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= pygame.mouse = pygame中处理鼠标的模块 鼠标函数可以用来获取鼠标设备的当前状态。这些函数也可以用来改变系统鼠标指针。 当显示模式设置后,事件队列就会开始收到鼠标事件。当按下和释放鼠标的按键时,会产生pygame.MOUSEBUTTONDOWN和pygame.MOUSEBUTTONUP事件。这些事件包含一个button属性表示哪些键被按下。滚动鼠标滚轮会产生pygame.MOUSEBUTTONDOWN事件。当向上滚动滚轮时button的值是4,向下滚动时button的值是5。当移动鼠标时,会产生pygame.MOUSEMOTION事件。鼠标移动事件会被分解成一组较小的精确的移动事件。当鼠标移动时,会有很多事件被放在队列中。鼠标移动事件没有被正确的清除,常常是事件队列被填满的主要原因。 如果鼠标指针被隐藏,输入被当前的display捕获,鼠标会进入虚拟输入模式,这种模式下鼠标的相对位移不会收到屏幕边界的影响。参看pygame.mouse.set_visible和pygame.event.set_grab函数来实现这样的模式。 == pygame.mouse.get_pressed == get the state of the mouse buttons pygame.moouse.get_pressed(): return (button1, button2, button3) Returns a sequence of booleans representing the state of all the mouse buttons. A true value means the mouse is currently being pressed at the time of the call. Note, to get all of the mouse events it is better to use either pygame.event.wait() or pygame.event.get() and check all of those events to see if they are MOUSEBUTTONDOWN, MOUSEBUTTONUP, or MOUSEMOTION. Note, that on X11 some XServers use middle button emulation. When you click both buttons 1 and 3 at the same time a 2 button event can be emitted. Note, remember to call pygame.event.get - get events from the queue before this function. Otherwise it will not work. == pygame.mouse.get_pos == get the mouse cursor position pygame.mouse.get_pos(): return (x, y) Returns the X and Y position of the mouse cursor. The position is relative the the top-left corner of the display. The cursor position can be located outside of the display window, but is always constrained to the screen. == pygame.mouse.get_rel == get the amount of mouse movement pygame.mouse.get_rel(): return (x, y) Returns the amount of movement in X and Y since the previous call to this function. The relative movement of the mouse cursor is constrained to the edges of the screen, but see the virtual input mouse mode for a way around this. Virtual input mode is described at the top of the page. == pygame.mouse.set_pos == set the mouse cursor position pygame.mouse.set_pos([x, y]): return None Set the current mouse position to arguments given. If the mouse cursor is visible it will jump to the new coordinates. Moving the mouse will generate a new pygaqme.MOUSEMOTION event. == pygame.mouse.set_visible == hide or show the mouse cursor pygame.mouse.set_visible(bool): return bool If the bool argument is true, the mouse cursor will be visible. This will return the previous visible state of the cursor. == pygame.mouse.get_focused == check if the display is receiving mouse input pygame.mouse.get_focused(): return bool Returns true when pygame is receiving mouse input events (or, in windowing terminology, is "active" or has the "focus"). This method is most useful when working in a window. By contrast, in full-screen mode, this method always returns true. Note: under MS Windows, the window that has the mouse focus also has the keyboard focus. But under X-Windows, one window can receive mouse events and another receive keyboard events. pygame.mouse.get_focused - check if the display is receiving mouse input indicates whether the pygame window receives mouse events. == pygame.mouse.set_cursor == set the image for the system mouse cursor pygame.mouse.set_cursor(size, hotspot, xormasks, andmasks): return None When the mouse cursor is visible, it will be displayed as a black and white bitmap using the given bitmask arrays. The size is a sequence containing the cursor width and height. Hotspot is a sequence containing the cursor hotspot position. xormasks is a sequence of bytes containing the cursor xor data masks. Lastly is andmasks, a sequence of bytes containting the cursor bitmask data. Width must be a multiple of 8, and the mask arrays must be the correct size for the given width and height. Otherwise an exception is raised. See the pygame.cursor module for help creating default and custom masks for the system cursor. == pygame.mouse.get_cursor == get the image for the system mouse cursor pygame.mouse.get_cursor(): return (size, hotspot, xormasks, andmasks) Get the information about the mouse system cursor. The return value is the same data as the arguments passed into pygame.mouse.set_cursor - set the image for the system mouse cursor. = pygame.cursors = pygame module for cursor resources pygame.cursors.compile - create binary cursor data from simple strings create binary cursor data from simple strings pygame.cursors.load_xbm - load cursor data from an xbm file load cursor data from an xbm file Pygame offers control over the system hardware cursor. Pygame only supports black and white cursors for the system. You