给出代码,利用pygame编写一个带界面的计算器
时间: 2023-03-06 11:43:39 浏览: 103
可以参考下面的代码:import pygamepygame.init()# 创建一个窗口
win = pygame.display.set_mode((400, 500))# 设置标题
pygame.display.set_caption('计算器')# 加载字体
font = pygame.font.SysFont('arial', 32)# 加载图片
bg_img = pygame.image.load('calc_bg.jpg')# 开始一个游戏循环
run = True
while run:
win.blit(bg_img, (0, 0)) # 画出运算符
plus_img = pygame.image.load('plus.jpg')
win.blit(plus_img, (150, 200)) # 画出输入框
pygame.draw.rect(win, (255, 255, 255), (50, 250, 300, 50))
pygame.draw.rect(win, (255, 255, 255), (50, 350, 300, 50)) for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False pygame.display.update()pygame.quit()
相关问题
利用pygame 编写一个俄罗斯方块小游戏
当然可以!下面是一个使用 Pygame 编写的俄罗斯方块小游戏的示例代码:
```python
import pygame
import random
# 初始化 Pygame
pygame.init()
# 设置游戏窗口宽度和高度
window_width = 800
window_height = 600
# 设置方块大小
block_size = 30
# 设置游戏区域的宽度和高度
play_width = 10 * block_size
play_height = 20 * block_size
# 设置游戏区域的位置
play_x = (window_width - play_width) // 2
play_y = window_height - play_height - 50
# 设置颜色
white = (255, 255, 255)
black = (0, 0, 0)
red = (255, 0, 0)
blue = (0, 0, 255)
green = (0, 255, 0)
yellow = (255, 255, 0)
purple = (128, 0, 128)
orange = (255, 165, 0)
cyan = (0, 255, 255)
# 定义形状的类
class Shape:
def __init__(self):
self.x = play_x // block_size
self.y = play_y // block_size
self.color = random.choice([red, blue, green, yellow, purple, orange, cyan])
self.rotation = random.randint(0, 3)
def rotate(self):
self.rotation = (self.rotation + 1) % 4
def move_left(self):
self.x -= 1
def move_right(self):
self.x += 1
def move_down(self):
self.y += 1
# 创建游戏窗口
win = pygame.display.set_mode((window_width, window_height))
pygame.display.set_caption("俄罗斯方块")
def draw_grid():
for x in range(play_x, play_x + play_width, block_size):
pygame.draw.line(win, white, (x, play_y), (x, play_y + play_height))
for y in range(play_y, play_y + play_height, block_size):
pygame.draw.line(win, white, (play_x, y), (play_x + play_width, y))
def draw_shape(shape):
for i in range(len(shape)):
for j in range(len(shape[i])):
if shape[i][j] == 'X':
pygame.draw.rect(win, shape.color, (play_x + (shape.x + j) * block_size, play_y + (shape.y + i) * block_size, block_size, block_size))
def check_collision(shape):
for i in range(len(shape)):
for j in range(len(shape[i])):
if shape[i][j] == 'X':
if shape.y + i >= 20 or shape.x + j < 0 or shape.x + j >= 10:
return True
return False
def remove_row(play_area):
full_rows = []
for i in range(len(play_area)):
if all(play_area[i]):
full_rows.append(i)
for row in full_rows:
del play_area[row]
play_area.insert(0, [0] * 10)
return len(full_rows)
def draw_play_area(play_area):
for i in range(len(play_area)):
for j in range(len(play_area[i])):
if play_area[i][j] == 1:
pygame.draw.rect(win, white, (play_x + j * block_size, play_y + i * block_size, block_size, block_size))
def update_score(score):
font = pygame.font.SysFont(None, 30)
text = font.render("Score: " + str(score), True, white)
win.blit(text, (window_width - 100, 20))
def game_loop():
clock = pygame.time.Clock()
shape = Shape()
play_area = [[0] * 10 for _ in range(20)]
score = 0
game_over = False
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
shape.move_left()
if check_collision(shape):
shape.move_right()
elif event.key == pygame.K_RIGHT:
shape.move_right()
if check_collision(shape):
shape.move_left()
elif event.key == pygame.K_DOWN:
shape.move_down()
if check_collision(shape):
shape.y -= 1
for i in range(len(shape)):
for j in range(len(shape[i])):
if shape[i][j] == 'X':
play_area[shape.y + i][shape.x + j] = 1
score += remove_row(play_area)
shape = Shape()
if check_collision(shape):
game_over = True
elif event.key == pygame.K_UP:
shape.rotate()
if check_collision(shape):
for _ in range(3):
shape.rotate()
if not game_over:
shape.move_down()
if check_collision(shape):
shape.y -= 1
for i in range(len(shape)):
for j in range(len(shape[i])):
if shape[i][j] == 'X':
play_area[shape.y + i][shape.x + j] = 1
score += remove_row(play_area)
shape = Shape()
if check_collision(shape):
game_over = True
win.fill(black)
draw_grid()
draw_shape(shape)
draw_play_area(play_area)
update_score(score)
pygame.display.update()
clock.tick(10)
pygame.quit()
game_loop()
```
这段代码使用 Pygame 创建了一个窗口,实现了俄罗斯方块的基本功能,包括方块的移动、旋转、碰撞检测、行消除和得分计算。你可以运行这段代码来体验俄罗斯方块小游戏。希望能对你有所帮助!
