first commit

main
汪炜 9 months ago
parent f72a36f8ac
commit 740de8527a

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import pygame,sys,random,time
from pygame.color import THECOLORS
pygame.init()
screen = pygame.display.set_mode([640,480])
screen.fill([255,255,255])
for i in range(100):
width = random.randint(0,250)
height = random.randint(0,100)
top = random.randint(0,400)
left = random.randint(0,500)
color_name = random.choice(THECOLORS.keys())
color = THECOLORS[color_name]
pygame.draw.rect(screen,color,[left,top,width,height],3)
pygame.time.delay(80)
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()

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import pygame,sys
pygame.init()
dots = [[221, 432],[225, 331],[133, 342],[141, 310],[51, 230],[74,217],[58,153],[114,164],[123,135],[176,190],[159,77],
[193,93],[230,28],[267,93],[301,77],[284,190],[327,135],[336,164],[402,153],[386,217],[409,230],[319,310],[327,342],
[233,311],[237,432]]
screen = pygame.display.set_mode([640,480])
screen.fill([225,225,225])
pygame.draw.lines(screen,[255,0,0],True,dots,2)
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()

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import pygame,sys
pygame.init()
screen = pygame.display.set_mode([640,480])
background = pygame.Surface(screen.get_size())
background.fill([255,255,255])
clock = pygame.time.Clock()
delay = 100
interval = 50
pygame.key.set_repeat(delay,interval)
class Ball(pygame.sprite.Sprite):
def __init__(self,image_file,speed,location):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = location
self.speed = speed
def move(self):
if self.rect.left <= screen.get_rect().left or self.rect.right >= screen.get_rect().right:
self.speed[0] = - self.speed[0]
newpos = self.rect.move(self.speed)
self.rect = newpos
myball = Ball("./bg_img/no.png",[10,0],[20,20])
held_town = False
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
myball.rect.top = myball.rect.top - 10
elif event.key == pygame.K_DOWN:
myball.rect.top = myball.rect.top + 10
elif event.type == pygame.MOUSEBUTTONDOWN:
held_town = True
elif event.type == pygame.MOUSEBUTTONUP:
held_town = False
elif event.type == pygame.MOUSEMOTION:
if held_town:
myball.rect.center = event.pos
clock.tick(10)
screen.blit(background,[0,0])
myball.move()
screen.blit(myball.image,myball.rect)
pygame.display.flip()
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