control the cursor with functions inside pygame.mouse. This cursors module contains functions for loading and unencoding various cursor formats. These allow you to easily store your cursors in external files or directly as encoded python strings. The module includes several standard cursors. The pygame.mouse.set_cursor - set the image for the system mouse cursor function takes several arguments. All those arguments have been stored in a single tuple you can call like this: >>> pygame.mouse.set_cursor(*pygame.cursors.arrow) This module also contains a few cursors as formatted strings. You'll need to pass these to pygame.cursors.compile - create binary cursor data from simple strings function before you can use them. The example call would look like this: >>> cursor = pygame.cursors.compile(pygame.cursors.textmarker_strings) >>> pygame.mouse.set_cursor(*cursor) The following variables are cursor bitmaps that can be used as cursor: o pygame.cursors.arrow o pygame.cursors.diamond o pygame.cursors.broken_x o pygame.cursors.tri_left o pygame.cursors.tri_right The following strings can be converted into cursor bitmaps with pygame.cursors.compile - create binary cursor data from simple strings : o pygame.cursors.thickarrow_strings o pygame.cursors.sizer_x_strings o pygame.cursors.sizer_y_strings o pygame.cursors.sizer_xy_strings == pygame.cursors.compile == create binary cursor data from simple strings pygame.cursor.compile(strings, black='X', white='.', xor='o'): return data, mask A sequence of strings can be used to create binary cursor data for the system cursor. The return values are the same format needed by pygame.mouse.set_cursor - set the image for the system mouse cursor. If you are creating your own cursor strings, you can use any value represent the black and white pixels. Some system allow you to set a special toggle color for the system color, this is also called the xor color. If the system does not support xor cursors, that color will simply be black. The width of the strings must all be equal and be divisible by 8. An example set of cursor strings looks like this thickarrow_strings = ( #sized 24x24 |
= 事件系统 = Pygame通过一个事件系统与用户进行交互,以及处理一些系统发生的事件。事件系统包括一个事件队列,其中每一项都是一个Event对象。所有的用户输入和一些系统事件,都会形成一个Event对象被添加到事件队列中。pygame.event模块提供了很多函数去访问和控制这个队列。 Event对象有各种不同的类型,比如KEYDOWN(键盘键按下)、MOUSEBUTTONDOWN(鼠标键按下)等,通过Event.type属性来区分。不同的类型的Event对象还有不同的其它属性。常用的类型和对应的属性有: {{{ QUIT none ACTIVEEVENT gain, state KEYDOWN unicode, key, mod KEYUP key, mod MOUSEMOTION pos, rel, buttons MOUSEBUTTONUP pos, button MOUSEBUTTONDOWN pos, button JOYAXISMOTION joy, axis, value JOYBALLMOTION joy, ball, rel JOYHATMOTION joy, hat, value JOYBUTTONUP joy, button JOYBUTTONDOWN joy, button VIDEORESIZE size, w, h VIDEOEXPOSE none USEREVENT code }}} 要取得事件队列中的事件,pygame提供了一组函数。pygame.event.get函数可以从队列获取所有的消息,并把它们从队列中删除。比如: {{{#!python for e in pygame.event.get(): if e.type == QUIT: sys.exit() else if e.type == KEYDOWN: pass #your process here else if e.type == MOUSEBUTTONDOWN: pass #your process here }}} 如果队列中没有事件,则pygame.event.get函数返回一个空的列表。 除此以外,还可以用pygame.event.poll()提取并删除一个事件,如果队列是空的,这个函数会马上返回一个pygame.NOEVENT。pygame.event.wait()提取一个事件,如果没有事件则会等待直到有事件发生。pygame.event.clear()可以清空整个队列。 如果只关心某些类型的事件,可以用pygame.event.get(type),只取得队列中某种类型的事件。也可以用一个类型的列表,只取得某些类型的事件。pygame.event.peek(type)函数可以检查列表中是否有某种或者某些类型的事件,如果有就返回True。除此以外还可以用pygame.event.set_blocked阻止某些类型的事件进入事件队列,使用pygame.event.set_allowed来只允许某些类型的事件进入队列。 pygame.event.post函数可以往队列中添加一个事件。这个添加的事件通常都是用户自定义的事件。自定义事件的类型从pygame.USEREVENT开始。使用pygame.event.Event可以创建一个事件,比如:{{{ e = pygame.event.Event(pygame.USEREVENT) }}}然后可以通过{{{ pygame.event.post(e) }}}把这个事件添加到队列中,等待处理。在创建事件时可以添加自定义的属性。自定义属性可以用关键字参数指定,比如:{{{ e = pygame.event.Event(pygame.USEREVENT+1, newgame = True, file = '/home/czk/') }}}或者用一个字典来指定,比如{{{ e = pygame.event.Event(pygame.USEREVENT+1, {'newgame':True, 'file':'/home/czk'}) }}} 在窗口方式下运行,通常只有活动的窗口才能获得用户键盘、鼠标的事件。如果希望在窗口方式下,不是活动状态也能获得事件,可以通过{{{ pygame.event.set_grab(True) }}}来捕获所有输入。不过这样会阻止其它程序获得用户输入,使得除了这个游戏以外其它程序都不能正常运行。要解除这样的状态,可以执行{{{ pygame.event.set_grab(False) }}} = 键盘 = 当键盘的按键被按下时,事件队列会得到pygame.KEYDOWN和pygame.KEYUP事件。这两个事件都有一个叫做key的整型属性表示键盘上的键。pygame.KEYDOWN事件还有一个额外的属性unicode,表示键盘输入的转后对应的字符。这个字符会考虑shift键和其它组合键的状态。 有很多键盘相关的常量,他们表示键盘上的键。