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使用Python編寫簡單的畫圖板程序的示例教程

2020-01-04 17:54:58
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這篇文章主要介紹了使用Python編寫簡單的畫圖板軟件的示例教程,利用到了經常被用來做游戲的pygame模塊,需要的朋友可以參考下
 

從這次開始,我會由簡單到困難(其實也不會困難到哪里去)講幾個例程,每一個例程都是我自己寫(或者修改,那樣的話我會提供原始出處)的,都具有一定的操作性和娛樂性。例程中匯盡量覆蓋到以前所講的pygame中方方面面,如果看到哪一步不明白,那就再回去復習復習,基本沒有人會看一遍什么都記住什么都掌握的,重復是學習之母,實踐是掌握一門技藝的最好手段!

這次就先從一個最簡單的程序開始,說實話有些太簡單我都不好意思拿出手了,不過從簡單的開始,容易建立自信培養興趣。興趣是學習之母嘛。我們這次做一個畫板,類似Windows里自帶的畫板,還記不記得第一次接觸電腦用畫板時的驚嘆?現在想起來其實那個真的非常簡陋,不過我們的比那個還要樸素,因為打算一篇講完,就不追加很多功能了,等你把這一次講解的都理解了,很容易可以自己給它增加新的機能。沒準,你就開發出一個非常牛X的畫圖工具擊敗了Photoshop,然后日進斗金名垂千古(眾:喂,別做夢了!)……

功能樣式

做之前總要有個數,我們的程序做出來會是個什么樣子。所謂從頂到底或者從底到頂啥的,咱就不研究了,這個小程序隨你怎么弄了,而且我們主要是來熟悉pygame,高級的軟件設計方法一概不談~

因為是抄襲畫圖板,也就是鼠標按住了能在上面涂涂畫畫就是了,選區、放大鏡、滴管功能啥的就統統不要了。畫筆的話,基本的鉛筆畫筆總是要的,也可以考慮加一個刷子畫筆,這樣有一點變化;然后顏色應該是要的,否則太過單調了,不過調色板啥的就暫時免了,提供幾個候選色就好了;然后橡皮……橡皮不就是白色的畫筆么?免了免了!還有啥?似乎夠了。。。 OK,開始吧!

框架

pygame程序的框架都是差不多的,考慮到我們這個程序的實際作用,大概建立這樣的一個代碼架子就可以了。

import pygamefrom pygame.locals import *class Brush(): def __init__(self):  passclass Painter(): def __init__(self):  self.screen = pygame.display.set_mode((800, 600))  pygame.display.set_caption("Painter")  self.clock = pygame.time.Clock() 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:     pass    elif event.type == MOUSEBUTTONDOWN:     pass    elif event.type == MOUSEMOTION:     pass    elif event.type == MOUSEBUTTONUP:     pass   pygame.display.update()if __name__ == '__main__': app = Painter() app.run()import pygamefrom pygame.locals import * class Brush(): def __init__(self):  pass class Painter(): def __init__(self):  self.screen = pygame.display.set_mode((800, 600))  pygame.display.set_caption("Painter")  self.clock = pygame.time.Clock()  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:     pass    elif event.type == MOUSEBUTTONDOWN:     pass    elif event.type == MOUSEMOTION:     pass    elif event.type == MOUSEBUTTONUP:     pass    pygame.display.update() if __name__ == '__main__': app = Painter() app.run()

這個非常簡單,準備好畫板類,畫筆類,暫時還都是空的,其實也就是做了一些pygame的初始化工作。如果這樣還不能讀懂的話,您需要把前面22篇從頭再看看,有幾句話不懂就看幾遍:)

這里只有一點要注意一下,我們把幀率控制在了30,沒有人希望在畫畫的時候,CPU風扇狂轉的。而且只是畫板,沒有自動運動的物體,純粹的交互驅動,我們也不需要很高的刷新率。

第一次的繪圖代碼

按住鼠標然后在上面移動就畫東西,我們很容易可以想到這個流程:


按下左鍵  →  繪制flag開
移動鼠標  →  flag開的時候,在移動坐標上留下痕跡
放開左鍵  →  繪制flag關

按下左鍵  →  繪制flag開
移動鼠標  →  flag開的時候,在移動坐標上留下痕跡
放開左鍵  →  繪制flag關
立刻試一試吧:

