趁热打铁赶快把我们这个画板完成吧~
上次讲Brush的时候,因为觉得太简单把color设置跳过了,现在实际写的时候才发现,因为我们设置了颜色需要对刷子也有效,所以实际上set_color方法还有一点点收尾工作需要做:
def set_color(self, color):
self.color = color
for i in xrange(self.brush.get_width()):
for j in xrange(self.brush.get_height()):
self.brush.set_at((i, j),
color + (self.brush.get_at((i, j)).a,))
也就是在设定color的时候,顺便把笔刷的颜色也改了,但是要保留原来的alpha值,其实也很简单就是了……
上图可以看到,按钮部分分别为铅笔、毛笔、尺寸大小、(当前样式)、颜色选择者几个组成。我们只以笔刷选择为例讲解一下,其他的都是类似的。
# 初始化部分
self.sizes = [
pygame.image.load("big.png").convert_alpha(),
pygame.image.load("small.png").convert_alpha()
]
self.sizes_rect = []
for (i, img) in enumerate(self.sizes):
rect = pygame.Rect(10 + i * 32, 138, 32, 32)
self.sizes_rect.append(rect)
# 绘制部分
for (i, img) in enumerate(self.pens):
self.screen.blit(img, self.pens_rect[i].topleft)
# 点击判断部分
for (i, rect) in enumerate(self.pens_rect):
if rect.collidepoint(pos):
self.brush.set_brush_style(bool(i))
return True
这些代码实际上是我这个例子最想给大家说明的地方,按钮式我们从未接触过的东西,然而游戏中按钮的应用我都不必说。
不过这代码也都不困难,基本都是我们学过的东西,只不过变换了一下组合而已,我稍微说明一下:
初始化部分:读入图标,并给每个图标一个Rect
绘制部分: 根据图表的Rect绘制图表
点击判断部分:根据点击的位置,依靠“碰撞”来判断这个按钮是否被点击,若点击了,则做相应的操作(这里是设置样式)后返回True。这里的collidepoint()是新内容,也就是Rect的“碰撞”函数,它接收一个坐标,如果在Rect内部,就返回True,否则False。
好像也就如此,有了一定的知识积累后,新东西的学习也变得易如反掌了。
在这个代码中,为了明晰,我把各个按钮按照功能都分成了好几组,在实际应用中按钮数量很多的时候可能并不合适,请自己斟酌。
OK,这就结束了~ 下面把整个代码贴出来。不过,我是一边写代码一遍写文章,思路不是很连贯,而且python也好久不用了……如果有哪里写的有问题(没有就怪了),还请不吝指出!
import pygame
from pygame.locals import *
import math
# 2011/08/27 Version 1, first imported
class Brush():
def __init__(self, screen):
self.screen = screen
self.color = (0, 0, 0)
self.size = 1
self.drawing = False
self.last_pos = None
self.space = 1
# if style is True, normal solid brush
# if style is False, png brush
self.style = False
# load brush style png
self.brush = pygame.image.load("brush.png").convert_alpha()
# set the current brush depends on size
self.brush_now = self.brush.subsurface((0,0), (1, 1))
def start_draw(self, pos):
self.drawing = True
self.last_pos = pos
def end_draw(self):
self.drawing = False
def set_brush_style(self, style):
print "* set brush style to", style
self.style = style
def get_brush_style(self):
return self.style
def get_current_brush(self):
return self.brush_now
def set_size(self, size):
if size < 0.5: size = 0.5
elif size > 32: size = 32
print "* set brush size to", size
self.size = size
self.brush_now = self.brush.subsurface((0,0), (size*2, size*2))
def get_size(self):
return self.size
def set_color(self, color):
self.color = color
for i in xrange(self.brush.get_width()):
for j in xrange(self.brush.get_height()):
self.brush.set_at((i, j),
color + (self.brush.get_at((i, j)).a,))
def get_color(self):
return self.color
def draw(self, pos):
if self.drawing:
for p in self._get_points(pos):
# draw eveypoint between them
if self.style == False:
pygame.draw.circle(self.screen, self.color, p, self.size)
else:
self.screen.blit(self.brush_now, p)
self.last_pos = pos
def _get_points(self, pos):
""" Get all points between last_point ~ now_point. """
points = [ (self.last_pos[0], self.last_pos[1]) ]
len_x = pos[0] - self.last_pos[0]
len_y = pos[1] - self.last_pos[1]
length = math.sqrt(len_x ** 2 + len_y ** 2)
step_x = len_x / length
step_y = len_y / length
for i in xrange(int(length)):
points.append(
(points[-1][0] + step_x, points[-1][1] + step_y))
points = map(lambda x:(int(0.5+x[0]), int(0.5+x[1])), points)
# return light-weight, uniq integer point list
return list(set(points))
class Menu():
def __init__(self, screen):
self.screen = screen
self.brush = None
self.colors = [
(0xff, 0x00, 0xff), (0x80, 0x00, 0x80),