下面是所有键盘常量的列表: {{{ KeyASCII ASCII Common Name K_BACKSPACE \b backspace K_TAB \t tab K_CLEAR clear K_RETURN \r return K_PAUSE pause K_ESCAPE ^[ escape K_SPACE space K_EXCLAIM ! exclaim K_QUOTEDBL " quotedbl K_HASH # hash K_DOLLAR $ dollar K_AMPERSAND & ampersand K_QUOTE quote K_LEFTPAREN ( left parenthesis K_RIGHTPAREN ) right parenthesis K_ASTERISK * asterisk K_PLUS + plus sign K_COMMA , comma K_MINUS - minus sign K_PERIOD . period K_SLASH / forward slash K_0 0 0 K_1 1 1 K_2 2 2 K_3 3 3 K_4 4 4 K_5 5 5 K_6 6 6 K_7 7 7 K_8 8 8 K_9 9 9 K_COLON : colon K_SEMICOLON ; semicolon K_LESS < less-than sign K_EQUALS = equals sign K_GREATER > greater-than sign K_QUESTION ? question mark K_AT @ at K_LEFTBRACKET [ left bracket K_BACKSLASH \ backslash K_RIGHTBRACKET ] right bracket K_CARET ^ caret K_UNDERSCORE _ underscore K_BACKQUOTE ` grave K_a a a K_b b b K_c c c K_d d d K_e e e K_f f f K_g g g K_h h h K_i i i K_j j j K_k k k K_l l l K_m m m K_n n n K_o o o K_p p p K_q q q K_r r r K_s s s K_t t t K_u u u K_v v v K_w w w K_x x x K_y y y K_z z z K_DELETE delete K_KP0 keypad 0 K_KP1 keypad 1 K_KP2 keypad 2 K_KP3 keypad 3 K_KP4 keypad 4 K_KP5 keypad 5 K_KP6 keypad 6 K_KP7 keypad 7 K_KP8 keypad 8 K_KP9 keypad 9 K_KP_PERIOD . keypad period K_KP_DIVIDE / keypad divide K_KP_MULTIPLY * keypad multiply K_KP_MINUS - keypad minus K_KP_PLUS + keypad plus K_KP_ENTER \r keypad enter K_KP_EQUALS = keypad equals K_UP up arrow K_DOWN down arrow K_RIGHT right arrow K_LEFT left arrow K_INSERT insert K_HOME home K_END end K_PAGEUP page up K_PAGEDOWN page down K_F1 F1 K_F2 F2 K_F3 F3 K_F4 F4 K_F5 F5 K_F6 F6 K_F7 F7 K_F8 F8 K_F9 F9 K_F10 F10 K_F11 F11 K_F12 F12 K_F13 F13 K_F14 F14 K_F15 F15 K_NUMLOCK numlock K_CAPSLOCK capslock K_SCROLLOCK scrollock K_RSHIFT right shift K_LSHIFT left shift K_RCTRL right ctrl K_LCTRL left ctrl K_RALT right alt K_LALT left alt K_RMETA right meta K_LMETA left meta K_LSUPER left windows key K_RSUPER right windows key K_MODE mode shift K_HELP help K_PRINT print screen K_SYSREQ sysrq K_BREAK break K_MENU menu K_POWER power K_EURO euro }}} 还有一个mod属性表示一组修饰键的状态,可以通过位或把它们组合起来: {{{ KMOD_NONE, KMOD_LSHIFT, KMOD_RSHIFT, KMOD_SHIFT, KMOD_CAPS, KMOD_LCTRL, KMOD_RCTRL, KMOD_CTRL, KMOD_LALT, KMOD_RALT, KMOD_ALT, KMOD_LMETA, KMOD_RMETA, KMOD_META, KMOD_NUM, KMOD_MODE }}} 除了通过事件得到键盘输入以外,也可以直接访问键盘。通过pygame.key.get_pressed可以获得当前所有键的状态,pygame.key.get_mods可以获得所有修饰键的状态,比如:{{{ keys = pygame.key.get_pressed() mods = pygame.key.get_mods() if keys[K_F8] and mods[KMOD_ALT]: #if Alt-F8 is pressed pass }}} = 鼠标 = 当显示模式设置后,事件队列就会开始收到鼠标事件。当按下和释放鼠标的按键时,会产生 pygame.MOUSEBUTTONDOWN和pygame.MOUSEBUTTONUP事件。这些事件包含一个button属性表示哪些键被按下。滚动鼠标滚轮会产生pygame.MOUSEBUTTONDOWN事件。当向上滚动滚轮时button的值是4,向下滚动时button的值是5。除此外还有一个pos属性,表示按键按下或释放时鼠标指针的位置。当移动鼠标时,会产生pygame.MOUSEMOTION事件。鼠标移动事件会被分解成一组较小的精确的移动事件。当鼠标移动时,会有很多事件被放在队列中。鼠标移动事件没有被正确的清除,常常是事件队列被填满的主要原因。鼠标移动事件包括一个buttons属性,表示鼠标移动时,鼠标键的状态。还有一个pos属性,表示鼠标指针的位置。还有一个rel属性表示当前位置相对于上一次事件发生时指针位置的偏移量。 除了可以通过事件来接受鼠标输入外,还可以直接调用函数检查鼠标的状态。pygame.mouse.get_pressed可以获得当前所有鼠标按键的状态。pygame.mouse.get_pos获得当前鼠标的位置。pygame.mouse.get_rel获得当前鼠标位置相对于前一个位置的位移。 用pygame.mouse.set_visible可以隐藏鼠标的指针。如果鼠标指针被隐藏,输入被当前的display捕获,鼠标会进入虚拟输入模式,这种模式下鼠标的相对位移不会收到屏幕边界的影响。 通过pygame.mouse.set_cursor可以设置鼠标指针的形状。{{{ pygame.mouse.set_cursor(size, hotspot, xormasks, andmasks): return None }}}当鼠标指针可见时,它会显示为给定的位域数组指定的黑白色的位图。size是包含指针高度和宽度的列表。hotspot是表示指针的热点位置的列表。xormasks是序列包含指针异或数据位域的序列,andmask是一组包含指针位域数据的序列。宽度必须是8的倍数,位域数组必须是size给定的正确的大小。 pygame.cursors模块包括了几个内置的指针形状。可以这样使用{{{ pygame.mouse.set_cursor(*pygame.cursors.arrow) }}}可以使用的指针形状有:{{{ pygame.cursors.arrow pygame.cursors.diamond pygame.cursors.broken_x pygame.cursors.tri_left pygame.cursors.tri_right }}} 除此以外,可以用字符串来表示一个指针形状,比如{{{ thickarrow_strings = ( |
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August 27, 2006 4:58am - Anonymous \ZnbNzgytswsc %%%%%%%%%%%%%% _____ == pygame.cursors.load_xbm == load cursor data from an xbm file pygame.cursors.load_xbm(cursorfile, maskfile=None): return cursor_args This loads cursors for a simple subset of XBM files. XBM files are traditionally used to store cursors on unix systems, they are an ascii format used to represent simple images. Sometimes the black and white color values will be split into two separate XBM files. You can pass a second maskfile argument to load the two images into a single cursor. The cursorfile and maskfile arguments can either be filenames or filelike object with the readlines method. The return value cursor_args can be passed directly to the pygame.mouse.set_cursor - set the image for the system mouse cursor function. = pygame.joystick = pygame module for interacting with joystick devices The joystick module manages the joystick devices on a computer (there can be more than one). Joystick devices include trackballs and video-game-style gamepads, and the module allows the use of multiple buttons and "hats". == pygame.joystick.init == initialize the joystick module pygame.joystick.init(): return None This function is called automatically by pygame.init - initialize all imported pygame modules. It initializes the joystick