class Brush(): def __init__(self, screen):  self.screen = screen  self.color = (0, 0, 0)  self.size = 1  self.drawing = False def start_draw(self):  self.drawing = True def end_draw(self):  self.drawing = False def draw(self, pos):  if self.drawing:   pygame.draw.circle(self.screen, self.color, pos, self.size)class Painter(): def __init__(self):  #*#*#*#*#  self.brush = Brush(self.screen) def run(self):   #*#*#*#*#    elif event.type == KEYDOWN:     # press esc to clear screen     if event.key == K_ESCAPE:      self.screen.fill((255, 255, 255))    elif event.type == MOUSEBUTTONDOWN:     self.brush.start_draw()    elif event.type == MOUSEMOTION:     self.brush.draw(event.pos)    elif event.type == MOUSEBUTTONUP:     self.brush.end_draw()class Brush(): def __init__(self, screen):  self.screen = screen  self.color = (0, 0, 0)  self.size = 1  self.drawing = False  def start_draw(self):  self.drawing = True def end_draw(self):  self.drawing = False  def draw(self, pos):  if self.drawing:   pygame.draw.circle(self.screen, self.color, pos, self.size) class Painter(): def __init__(self):  #*#*#*#*#  self.brush = Brush(self.screen)  def run(self):   #*#*#*#*#    elif event.type == KEYDOWN:     # press esc to clear screen     if event.key == K_ESCAPE:      self.screen.fill((255, 255, 255))    elif event.type == MOUSEBUTTONDOWN:     self.brush.start_draw()    elif event.type == MOUSEMOTION:     self.brush.draw(event.pos)    elif event.type == MOUSEBUTTONUP:     self.brush.end_draw()

框架中有的代碼我就不貼了,用#*#*#*#*#代替,最后會給出完整代碼的。

這里主要是給Brush類增加了一些功能,也就是上面我們提到的流程想對應的功能。留下痕跡,我們是使用了在坐標上畫圓的方法,這也是最容易想到的方法。這樣的效果好不好呢?我們試一試:

使用Python編寫簡單的畫圖板程序的示例教程

哦,太糟糕了,再劣質的鉛筆也不會留下這樣斷斷續續的筆跡。上面是當我們鼠標移動的快一些的時候,點之間的間距很大;下面是移動慢一些的時候,勉勉強強顯得比較連續。從這里我們也可以看到pygame事件響應的頻度(這個距離和上面設置的最大幀率有關)。

怎么辦?要修改幀率讓pygame平滑的反應么?不,那樣做得不償失,換一個角度思考,如果有間隙,我們讓pygame把這個間隙連接起來不好么?

第二次的繪圖代碼

思路還是很簡單,當移動的時候,Brush在上一次和這一次的點之間連一條線就好了:

class Brush(): def __init__(self, screen):  self.screen = screen  self.color = (0, 0, 0)  self.size = 1  self.drawing = False  self.last_pos = None  # <--  def start_draw(self, pos):  self.drawing = True  self.last_pos = pos # <-- def end_draw(self):  self.drawing = False  def draw(self, pos):  if self.drawing:   pygame.draw.line(self.screen, self.color,     self.last_pos, pos, self.size * 2)   self.last_pos = pos

使用Python編寫簡單的畫圖板程序的示例教程

在__init__和start_draw中各加了一句,用來存儲上一個點的位置,然后draw也由剛剛的話圓變成畫線,效果如何?我們來試試。嗯,好多了,如果你動作能溫柔一些的話,線條已經很圓潤了,至少沒有斷斷續續的存在了。

滿足了么?我希望你的回答是“NO”,為什么,如果你劃線很快的話,你就能明顯看出棱角來,就好像左圖上半部分,還是能看出是由幾個線段組合的。只有永不滿足,我們才能不停進步。

不過對我們這個例程而言,差不多了,一般人在真正畫東西的時候,也不會動那么快的:)

那么這個就是我們最終的繪圖機制了么?回頭看看我們的樣式,好用還需要加一個筆刷……所謂筆刷,不僅僅是很粗,而且是由很多細小的毛組成,畫出來的線是給人一種一縷一縷的感覺,用這個方法可以實現么?好像非常非常的困難。。。孜孜不倦的我們再次進入了沉思……

這個時候,如果沒有頭緒,就得借鑒一下前輩的經驗了。看看人家是如何實現的?

使用Python編寫簡單的畫圖板程序的示例教程

如果你的Photoshop不錯,應該知道它里面復雜的筆刷設定,而Photoshop畫出來的筆畫,并不是真正一直線的,而是由無數細小的點組成的,這些點之間的間距是如此的密,以至于我們誤會它是一直線……所以說,我們還得回到第一種方法上,把它發揚光大一下~ 這沒有什么不好意思的,放棄第二種方法并不意味著我們是多么的愚蠢,而是說明我們從自己身上又學到了很多!

(公元前1800年)醫生:來,試試吃點兒這種草根,感謝偉大的部落守護神賜與我們神藥!
(公元900年)醫生:別再吃那種草根,簡直是野蠻不開化不尊重上帝,這是一篇祈禱詞,每天虔誠地向上帝祈禱一次,不久就會治愈你的疾病。
(公元1650年)醫生:祈禱?!封建迷信!!!來,只要喝下這種藥水,什么病都能治好!
(公元1960年)醫生:什么藥水?早就不用了!別喝那騙人的”萬靈藥”,還是這種藥片的療效快!
(公元1995年)醫生:哪個庸醫給你開的處方?那種藥片吃半瓶也抵不上這一粒,來來來,試試科技新成果—抗生素
(公元2003年)醫生:據最新科學研究,抗生素副作用太強,畢竟是人造的東西呀……來,試試吃點兒這種草根!早在公元前1800年,文獻就有記載了。
返璞歸真,大抵如此了。