(0x00, 0x00, 0xff), (0x00, 0x00, 0x80),
(0x00, 0xff, 0xff), (0x00, 0x80, 0x80),
(0x00, 0xff, 0x00), (0x00, 0x80, 0x00),
(0xff, 0xff, 0x00), (0x80, 0x80, 0x00),
(0xff, 0x00, 0x00), (0x80, 0x00, 0x00),
(0xc0, 0xc0, 0xc0), (0xff, 0xff, 0xff),
(0x00, 0x00, 0x00), (0x80, 0x80, 0x80),
]
self.colors_rect = []
for (i, rgb) in enumerate(self.colors):
rect = pygame.Rect(10 + i % 2 * 32, 254 + i / 2 * 32, 32, 32)
self.colors_rect.append(rect)
self.pens = [
pygame.image.load("pen1.png").convert_alpha(),
pygame.image.load("pen2.png").convert_alpha()
]
self.pens_rect = []
for (i, img) in enumerate(self.pens):
rect = pygame.Rect(10, 10 + i * 64, 64, 64)
self.pens_rect.append(rect)
self.sizes = [
pygame.image.load("big.png").convert_alpha(),
pygame.image.load("small.png").convert_alpha()
]
self.sizes_rect = []
for (i, img) in enumerate(self.sizes):
rect = pygame.Rect(10 + i * 32, 138, 32, 32)
self.sizes_rect.append(rect)
def set_brush(self, brush):
self.brush = brush
def draw(self):
# draw pen style button
for (i, img) in enumerate(self.pens):
self.screen.blit(img, self.pens_rect[i].topleft)
# draw < > buttons
for (i, img) in enumerate(self.sizes):
self.screen.blit(img, self.sizes_rect[i].topleft)
# draw current pen / color
self.screen.fill((255, 255, 255), (10, 180, 64, 64))
pygame.draw.rect(self.screen, (0, 0, 0), (10, 180, 64, 64), 1)
size = self.brush.get_size()
x = 10 + 32
y = 180 + 32
if self.brush.get_brush_style():
x = x - size
y = y - size
self.screen.blit(self.brush.get_current_brush(), (x, y))
else:
pygame.draw.circle(self.screen,
self.brush.get_color(), (x, y), size)
# draw colors panel
for (i, rgb) in enumerate(self.colors):
pygame.draw.rect(self.screen, rgb, self.colors_rect[i])
def click_button(self, pos):
# pen buttons
for (i, rect) in enumerate(self.pens_rect):
if rect.collidepoint(pos):
self.brush.set_brush_style(bool(i))
return True
# size buttons
for (i, rect) in enumerate(self.sizes_rect):
if rect.collidepoint(pos):
if i: # i == 1, size down
self.brush.set_size(self.brush.get_size() - 0.5)
else:
self.brush.set_size(self.brush.get_size() + 0.5)
return True
# color buttons
for (i, rect) in enumerate(self.colors_rect):
if rect.collidepoint(pos):
self.brush.set_color(self.colors[i])
return True
return False
class Painter():
def __init__(self):
self.screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Painter")
self.clock = pygame.time.Clock()
self.brush = Brush(self.screen)
self.menu = Menu(self.screen)
self.menu.set_brush(self.brush)
def run(self):
self.screen.fill((255, 255, 255))
while True:
# max fps limit
self.clock.tick(30)
for event in pygame.event.get():
if event.type == QUIT:
return
elif event.type == KEYDOWN:
# press esc to clear screen
if event.key == K_ESCAPE:
self.screen.fill((255, 255, 255))
elif event.type == MOUSEBUTTONDOWN:
# <= 74, coarse judge here can save much time
if ((event.pos)[0] <= 74 and
self.menu.click_button(event.pos)):
# if not click on a functional button, do drawing
pass
else:
self.brush.start_draw(event.pos)
elif event.type == MOUSEMOTION:
self.brush.draw(event.pos)
elif event.type == MOUSEBUTTONUP:
self.brush.end_draw()
self.menu.draw()
pygame.display.update()
if __name__ == '__main__':
app = Painter()
app.run()
200行左右,注释也不是很多,因为在这两篇文章里都讲了,有哪里不明白的请留言,我会根据实际情况再改改。
本次使用的资源文件打包
这次的pygame知识点:
认真的朋友一定发现了本次没有涉及到动画和声音,毕竟这次只是简单的例子,太复杂了不免让人生畏。
实际用一下,会发现这个例子有很多不足,比如画错了不能撤消,只能用白色画掉(当然真正的艺术家都不用橡皮来着);调节画笔大小的时候太麻烦,点一下跳个0.5(你可以试着加上快捷键);窗口尺寸不能变,图片不能打开不能保存……不足一大堆啊,不说了,自己都要伤心了~ 但是只要你掌握了原理,所有的自己期望的功能都能慢慢实现。看着手中的程序慢慢成长,不是很有成就感么?它甚至有可能变的史无前例的强大,难道不是么?
下一个实战是什么?尽请期待~