module. This will scan the system for all joystick devices. The module must be initialized before any other functions will work. It is safe to call this function more than once. == pygame.joystick.quit == uninitialize the joystick module pygame.joystick.quit(): return None Uninitialize the joystick module. After you call this any existing joystick objects will no longer work. It is safe to call this function more than once. == pygame.joystick.get_init == true if the joystick module is initialized pygame.joystick.get_init(): return bool Test if the pygame.joystick.init - initialize the joystick module function has been called. == pygame.joystick.get_count == number of joysticks on the system pygame.joystick.get_count(): return count Return the number of joystick devices on the system. The count will be 0 if there are no joysticks on the system. When you create Joystick objects using Joystick(id), you pass an integer that must be lower than this count. == pygame.joystick.Joystick == create a new Joystick object |
}}}其中X是黑色部分,.是白色的部分,o是反色的部分,其它是透明的。然后通过{{{ cur = pygame.cursor.compile(thickarrow_strings) pygame.mouse.set_cursor((24,24), (0,0), *cur) }}}来设置指针。 pygame.cursors模块内置了几个这样的字符串: |
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pygame.joystick.Joystick(id): return Joystick Joystick.init - initialize the Joystick initialize the Joystick Joystick.quit - uninitialize the Joystick uninitialize the Joystick Joystick.get_init - check if the Joystick is initialized check if the Joystick is initialized Joystick.get_id - get the Joystick ID get the Joystick ID Joystick.get_name - get the Joystick system name get the Joystick system name Joystick.get_numaxes - get the number of axes on a Joystick get the number of axes on a Joystick Joystick.get_axis - get the current position of an axis get the current position of an axis Joystick.get_numballs - get the number of trackballs on a Joystick get the number of trackballs on a Joystick Joystick.get_ball - get the relative position of a trackball get the relative position of a trackball Joystick.get_numbuttons - get the number of buttons on a Joystick get the number of buttons on a Joystick Joystick.get_button - get the current button state get the current button state Joystick.get_numhats - get the number of hat controls on a Joystick get the number of hat controls on a Joystick Joystick.get_hat - get the position of a joystick hat get the position of a joystick hat }}} Create a new joystick to access a physical device. The id argument must be a value from 0 to pygame.joystick.get_count()-1. To access most of the Joystick methods, you'll need to init() the Joystick. This is separate from making sure the joystick module is initialized. When multiple Joysticks objects are created for the same physical joystick device (i.e., they have the same ID number), the state and values for those Joystick objects will be shared. The Joystick object allows you to get information about the types of controls on a joystick device. Once the device is initialized the Pygame event queue will start receiving events about its input. You can call the Joystick.get_name - get the Joystick system name and Joystick.get_id - get the Joystick ID functions without initializing the Joystick object. January 14, 2006 10:59pm - Anonymous I have both a four button and two button joystick. (Two for older games). What they have in common is that when I pull the joystick in any direction it goes FULL BLAST. I need a joystick which will move SLOWLY with a minimal turn rather than a MAXIMUM turn upon any movement of the joy stick. Is there any way to make the joystick move a little bit with small movements of the stick? If I want maximum movement I would pull the stick FULL in that direction! Please advise [email protected] === Joystick.init === initialize the Joystick Joystick.init(): return None The Joystick must be initialized to get most of the information about the controls. While the Joystick is initialized the Pygame event queue will receive events from the Joystick input. It is safe to call this more than once. === Joystick.quit === uninitialize the Joystick Joystick.quit(): return None This will unitialize a Joystick. After this the Pygame event queue will no longer receive events from the device. It is safe to call this more than once. === Joystick.get_init === check if the Joystick is initialized Joystick.get_init(): return bool Returns True if the init() method has already been called on this Joystick object. === Joystick.get_id === get the Joystick ID Joystick.get_id(): return int Returns the integer ID that represents this device. This is the same