第三次的繪圖代碼

這次我們考慮的更多,希望在點與點之間充滿我們的筆畫,很自然的我們就需要一個循環來做這樣的事情。我們的筆畫有兩種,普通的實心和刷子,實心的話,用circle來畫也不失為一個好主意;刷子的話,我們可能需要一個刷子的圖案來填充了。

下面是我們新的Brush類:

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 set_size(self, size):  if size < 0.5: size = 0.5  elif size > 50: size = 50  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 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 list  return list(set(points))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 set_size(self, size):  if size < 0.5: size = 0.5  elif size > 50: size = 50  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 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 list  return list(set(points))

我們增加了幾個方法,_get_points()返回上一個點到現在點之間所有的點(這話聽著真別扭),draw根據這些點填充。
同時我們把get_size()、set_size()也加上了,用來設定當前筆刷的大小。
而變化最大的,則是set_style()和get_style(),我們現在載入一個PNG圖片作為筆刷的樣式,當style==True的時候,draw不再使用circle填充,而是使用這個PNG樣式,當然,這個樣式大小也是應該可調的,所有我們在set_size()中,會根據size大小實時的調整PNG筆刷。

當然,我們得在主循環中調用set方法,才能讓這些東西工作起來~ 過一會兒再講。再回顧下我們的樣式,還有什么?顏色……我們馬上把顏色設置代碼也加進去吧,太簡單了!我這里就先偷偷懶了~

控制代碼

到現在,我們已經完成了繪圖部分的所有功能了。現在已經可以在屏幕上自由發揮了,但是筆刷的顏色和大小好像不能改啊……我們有這樣的接口你卻不調用,浪費了。
趁熱打鐵趕快把我們這個畫板完成吧~

使用Python編寫簡單的畫圖板程序的示例教程

 

現在實際寫的時候才發現,因為我們設置了顏色需要對刷子也有效,所以實際上set_color方法還有一點點收尾工作需要做:

 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,)) 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,))

也就是在設定color的時候,順便把筆刷的顏色也改了,但是要保留原來的alpha值,其實也很簡單就是了……

按鈕菜單部分

上圖可以看到,按鈕部分分別為鉛筆、毛筆、尺寸大小、(當前樣式)、顏色選擇者幾個組成。我們只以筆刷選擇為例講解一下,其他的都是類似的。

# 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)# 繪制部分  for (i, img) in enumerate(self.pens):   self.screen.blit(img, self.pens_rect[i].topleft)# 點擊判斷部分  for (i, rect) in enumerate(self.pens_rect):   if rect.collidepoint(pos):    self.brush.set_brush_style(bool(i))    return True# 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) # 繪制部分  for (i, img) in enumerate(self.pens):   self.screen.blit(img, self.pens_rect[i].topleft) # 點擊判斷部分  for (i, rect) in enumerate(self.pens_rect):   if rect.collidepoint(pos):    self.brush.set_brush_style(bool(i))    return True

這些代碼實際上是我這個例子最想給大家說明的地方,按鈕式我們從未接觸過的東西,然而游戲中按鈕的應用我都不必說。

不過這代碼也都不困難,基本都是我們學過的東西,只不過變換了一下組合而已,我稍微說明一下:

初始化部分:讀入圖標,并給每個圖標一個Rect
繪制部分: 根據圖表的Rect繪制圖表
點擊判斷部分:根據點擊的位置,依靠“碰撞”來判斷這個按鈕是否被點擊,若點擊了,則做相應的操作(這里是設置樣式)后返回True。這里的collidepoint()是新內容,也就是Rect的“碰撞”函數,它接收一個坐標,如果在Rect內部,就返回True,否則False。

好像也就如此,有了一定的知識積累后,新東西的學習也變得易如反掌了。

在這個代碼中,為了明晰,我把各個按鈕按照功能都分成了好幾組,在實際應用中按鈕數量很多的時候可能并不合適,請自己斟酌。

完整代碼

OK,這就結束了~ 下面把整個代碼貼出來。不過,我是一邊寫代碼一遍寫文章,思路不是很連貫,而且python也好久不用了……如果有哪里寫的有問題(沒有就怪了),還請不吝指出!

import pygamefrom pygame.locals import *import math# 2011/08/27 Version 1, first importedclass 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 Falseclass 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()import pygamefrom 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,注釋也不是很多,因為在這兩篇文章里都講了,有哪里不明白的請留言,我會根據實際情況再改改。

本次使用的資源文件打包

這次的pygame知識點:

  • 屏幕Surface和圖像Surface
  • 圖像繪制和圖形繪制(是不是有人不明白“圖像”和“圖形”的區別?簡單的說,圖像指的是那些圖片文件,圖形指的是用命令畫出來形狀)
  • 按鈕的實現(新內容)

認真的朋友一定發現了本次沒有涉及到動畫和聲音,畢竟這次只是簡單的例子,太復雜了不免讓人生畏。


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