Yeo*_*a I 7 python pygame image surface sprite
我想在图像周围绘制红色边框,但不知道如何做。
我尝试填充Hero精灵的图像并将 colorkey 设置为 red self.image.set_colorkey(red),但这会使图像不可见。
在图像上绘制一个红色矩形,将其完全填充:pygame.draw.rect(self.image, red, [0, 0, width, height])。
我只想要一个红色边框,以帮助将来进行碰撞检测。
main.py中的代码:
import pygame
from pygame import *
import sprites
from sprites import *
pygame.init()
width = 640
height = 480
color = (255, 255, 255) #white
x = 0
y = 0
speed = 3
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("Mushroom")
icon = pygame.image.load('icon.bmp')
pygame.display.set_icon(icon)
sprites_list = pygame.sprite.Group()
hero = Hero('mushroom.png', 48, 48)
hero.rect.x = 200;
hero.rect.y = 300;
sprites_list.add(hero)
running = True
clock = pygame.time.Clock()
while running:
sprites_list.update()
screen.fill((color))
sprites_list.draw(screen)
hero.draw(screen)
pygame.display.flip()
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
hero.left(speed)
if key[pygame.K_RIGHT]:
hero.right(speed)
if key[pygame.K_UP]:
hero.up(speed)
if key[pygame.K_DOWN]:
hero.down(speed)
clock.tick(60)
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sprites.py中的代码:
import pygame
from pygame import *
red = (255, 0, 0)
class Hero(pygame.sprite.Sprite):
def __init__(self, color, width, height):
super().__init__()
self.image = pygame.image.load('mushroom.png')
self.image = pygame.Surface((width, height))
self.image.fill(red)
self.image.set_colorkey(red)
pygame.draw.rect(self.image, red, [0, 0, width, height])
self.rect = self.image.get_rect()
def draw(self, screen):
screen.blit(self.image, self.rect)
def right(self, pixels):
self.rect.x += pixels
def left(self, pixels):
self.rect.x -= pixels
def up(self, pixels):
self.rect.y -= pixels
def down(self, pixels):
self.rect.y += pixels
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你有两个选择:
draw。如果您想要一个未填充的矩形,则必须将 int 作为最后一个参数(行width)传递给pygame.draw.rect。
import pygame
pygame.init()
white = (255, 255, 255)
red = (255, 0, 0)
# The original
hero_img = pygame.Surface((48, 48), pygame.SRCALPHA)
pygame.draw.circle(hero_img, (30, 90, 170), (24, 24), 20)
# ---Solution 1---
# You could create a copy of the original image and
# then draw the rect onto it.
hero_img_with_border = hero_img.copy()
# Draw the red border. Pass an int as the last argument (width)
# to draw a non-filled rect. For 2 pixel linewidth the rect has
# to be one pixel smaller.
pygame.draw.rect(hero_img_with_border, red, (0, 0, 47, 47), 2)
class Hero(pygame.sprite.Sprite):
def __init__(self, position):
super().__init__()
self.image = hero_img
self.rect = self.image.get_rect(center=position)
self.speed = 3
def draw(self, screen):
# ---Solution 2---
# Just draw the non-filled rect here.
pygame.draw.rect(screen, red, self.rect, 2)
def right(self):
self.rect.x += self.speed
def left(self):
self.rect.x -= self.speed
def up(self):
self.rect.y -= self.speed
def down(self):
self.rect.y += self.speed
screen = pygame.display.set_mode((640, 480))
sprites_list = pygame.sprite.Group()
# You can pass the coords and change the rect in the __init__ method.
hero = Hero((200, 300))
sprites_list.add(hero)
running = True
clock = pygame.time.Clock()
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
hero.left()
if key[pygame.K_RIGHT]:
hero.right()
if key[pygame.K_UP]:
hero.up()
if key[pygame.K_DOWN]:
hero.down()
sprites_list.update()
screen.fill(white)
sprites_list.draw(screen)
# If you use solution 1, you don't need the draw method, since
# sprites_list.draw blits the image already.
hero.draw(screen)
screen.blit(hero_img, (100, 100))
pygame.display.flip()
clock.tick(60)
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我还更改了一些内容: 可以speed是精灵的一个属性,您可以将带有坐标的元组传递给方法__init__,然后将其作为center或topleft参数传递给 get_rect 。
self.image.get_rect(center=position)
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