value that was passed to the Joystick() constructor. This method can safely be called while the Joystick is not initialized. === Joystick.get_name === get the Joystick system name Joystick.get_name(): return string Returns the system name for this joystick device. It is unknown what name the system will give to the Joystick, but it should be a unique name that identifies the device. This method can safely be called while the Joystick is not initialized. === Joystick.get_numaxes === get the number of axes on a Joystick Joystick.get_numaxes(): return int Returns the number of input axes are on a Joystick. There will usually be two for the position. Controls like rudders and throttles are treated as additional axes. The pygame.JOYAXISMOTION events will be in the range from -1.0 to 1.0. A value of 0.0 means the axis is centered. Gamepad devices will usually be -1, 0, or 1 with no values in between. Older analog joystick axes will not always use the full -1 to 1 range, and the centered value will be some area around 0. Analog joysticks usually have a bit of noise in their axis, which will generate a lot of rapid small motion events. === Joystick.get_axis === get the current position of an axis Joystick.get_axis(axis_number): return float Returns the current position of a joystick axis. The value will range from -1 to 1 with a value of 0 being centered. You may want to take into account some tolerance to handle jitter, and joystick drift may keep the joystick from centering at 0 or using the full range of position values. The axis number must be an integer from zero to get_numaxes()-1. === Joystick.get_numballs === get the number of trackballs on a Joystick Joystick.get_numballs(): return int Returns the number of trackball devices on a Joystick. These devices work similar to a mouse but they have no absolute position; they only have relative amounts of movement. The pygame.JOYBALLMOTION event will be sent when the trackball is rolled. It will report the amount of movement on the trackball. === Joystick.get_ball === get the relative position of a trackball Joystick.get_ball(ball_number): return x, y Returns the relative movement of a joystick button. The value is a x, y pair holding the relative movement since the last call to get_ball. The ball number must be an integer from zero to get_numballs()-1. === Joystick.get_numbuttons === get the number of buttons on a Joystick Joystick.get_numbuttons(): return int Returns the number of pushable buttons on the joystick. These buttons have a boolean (on or off) state. Buttons generate a pygame.JOYBUTTONDOWN and pygame.JOYBUTTONUP event when they are pressed and released. December 8, 2005 9:12pm - Anonymous There is a way to know the state of a button! Joystick.get_button(n) === Joystick.get_button === get the current button state Joystick.get_button(button): return bool Returns the current state of a joystick button. === Joystick.get_numhats === get the number of hat controls on a Joystick Joystick.get_numhats(): return int Returns the number of joystick hats on a Joystick. Hat devices are like miniature digital joysticks on a joystick. Each hat has two axes of input. The pygame.JOYHATMOTION event is generated when the hat changes position. The position attribute for the event contains a pair of values that are either -1, 0, or 1. A position of (0, 0) means the hat is centered. === Joystick.get_hat === get the position of a joystick hat Joystick.get_hat(hat_number): return x, y Returns the current position of a position hat. The position is given as two values representing the X and Y position for the hat. (0, 0) means centered. A value of -1 means left/down and a value of 1 means right/up: so (-1, 0) means left; (1, 0) means right; (0, 1) means up; (1, 1) means upper-right; etc. This value is digital, i.e., each coordinate can be -1, 0 or 1 but never in-between. The hat number must be between 0 and get_numhats()-1. = pygame.time = pygame module for monitoring time Times in pygame are represented in milliseconds (1/1000 seconds). Most platforms have a limited time resolution of around 10 milliseconds. == pygame.time.get_ticks == get the time in milliseconds pygame.time.get_ticks(): return milliseconds Return the number of millisconds since pygame.init - initialize all imported pygame modules was called. Before pygame is initialized this will always be 0. == pygame.time.wait == pause the program for an amount of time pygame.time.wait(milliseconds): return time Will pause for a given number of milliseconds. This function sleeps the process to share the processor with other programs. A program that waits for even a few milliseconds will