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# 編寫一個(gè)Python程序,實(shí)現(xiàn)一個(gè)眨眼的動(dòng)畫效果。該動(dòng)畫效果應(yīng)該在屏幕上顯示一個(gè)人臉,并在一定的時(shí)間間隔內(nèi)使眼睛閉合和睜開。
import pygame
import timepygame.init()
# 設(shè)置窗口大小
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
# 設(shè)置顏色
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
# 設(shè)置人臉參數(shù)
face_width = 200
face_height = 200
face_x = screen_width // 2 - face_width // 2
face_y = screen_height // 2 - face_height // 2
# 設(shè)置眼睛參數(shù)
eye_width = 20
eye_height = 10
eye_offset = 30
# 設(shè)置嘴巴參數(shù)
mouth_width = 60
mouth_height = 20
mouth_offset = 70
# 設(shè)置動(dòng)畫參數(shù)
blink_duration = 0.5 # 眨眼動(dòng)畫持續(xù)時(shí)間(秒)
blink_interval = 3 # 眨眼間隔時(shí)間(秒)
mouth_open_duration = 0.5 # 嘴巴張開動(dòng)畫持續(xù)時(shí)間(秒)
mouth_interval = 2 # 嘴巴動(dòng)畫間隔時(shí)間(秒)
# 初始化時(shí)鐘
clock = pygame.time.Clock()
running = True
blink_time = 0
mouth_time = 0
blink = False
mouth_open = False
while running:screen.fill(WHITE)# 繪制人臉pygame.draw.ellipse(screen, BLACK, (face_x, face_y, face_width, face_height))# 繪制眼睛if blink:# 眨眼pygame.draw.ellipse(screen, WHITE, (face_x + eye_offset, face_y + eye_offset, eye_width, eye_height))pygame.draw.ellipse(screen, WHITE,(face_x + face_width - eye_offset - eye_width, face_y + eye_offset, eye_width, eye_height))else:# 正常眼睛pygame.draw.ellipse(screen, BLACK, (face_x + eye_offset, face_y + eye_offset, eye_width, eye_height))pygame.draw.ellipse(screen, BLACK,(face_x + face_width - eye_offset - eye_width, face_y + eye_offset, eye_width, eye_height))# 繪制嘴巴if mouth_open:# 張開嘴巴pygame.draw.ellipse(screen, WHITE,(face_x + mouth_offset, face_y + mouth_offset * 2, mouth_width, mouth_height))else:# 閉嘴pygame.draw.ellipse(screen, BLACK,(face_x + mouth_offset, face_y + mouth_offset * 2, mouth_width, mouth_height))for event in pygame.event.get():if event.type == pygame.QUIT:running = False# 更新眨眼動(dòng)畫current_time = time.time()if current_time - blink_time > blink_interval:blink = not blinkblink_time = current_timeif blink and current_time - blink_time > blink_duration:blink = False# 更新嘴巴動(dòng)畫if current_time - mouth_time > mouth_interval:mouth_open = Truemouth_time = current_timeif mouth_open and current_time - mouth_time > mouth_open_duration:mouth_open = Falsepygame.display.flip()clock.tick(60)
pygame.quit()
這段代碼使用Python的pygame庫來創(chuàng)建一個(gè)簡單的動(dòng)畫,展示一個(gè)人的臉部,其中眼睛會(huì)定時(shí)眨眼。下面是代碼的解析:
- 初始化pygame和設(shè)置窗口:
這部分代碼導(dǎo)入必要的庫,初始化pygame,并設(shè)置了一個(gè)寬800像素、高600像素的窗口。import pygame import time pygame.init() screen_width = 800 screen_height = 600 screen = pygame.display.set_mode((screen_width, screen_height))
- 顏色和參數(shù)設(shè)置:
這里定義了兩種顏色(白色和黑色)以及人臉、眼睛和嘴巴的尺寸和位置參數(shù)。WHITE = (255, 255, 255) BLACK = (0, 0, 0) # 人臉、眼睛和嘴巴的尺寸和位置參數(shù)
- 動(dòng)畫參數(shù)設(shè)置:
這些參數(shù)控制眨眼和嘴巴動(dòng)畫的持續(xù)時(shí)間和間隔。blink_duration = 0.5 # 眨眼動(dòng)畫持續(xù)時(shí)間(秒) blink_interval = 3 # 眨眼間隔時(shí)間(秒) mouth_open_duration = 0.5 # 嘴巴張開動(dòng)畫持續(xù)時(shí)間(秒) mouth_interval = 2 # 嘴巴動(dòng)畫間隔時(shí)間(秒)
- 主循環(huán):
主循環(huán)負(fù)責(zé)繪制動(dòng)畫和處理事件。running = True blink_time = 0 mouth_time = 0 blink = False mouth_open = False while running:# ...動(dòng)畫繪制和事件處理...
running
變量控制循環(huán)是否繼續(xù),blink
和mouth_open
變量控制眼睛和嘴巴的狀態(tài)。 - 繪制人臉、眼睛和嘴巴:
這部分代碼根據(jù)當(dāng)前的狀態(tài)繪制人臉、眼睛和嘴巴。screen.fill(WHITE) # 清屏為白色 pygame.draw.ellipse(screen, BLACK, (face_x, face_y, face_width, face_height)) # 繪制人臉 # 根據(jù)blink變量繪制眨眼或正常眼睛 # 根據(jù)mouth_open變量繪制張開或閉合的嘴巴
- 動(dòng)畫更新:
每次循環(huán)時(shí),代碼會(huì)檢查是否到了眨眼或嘴巴狀態(tài)改變的時(shí)間,并相應(yīng)地更新狀態(tài)。current_time = time.time() # 根據(jù)時(shí)間間隔更新眨眼和嘴巴狀態(tài)
- 事件處理和屏幕更新:
這部分代碼處理退出事件,并更新屏幕。for event in pygame.event.get():if event.type == pygame.QUIT:running = False pygame.display.flip() clock.tick(60)
pygame.display.flip()
會(huì)更新整個(gè)屏幕的顯示內(nèi)容,而clock.tick(60)
會(huì)確保游戲以最大60幀每秒的速度運(yùn)行。 - 退出pygame:
當(dāng)主循環(huán)結(jié)束后,調(diào)用pygame.quit()
pygame.quit()
來關(guān)閉pygame窗口并退出程序。
整體來說,這段代碼創(chuàng)建了一個(gè)簡單的圖形界面,其中包含一個(gè)會(huì)眨眼的人臉。通過pygame的事件循環(huán)和圖形繪制功能,它能夠展示動(dòng)態(tài)的眨眼效果。