b in baddies:
if not reverseCheat and not slowCheat:
b['rect'].move_ip(0, b['speed'])
elif reverseCheat:
b['rect'].move_ip(0, -5)
elif slowCheat:
b['rect'].move_ip(0, 1)
# Delete baddies that have fallen past the bottom.
for b in baddies[:]:
if b['rect'].top > WINDOWHEIGHT:
baddies.remove(b)
# Draw the game world on the window.
windowSurface.fill(BACKGROUNDCOLOR)
# Draw the score and top score.
drawText('Score: %s' % (score), font, windowSurface, 10, 0)
drawText('Top Score: %s' % (topScore), font, windowSurface, 10, 40)
# Draw the player's rectangle
windowSurface.blit(playerImage, playerRect)
# Draw each baddie
for b in baddies:
windowSurface.blit(b['surface'], b['rect'])
pygame.display.update()
# Check if any of the baddies have hit the player.
if playerHasHitBaddie(playerRect, baddies):
if score > topScore:
topScore = score # set new top score
break
mainClock.tick(FPS)
# Stop the game and show the "Game Over" screen.
drawText('GAME OVER', font, windowSurface, (WINDOWWIDTH / 3), (WINDOWHEIGHT / 3))
drawText('Press a key to play again.', font, windowSurface, (WINDOWWIDTH / 3) - 80, (WINDOWHEIGHT / 3) + 50)
pygame.display.update()
waitForPlayerToPressKey()
def Update(self, event)
# Any update tasks would go here (moving sprites, advancing animation frames etc.)
self.Redraw()
def Redraw(self):
if self.size_dirty:
self.screen = pygame.Surface(self.size, 0, 32)
self.size_dirty = False
self.screen.fill((0,0,0))
cur = 0
w, h = self.screen.get_size()
while cur <= h:
pygame.draw.aaline(self.screen, (255, 255, 255), (0, h - cur), (cur, 0))
cur += self.linespacing
s = pygame.image.tostring(self.screen, 'RGB')
img = wx.ImageFromData(self.size[0], self.size[1], s)
bmp = wx.BitmapFromImage(img)
dc = wx.ClientDC(self)
dc.DrawBitmap(bmp, 0, 0, False)
del dc
def OnPaint(self, event):
self.Redraw()
def OnSize(self, event):
self.size = self.GetSizeTuple()
self.size_dirty = True
def Kill(self, event):
# Make sure Pygame can't be asked to redraw /before/ quitting by unbinding all methods which
# call the Redraw() method
# (Otherwise wx seems to call Draw between quitting Pygame and destroying the frame)
self.Unbind(event = wx.EVT_PAINT, handler = self.OnPaint)
self.Unbind(event = wx.EVT_TIMER, handler = self.Update, source = self.timer)
class Frame(wx.Frame):
def __init__(self, parent):
wx.Frame.__init__(self, parent, -1)
self.display = PygameDisplay(self, -1)
self.statusbar = self.CreateStatusBar()
self.statusbar.SetFieldsCount(3)
self.statusbar.SetStatusWidths([-3, -4, -2])
self.statusbar.SetStatusText("wxPython", 0)
self.statusbar.SetStatusText("Look, it's a nifty status bar!!!", 1)
self.Bind(wx.EVT_SIZE, self.OnSize)
self.Bind(wx.EVT_CLOSE, self.Kill)
self.curframe = 0
self.SetTitle("Pygame embedded in wxPython")
self.slider = wx.Slider(self, wx.ID_ANY, 5, 1, 10, style = wx.SL_HORIZONTAL | wx.SL_LABELS)
self.slider.SetTickFreq(0.1, 1)
self.timer = wx.Timer(self)
self.Bind(wx.EVT_SCROLL, self.OnScroll)
self.Bind(wx.EVT_SIZE, self.OnSize)
self.Bind(wx.EVT_TIMER, self.Update, self.timer)
self.timer.Start((1000.0 / self.display.fps))
sizer = wx.BoxSizer(wx.VERTICAL)
sizer.Add(self.slider, 0, flag = wx.EXPAND)
sizer.Add(self.display, 1, flag = wx.EXPAND)
self.SetAutoLayout(True)
self.SetSizer(sizer)
self.Layout()
def Kill(self, event):
self.display.Kill(event)
self.Destroy()
def OnSize(self, event):
self.Layout()
def Update(self, event):
self.curframe += 1
self.statusbar.SetStatusText("Frame %i" % self.curframe, 2)
def OnScroll(self, event):
self.display.linespacing = self.slider.GetValue()
class App(wx.App):
def OnInit(self):
self.frame = Frame(parent = None)
self.frame.Show()
self.SetTopWindow(self.frame)
return True
if __name__ == "__main__":
app = App()
app.MainLoop()
答案 0 :(得分:0)
我不相信你可以在 pygame中使用wxPython wigits 。您可以使用GUI模块。
http://www.pygame.org/tags/gui
Google夏季代码也有一个项目正在开发更好的GUI。