consume very little processor time. It is slightly less accurate than the pygame.time.delay - pause the program for an amount of time function. This returns the actual number of milliseconds used. == pygame.time.delay == pause the program for an amount of time pygame.time.delay(milliseconds): return time Will pause for a given number of milliseconds. This function will use the processor (rather than sleeping) in order to make the delay more accurate than pygame.time.wait - pause the program for an amount of time. This returns the actual number of milliseconds used. == pygame.time.set_timer == repeatedly create an event on the event queue pygame.time.set_timer(eventid, milliseconds): return None Set an event type to appear on the event queue every given number of milliseconds. The first event will not appear until the amount of time has passed. Every event type can have a separate timer attached to it. It is best to use the value between pygame.USEREVENT and pygame.NUMEVENTS. To disable the timer for an event, set the milliseconds argument to 0. == pygame.time.Clock == create an object to help track time pygame.time.Clock(): return Clock Clock.tick - update the clock update the clock Clock.tick_busy_loop - update the clock update the clock Clock.get_time - time used in the previous tick time used in the previous tick Clock.get_rawtime - actual time used in the previous tick actual time used in the previous tick Clock.get_fps - compute the clock framerate compute the clock framerate Creates a new Clock object that can be used to track an amount of time. The clock also provides several functions to help control a game's framerate. === Clock.tick === update the clock Clock.tick(framerate=0): return milliseconds control timer events This method should be called once per frame. It will compute how many milliseconds have passed since the previous call. If you pass the optional framerate argument the function will delay to keep the game running slower than the given ticks per second. This can be used to help limit the runtime speed of a game. By calling Clock.tick(40) once per frame, the program will never run at more than 40 frames per second. Note that this function uses SDL_Delay function which is not accurate on every platform, but does not use much cpu. Use tick_busy_loop if you want an accurate timer, and don't mind chewing cpu. === Clock.tick_busy_loop === update the clock Clock.tick_busy_loop(framerate=0): return milliseconds control timer events This method should be called once per frame. It will compute how many milliseconds have passed since the previous call. If you pass the optional framerate argument the function will delay to keep the game running slower than the given ticks per second. This can be used to help limit the runtime speed of a game. By calling Clock.tick(40) once per frame, the program will never run at more than 40 frames per second. Note that this function uses pygame.time.delay, which uses lots of cpu in a busy loop to make sure that timing is more acurate. === Clock.get_time === time used in the previous tick Clock.get_time(): return milliseconds Returns the parameter passed to the last call to Clock.tick - update the clock. It is the number of milliseconds passed between the previous two calls to Pygame.tick(). === Clock.get_rawtime === actual time used in the previous tick Clock.get_rawtime(): return milliseconds Similar to Clock.get_time - time used in the previous tick, but this does not include any time used while Clock.tick - update the clock was delaying to limit the framerate. === Clock.get_fps === compute the clock framerate Clock.get_fps(): return float Compute your game's framerate (in frames per second). It is computed by averaging the last few calls to Clock.tick - update the clock. |
pygame.cursors.thickarrow_strings pygame.cursors.sizer_x_strings pygame.cursors.sizer_y_strings pygame.cursors.sizer_xy_strings }}} = 摇杆 = joystick模块管理计算机上的摇杆设备(可能多于一个)。摇杆设备包括轨迹球、类似电视游戏机的游戏手柄,允许使用多个按钮和'hats'。 pygame.joystick.get_count函数可以获得系统中摇杆的个数。比如:{{{ count = pygame.joystick.get_count() }}}如果系统没有摇杆,数量是0。 如果系统有摇杆,可以通过pygame.joystick.Joystick来创建摇杆对象:{{{ j = pygame.joystick.Joystick(0) }}}其中的整数是摇杆的id,取值范围从0到count-1。 创建对象后,需要先初始化{{{ j.init() }}} 初始化后,事件队列中就可以收到来自摇杆的事件了。事件类型分为:{{{ JOYAXISMOTION joy, axis, value JOYBALLMOTION joy, ball, rel JOYHATMOTION joy, hat, value JOYBUTTONUP joy, button JOYBUTTONDOWN joy, button }}}要注意pygame.JOYAXISMOTION事件的value值在-1.0和1.0之间。值0.0表示轴在正中间。游戏手柄设备一般只有-1、0、1三个值,而没有中间的值。而老的模拟摇杆并不一定能完全达到-1到1的区间,中间的值也可能是0附近的一个值。模拟手柄通常会有一点噪声,从而会产生很多很小很快的运动事件。当轨迹球滚动时,pygame.JOYBALLMOTION事件会发生。它会报告轨迹球总共滚动了多少距离。当按钮被按下和释放时,会产生pygame.JOYBUTTONDOWN和pygame.JOYBUTTONUP事件。