用Python和Pygame写游戏-从入门到精通(11)鼠标控制输入

本教程介绍如何使用Python的Pygame库创建一个简单的游戏,玩家可以通过键盘和鼠标来控制游戏中的角色移动和旋转。代码中详细展示了如何设置游戏窗口、加载背景图片和游戏角色图片,并实现了基于时间流逝的速度调整、键盘和鼠标输入处理等功能。

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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()


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