pygame写一个动态下雪效果,只给出代码
### 回答1:
好的,这是一个简单的 pygame 下雪效果的例子:
```python
import pygame
import random
# 初始化 pygame
pygame.init()
# 设置窗口大小
screen = pygame.display.set_mode((400, 300))
# 加载背景图片
bg_image = pygame.image.load("snowy_bg.jpg")
# 创建一个雪花列表来存储所有的雪花
snowflakes = []
# 创建一个 Snowflake 类来表示雪花
class Snowflake:
def __init__(self):
# 雪花的位置随机生成
self.x = random.randrange(0, 400)
self.y = random.randrange(-100, -10)
# 雪花的速度也随机生成
self.speed = random.randrange(1, 5)
def move(self):
# 每次移动时,将雪花的 y 坐标增加它的速度
self.y += self.speed
# 当雪花落到屏幕底部时,将它的 y 坐标设置回顶部
if self.y > 300:
self.y = -100
# 创建若干个 Snowflake 对象并加入雪花列表
for i in range(100):
snowflakes.append(Snowflake())
# 游戏主循环
while True:
# 处理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# 绘制背景
screen.blit(bg_image, (0, 0))
# 遍历雪花列表并绘制雪花
for snowflake in snowflakes:
# 使用 draw.circle() 函数绘制圆形雪花
pygame.draw.circle(screen, (255, 255, 255), (snowflake.x, snowflake.y), 5)
snowflake.move()
# 更新屏幕
pygame.display.flip()
```
希望这个例子能帮到你。
### 回答2:
下面是一个使用Pygame编写的动态下雪效果的代码:
```python
import pygame
import random
# 设置窗口大小和帧率
WIDTH = 800
HEIGHT = 600
FPS = 60
# 初始化Pygame
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
# 创建雪花精灵类
class Snowflake(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((10, 10))
self.image.fill((255, 255, 255))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def update(self):
self.rect.y += 1
if self.rect.y > HEIGHT:
self.rect.y = random.randint(-10, -1)
self.rect.x = random.randint(0, WIDTH)
# 创建所有雪花精灵的组
all_sprites = pygame.sprite.Group()
for _ in range(100):
x = random.randint(0, WIDTH)
y = random.randint(0, HEIGHT)
snowflake = Snowflake(x, y)
all_sprites.add(snowflake)
# 游戏循环
running = True
while running:
# 设置帧率
clock.tick(FPS)
# 处理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 更新所有雪花精灵
all_sprites.update()
# 绘制背景和所有雪花精灵
screen.fill((0, 0, 0))
all_sprites.draw(screen)
# 更新屏幕显示
pygame.display.flip()
# 退出游戏
pygame.quit()
```
这段代码使用Pygame创建一个窗口,并在窗口中实现了一个动态下雪的效果。首先,通过创建一个`Snowflake`类来表示每个雪花的精灵,每个雪花精灵都有一个位置和更新方法。然后,创建一个包含所有雪花精灵的组,并在循环中更新和绘制每个雪花。最后,处理退出游戏的事件,并在游戏循环结束后退出Pygame。运行这段代码会在窗口中显示一个动态下雪的效果。
### 回答3:
下面是使用pygame编写的简单动态下雪效果的代码:
```python
import pygame
import random
# 初始化pygame
pygame.init()
# 设置屏幕尺寸
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("下雪效果")
# 定义雪花列表
snowflakes = []
# 雪花数量
num_snowflakes = 100
# 创建雪花对象
for _ in range(num_snowflakes):
x = random.randrange(0, screen_width)
y = random.randrange(0, screen_height)
snowflakes.append([x, y])
# 游戏循环
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 填充屏幕为黑色
screen.fill((0, 0, 0))
# 绘制雪花
for flake in snowflakes:
# 雪花下落
flake[1] += 1
# 雪花到达底部时重置位置
if flake[1] > screen_height:
flake[1] = random.randrange(-50, -10)
flake[0] = random.randrange(0, screen_width)
# 绘制雪花
pygame.draw.circle(screen, (255, 255, 255), flake, 2)
# 更新屏幕显示
pygame.display.update()
# 退出pygame
pygame.quit()
```
运行上述代码,将会在屏幕上看到一个有雪花飘落的效果。每个循环中,雪花会向下移动一个单位。当雪花达到屏幕底部时,它们将会重新随机选择一个起始位置,并再次开始下落。雪花以白色小圆形的形式绘制。