当hat的位置改变时,pygame.JOYHATMOTION事件会产生。事件的位置属性包括一对值,它们是-1或者0或者1。位置(0,0)表示hat在正中间。 要获得摇杆的轴数可以使用{{{ j.get_numaxes() }}} 要获得摇杆上轨迹球的个数,可以使用{{{ j.get_numballs() }}} 要获得摇杆上的按键数,可以使用{{{ j.get_numbuttons() }}} 要获得摇杆上hat控制器的个数,可以使用{{{ j.get_numhats() }}} 除了通过事件获得摇杆的输入外,也可以直接查询摇杆的状态。通过{{{ j.get_axis(axis_number) }}}可以获得某个轴的位置。通过{{{ j.get_ball(ball_number) }}}可以获得某个轨迹球的相对位置。通过{{{ j.get_button(button) }}}可以获得某个按键的状态。通过{{{ j.get_hat(hat_number) }}}可以获得hat控制器的当前位置。 = 定时 = pygame中的时间是以毫秒(千分之一秒)表示的。大部分平台上的时间精度被限制在10毫秒。 通过pygame.time.get_ticks函数可以获得pygame.init后经过的时间的毫秒数。 pygame.time.wait函数会暂停给定的时间。比如{{{ pygame.time.wait(1000) }}}会暂停一秒钟。这个函数会休眠这个进程,使得其他程序可以共享处理器。一个程序即使只有休眠很少的毫秒数,就能够消耗非常少的处理器时间。pygame.time.delay函数也会使程序暂停给定的时间。这个函数会使用处理器(而不是休眠)以使这个等待比pygame.time.wait更加精确。这两个函数返回实际暂停的时间。 pygame.time.set_timer可以反复创建一个事件放在事件队列中。比如{{{ pygame.time.set_timer(pygame.USEREVENT, 1000) }}}每隔1秒钟在事件队列中放一个pygame.USEREVENT事件。每一个事件类型可以有一个不同的定时器。要禁止一个事件的定时器,可以把对应的毫秒数设成0。 使用pygame.time.Clock可以更方便的控制游戏执行的速度。先使用{{{ c = pygame.time.Clock() }}}创建一个Clock对象。然后可以调用{{{ c.tick(30) }}}参数为游戏的帧速。这个函数会暂停一定的时间,保证两次tick调用之间间隔1/30秒。这可以帮助限制游戏运行的速度。通过每帧调用一次Clock.tick(30),这个程序就永远不会以超过每秒30帧的速度运行。通过调用tick_busy_loop方法也可以达到和tick相似的效果,区别是这个函数使用pygame.time.delay,会使用很多cpu来进行忙等,而定时也更精确一些。 通过{{{ c.get_fps() }}}可以获得游戏运行的帧速。 |
事件系统
Pygame通过一个事件系统与用户进行交互,以及处理一些系统发生的事件。事件系统包括一个事件队列,其中每一项都是一个Event对象。所有的用户输入和一些系统事件,都会形成一个Event对象被添加到事件队列中。pygame.event模块提供了很多函数去访问和控制这个队列。
Event对象有各种不同的类型,比如KEYDOWN(键盘键按下)、MOUSEBUTTONDOWN(鼠标键按下)等,通过Event.type属性来区分。不同的类型的Event对象还有不同的其它属性。常用的类型和对应的属性有:
QUIT none ACTIVEEVENT gain, state KEYDOWN unicode, key, mod KEYUP key, mod MOUSEMOTION pos, rel, buttons MOUSEBUTTONUP pos, button MOUSEBUTTONDOWN pos, button JOYAXISMOTION joy, axis, value JOYBALLMOTION joy, ball, rel JOYHATMOTION joy, hat, value JOYBUTTONUP joy, button JOYBUTTONDOWN joy, button VIDEORESIZE size, w, h VIDEOEXPOSE none USEREVENT code
要取得事件队列中的事件,pygame提供了一组函数。pygame.event.get函数可以从队列获取所有的消息,并把它们从队列中删除。比如:
如果队列中没有事件,则pygame.event.get函数返回一个空的列表。
除此以外,还可以用pygame.event.poll()提取并删除一个事件,如果队列是空的,这个函数会马上返回一个pygame.NOEVENT。pygame.event.wait()提取一个事件,如果没有事件则会等待直到有事件发生。pygame.event.clear()可以清空整个队列。
如果只关心某些类型的事件,可以用pygame.event.get(type),只取得队列中某种类型的事件。也可以用一个类型的列表,只取得某些类型的事件。pygame.event.peek(type)函数可以检查列表中是否有某种或者某些类型的事件,如果有就返回True。除此以外还可以用pygame.event.set_blocked阻止某些类型的事件进入事件队列,使用pygame.event.set_allowed来只允许某些类型的事件进入队列。
pygame.event.post函数可以往队列中添加一个事件。这个添加的事件通常都是用户自定义的事件。自定义事件的类型从pygame.USEREVENT开始。使用pygame.event.Event可以创建一个事件,比如:
e = pygame.event.Event(pygame.USEREVENT)
然后可以通过
pygame.event.post(e)
把这个事件添加到队列中,等待处理。在创建事件时可以添加自定义的属性。自定义属性可以用关键字参数指定,比如:
e = pygame.event.Event(pygame.USEREVENT+1, newgame = True, file = '/home/czk/')
或者用一个字典来指定,比如
e = pygame.event.Event(pygame.USEREVENT+1, {'newgame':True, 'file':'/home/czk'})
在窗口方式下运行,通常只有活动的窗口才能获得用户键盘、鼠标的事件。如果希望在窗口方式下,不是活动状态也能获得事件,可以通过
pygame.event.set_grab(True)
来捕获所有输入。不过这样会阻止其它程序获得用户输入,使得除了这个游戏以外其它程序都不能正常运行。要解除这样的状态,可以执行
pygame.event.set_grab(False)
键盘
当键盘的按键被按下时,事件队列会得到pygame.KEYDOWN和pygame.KEYUP事件。这两个事件都有一个叫做key的整型属性表示键盘上的键。pygame.KEYDOWN事件还有一个额外的属性unicode,表示键盘输入的转后对应的字符。这个字符会考虑shift键和其它组合键的状态。
有很多键盘相关的常量,他们表示键盘上的键。下面是所有键盘常量的列表:
KeyASCII ASCII Common Name K_BACKSPACE \b backspace K_TAB \t tab K_CLEAR clear K_RETURN \r return K_PAUSE pause K_ESCAPE ^[ escape K_SPACE space K_EXCLAIM ! exclaim K_QUOTEDBL " quotedbl K_HASH # hash K_DOLLAR $ dollar K_AMPERSAND & ampersand K_QUOTE quote K_LEFTPAREN ( left parenthesis K_RIGHTPAREN ) right parenthesis K_ASTERISK * asterisk K_PLUS + plus sign K_COMMA , comma K_MINUS - minus sign K_PERIOD . period K_SLASH / forward slash K_0 0 0 K_1 1 1 K_2 2 2 K_3 3 3 K_4 4 4 K_5 5 5 K_6 6 6 K_7 7 7 K_8 8 8 K_9 9 9 K_COLON : colon K_SEMICOLON ; semicolon K_LESS < less-than sign K_EQUALS = equals sign K_GREATER > greater-than sign K_QUESTION ? question mark K_AT @ at K_LEFTBRACKET [ left bracket K_BACKSLASH \ backslash K_RIGHTBRACKET ] right bracket K_CARET ^ caret K_UNDERSCORE _ underscore K_BACKQUOTE ` grave K_a a a K_b b b K_c c c K_d d d K_e e e K_f f f K_g g g K_h h h K_i i i K_j j j K_k k k K_l l l K_m m m K_n n n K_o o o K_p p p K_q q q K_r r r K_s s s K_t t t K_u u u K_v v v K_w w w K_x x x K_y y y K_z z z K_DELETE delete K_KP0 keypad 0 K_KP1 keypad 1 K_KP2 keypad 2 K_KP3 keypad 3 K_KP4 keypad 4 K_KP5 keypad 5 K_KP6 keypad 6 K_KP7 keypad 7 K_KP8 keypad 8 K_KP9 keypad 9 K_KP_PERIOD . keypad period K_KP_DIVIDE / keypad divide K_KP_MULTIPLY * keypad multiply K_KP_MINUS - keypad minus K_KP_PLUS + keypad plus K_KP_ENTER \r keypad enter K_KP_EQUALS = keypad equals K_UP up arrow K_DOWN down arrow K_RIGHT right arrow K_LEFT left arrow K_INSERT insert K_HOME home K_END end K_PAGEUP page up K_PAGEDOWN page down K_F1 F1 K_F2 F2 K_F3 F3 K_F4 F4 K_F5 F5 K_F6 F6 K_F7 F7 K_F8 F8 K_F9 F9 K_F10 F10 K_F11 F11 K_F12 F12 K_F13 F13 K_F14 F14 K_F15 F15 K_NUMLOCK numlock K_CAPSLOCK capslock K_SCROLLOCK scrollock K_RSHIFT right shift K_LSHIFT left shift K_RCTRL right ctrl K_LCTRL left ctrl K_RALT right alt K_LALT left alt K_RMETA right meta K_LMETA left meta K_LSUPER left windows key K_RSUPER right windows key K_MODE mode shift K_HELP help K_PRINT print screen K_SYSREQ sysrq K_BREAK break K_MENU menu K_POWER power K_EURO euro
