鼠标控制输入
background_image_filename = 'sushiplate.jpg'
sprite_image_filename = 'fugu.png'
import pygame
from pygame.locals import *
from sys import exit
import vector2
from math import *
pygame.init()
close = False
screen = pygame.display.set_mode((640, 480), 0, 32)
background = pygame.image.load(background_image_filename).convert()
sprite = pygame.image.load(sprite_image_filename).convert_alpha()
clock = pygame.time.Clock()
# 让pygame完全控制鼠标
pygame.mouse.set_visible(False)
pygame.event.set_grab(True)
sprite_pos = vector2.Vec2d(200, 150)
sprite_speed = 300.
sprite_rotation = 0.
sprite_rotation_speed = 360.
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit
close = True
# 按Esc则退出游戏
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
exit
close = True
if close == True:
break
pressed_keys = pygame.key.get_pressed()
# 这里获取鼠标的按键情况
pressed_mouse = pygame.mouse.get_pressed()
rotation_direction = 0.
movement_direction = 0.
# 通过移动偏移量计算转动
rotation_direction = pygame.mouse.get_rel()[0]/5.0
if pressed_keys[K_LEFT]:
rotation_direction = +1.
if pressed_keys[K_RIGHT]:
rotation_direction = -1.
# 多了一个鼠标左键按下的判断
if pressed_keys[K_UP] or pressed_mouse[0]:
movement_direction = +1.
# 多了一个鼠标右键按下的判断
if pressed_keys[K_DOWN] or pressed_mouse[2]:
movement_direction = -1.
screen.blit(background, (0,0))
rotated_sprite = pygame.transform.rotate(sprite, sprite_rotation)
w, h = rotated_sprite.get_size()
sprite_draw_pos = vector2.Vec2d(sprite_pos.x-w/2, sprite_pos.y-h/2)
screen.blit(rotated_sprite, sprite_draw_pos)
time_passed = clock.tick()
time_passed_seconds = time_passed / 1000.0
sprite_rotation += rotation_direction * sprite_rotation_speed * time_passed_seconds
heading_x = sin(sprite_rotation*pi/180.)
heading_y = cos(sprite_rotation*pi/180.)
heading = vector2.Vec2d(heading_x, heading_y)
heading *= movement_direction
sprite_pos+= heading * sprite_speed * time_passed_seconds
pygame.display.update()