还有一个mod属性表示一组修饰键的状态,可以通过位或把它们组合起来:
KMOD_NONE, KMOD_LSHIFT, KMOD_RSHIFT, KMOD_SHIFT, KMOD_CAPS, KMOD_LCTRL, KMOD_RCTRL, KMOD_CTRL, KMOD_LALT, KMOD_RALT, KMOD_ALT, KMOD_LMETA, KMOD_RMETA, KMOD_META, KMOD_NUM, KMOD_MODE
除了通过事件得到键盘输入以外,也可以直接访问键盘。通过pygame.key.get_pressed可以获得当前所有键的状态,pygame.key.get_mods可以获得所有修饰键的状态,比如:
keys = pygame.key.get_pressed() mods = pygame.key.get_mods() if keys[K_F8] and mods[KMOD_ALT]: #if Alt-F8 is pressed pass
鼠标
当显示模式设置后,事件队列就会开始收到鼠标事件。当按下和释放鼠标的按键时,会产生 pygame.MOUSEBUTTONDOWN和pygame.MOUSEBUTTONUP事件。这些事件包含一个button属性表示哪些键被按下。滚动鼠标滚轮会产生pygame.MOUSEBUTTONDOWN事件。当向上滚动滚轮时button的值是4,向下滚动时button的值是5。除此外还有一个pos属性,表示按键按下或释放时鼠标指针的位置。当移动鼠标时,会产生pygame.MOUSEMOTION事件。鼠标移动事件会被分解成一组较小的精确的移动事件。当鼠标移动时,会有很多事件被放在队列中。鼠标移动事件没有被正确的清除,常常是事件队列被填满的主要原因。鼠标移动事件包括一个buttons属性,表示鼠标移动时,鼠标键的状态。还有一个pos属性,表示鼠标指针的位置。还有一个rel属性表示当前位置相对于上一次事件发生时指针位置的偏移量。
除了可以通过事件来接受鼠标输入外,还可以直接调用函数检查鼠标的状态。pygame.mouse.get_pressed可以获得当前所有鼠标按键的状态。pygame.mouse.get_pos获得当前鼠标的位置。pygame.mouse.get_rel获得当前鼠标位置相对于前一个位置的位移。
用pygame.mouse.set_visible可以隐藏鼠标的指针。如果鼠标指针被隐藏,输入被当前的display捕获,鼠标会进入虚拟输入模式,这种模式下鼠标的相对位移不会收到屏幕边界的影响。
通过pygame.mouse.set_cursor可以设置鼠标指针的形状。
pygame.mouse.set_cursor(size, hotspot, xormasks, andmasks): return None
当鼠标指针可见时,它会显示为给定的位域数组指定的黑白色的位图。size是包含指针高度和宽度的列表。hotspot是表示指针的热点位置的列表。xormasks是序列包含指针异或数据位域的序列,andmask是一组包含指针位域数据的序列。宽度必须是8的倍数,位域数组必须是size给定的正确的大小。
pygame.cursors模块包括了几个内置的指针形状。可以这样使用
pygame.mouse.set_cursor(*pygame.cursors.arrow)
可以使用的指针形状有:
pygame.cursors.arrow pygame.cursors.diamond pygame.cursors.broken_x pygame.cursors.tri_left pygame.cursors.tri_right
除此以外,可以用字符串来表示一个指针形状,比如
thickarrow_strings = ( "XX ", "XXX ", "XXXX ", "XX.XX ", "XX..XX ", "XX...XX ", "XX....XX ", "XX.....XX ", "XX......XX ", "XX.......XX ", "XX........XX ", "XX........XXX ", "XX......XXXXX ", "XX.XXX..XX ", "XXXX XX..XX ", "XX XX..XX ", " XX..XX ", " XX..XX ", " XX..XX ", " XXXX ", " XX ", " ", " ", " ")
其中X是黑色部分,.是白色的部分,o是反色的部分,其它是透明的。然后通过
cur = pygame.cursor.compile(thickarrow_strings) pygame.mouse.set_cursor((24,24), (0,0), *cur)
来设置指针。
pygame.cursors模块内置了几个这样的字符串:
pygame.cursors.thickarrow_strings pygame.cursors.sizer_x_strings pygame.cursors.sizer_y_strings pygame.cursors.sizer_xy_strings
摇杆
joystick模块管理计算机上的摇杆设备(可能多于一个)。摇杆设备包括轨迹球、类似电视游戏机的游戏手柄,允许使用多个按钮和'hats'。
pygame.joystick.get_count函数可以获得系统中摇杆的个数。比如:
count = pygame.joystick.get_count()
如果系统没有摇杆,数量是0。
如果系统有摇杆,可以通过pygame.joystick.Joystick来创建摇杆对象:
j = pygame.joystick.Joystick(0)
其中的整数是摇杆的id,取值范围从0到count-1。
创建对象后,需要先初始化
j.init()
初始化后,事件队列中就可以收到来自摇杆的事件了。事件类型分为:
JOYAXISMOTION joy, axis, value JOYBALLMOTION joy, ball, rel JOYHATMOTION joy, hat, value JOYBUTTONUP joy, button JOYBUTTONDOWN joy, button
要注意pygame.JOYAXISMOTION事件的value值在-1.0和1.0之间。值0.0表示轴在正中间。游戏手柄设备一般只有-1、0、1三个值,而没有中间的值。而老的模拟摇杆并不一定能完全达到-1到1的区间,中间的值也可能是0附近的一个值。模拟手柄通常会有一点噪声,从而会产生很多很小很快的运动事件。当轨迹球滚动时,pygame.JOYBALLMOTION事件会发生。它会报告轨迹球总共滚动了多少距离。当按钮被按下和释放时,会产生pygame.JOYBUTTONDOWN和pygame.JOYBUTTONUP事件。当hat的位置改变时,pygame.JOYHATMOTION事件会产生。事件的位置属性包括一对值,它们是-1或者0或者1。位置(0,0)表示hat在正中间。
要获得摇杆的轴数可以使用
j.get_numaxes()
要获得摇杆上轨迹球的个数,可以使用
j.get_numballs()
要获得摇杆上的按键数,可以使用
j.get_numbuttons()
要获得摇杆上hat控制器的个数,可以使用
j.get_numhats()
除了通过事件获得摇杆的输入外,也可以直接查询摇杆的状态。通过
j.get_axis(axis_number)
可以获得某个轴的位置。通过
j.get_ball(ball_number)
可以获得某个轨迹球的相对位置。通过
j.get_button(button)
可以获得某个按键的状态。通过
j.get_hat(hat_number)
可以获得hat控制器的当前位置。
定时
pygame中的时间是以毫秒(千分之一秒)表示的。大部分平台上的时间精度被限制在10毫秒。
通过pygame.time.get_ticks函数可以获得pygame.init后经过的时间的毫秒数。
pygame.time.wait函数会暂停给定的时间。比如
pygame.time.wait(1000)
会暂停一秒钟。这个函数会休眠这个进程,使得其他程序可以共享处理器。一个程序即使只有休眠很少的毫秒数,就能够消耗非常少的处理器时间。pygame.time.delay函数也会使程序暂停给定的时间。这个函数会使用处理器(而不是休眠)以使这个等待比pygame.time.wait更加精确。这两个函数返回实际暂停的时间。
pygame.time.set_timer可以反复创建一个事件放在事件队列中。比如
pygame.time.set_timer(pygame.USEREVENT, 1000)
每隔1秒钟在事件队列中放一个pygame.USEREVENT事件。每一个事件类型可以有一个不同的定时器。要禁止一个事件的定时器,可以把对应的毫秒数设成0。
使用pygame.time.Clock可以更方便的控制游戏执行的速度。先使用
c = pygame.time.Clock()
创建一个Clock对象。然后可以调用
c.tick(30)
参数为游戏的帧速。这个函数会暂停一定的时间,保证两次tick调用之间间隔1/30秒。这可以帮助限制游戏运行的速度。通过每帧调用一次Clock.tick(30),这个程序就永远不会以超过每秒30帧的速度运行。通过调用tick_busy_loop方法也可以达到和tick相似的效果,区别是这个函数使用pygame.time.delay,会使用很多cpu来进行忙等,而定时也更精确一些。
通过
c.get_fps()
可以获得游戏运行的帧速。