Wis*_*an8 3 python pygame button
我是pygame的新手,一直在尝试创建带有一些按钮的简单界面。当鼠标悬停在按钮上时,我无法更改按钮的颜色。
我已经成功创建了按钮,但是无法使其与鼠标交互。该代码使用一个绿色按钮实例创建一个按钮对象。当鼠标悬停在鼠标上时,应该将按钮从绿色更改为红色。
import pygame
pygame.init()
display_width = 1200
display_height = 600
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
green = (0, 255, 0)
StartScreen = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Log In')
clock = pygame.time.Clock()
StartScreen.fill(white)
class Buttons():
def __init__(self, color, x, y, width, height, text=''):
self.color = color
self.x = int(x)
self.y = int(y)
self.w = int(width)
self.h = int(height)
self.text = text
def Draw(self, StartScreen, outline=None):
if outline:
pygame.draw.rect(StartScreen, outline, (float(self.x-2), float(self.y-2), float(self.w+4), float(self.h+4)), 0)
pygame.draw.rect(StartScreen, self.color, (self.x, self.y, self.w, self.h), 0)
if self.text != '':
font = pygame.font.SysFont('comicsans', 20)
text = font.render(self.text, 1, black)
StartScreen.blit(text, (self.x + (self.w/2 - text.get_width()/2), self.y + (self.h/2 - text.get_height()/2)))
def MouseOver(self, pos):
if pos[0] > self.x and pos[0] < self.x + self.w:
if pos[1] > self.y and pos[1] < self.y + self.h:
return True
return False
def redrawWindow():
StartScreen.fill(white)
GrnBut.Draw(StartScreen, black)
run = True
GrnBut = Buttons(green, 150, 200, 90, 100, 'Press')
while run:
redrawWindow()
pygame.display.update()
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
Exit = False
while not Exit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
print(event)
pygame.quit()
quit()
if event.type == pygame.MOUSEBUTTONDOWN:
if GrnBut.MouseOver(pos):
print("Clicked")
if event.type == pygame.MOUSEMOTION:
if GrnBut.MouseOver(pos):
GrnBut.color = red
else:
GrnBut.color = green
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您的主要问题是在事件循环中有一个嵌套的事件循环:
while run: # outer loop
redrawWindow()
pygame.display.update()
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
Exit = False
while not Exit: # inner loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
print(event)
pygame.quit()
quit()
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当执行到达这个内循环,没有redrawWindow()或者GrnBut.MouseOver(pos)是以后再调用。
摆脱它:
while run:
redrawWindow()
pygame.display.update()
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
if event.type == pygame.QUIT:
print(event)
pygame.quit()
quit()
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您可以使用pygame的某些功能(例如Sprite和Rect类)来改进您的代码。
这是一个示例,说明如何创建Button支持更多,不同按钮的类的更多“异性恋”版本:
import pygame
pygame.init()
display_width = 1200
display_height = 600
# use python style variable names (lowercase)
screen = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Log In')
clock = pygame.time.Clock()
# load the font only once instead of every frame
font = pygame.font.SysFont('comicsans', 20)
# class name should be singular
class Button(pygame.sprite.Sprite):
# 1) no need to have 4 parameters for position and size, use pygame.Rect instead
# 2) let the Button itself handle which color it is
# 3) give a callback function to the button so it can handle the click itself
def __init__(self, color, color_hover, rect, callback, text='', outline=None):
super().__init__()
self.text = text
# a temporary Rect to store the size of the button
tmp_rect = pygame.Rect(0, 0, *rect.size)
# create two Surfaces here, one the normal state, and one for the hovering state
# we create the Surfaces here once, so we can simple blit them and dont have
# to render the text and outline again every frame
self.org = self._create_image(color, outline, text, tmp_rect)
self.hov = self._create_image(color_hover, outline, text, tmp_rect)
# in Sprites, the image attribute holds the Surface to be displayed...
self.image = self.org
# ...and the rect holds the Rect that defines it position
self.rect = rect
self.callback = callback
def _create_image(self, color, outline, text, rect):
# function to create the actual surface
# see how we can make use of Rect's virtual attributes like 'size'
img = pygame.Surface(rect.size)
if outline:
# here we can make good use of Rect's functions again
# first, fill the Surface in the outline color
# then fill a rectangular area in the actual color
# 'inflate' is used to 'shrink' the rect
img.fill(outline)
img.fill(color, rect.inflate(-4, -4))
else:
img.fill(color)
# render the text once here instead of every frame
if text != '':
text_surf = font.render(text, 1, pygame.Color('black'))
# again, see how easy it is to center stuff using Rect's attributes like 'center'
text_rect = text_surf.get_rect(center=rect.center)
img.blit(text_surf, text_rect)
return img
def update(self, events):
# here we handle all the logic of the Button
pos = pygame.mouse.get_pos()
hit = self.rect.collidepoint(pos)
# if the mouse in inside the Rect (again, see how the Rect class
# does all the calculation for use), use the 'hov' image instead of 'org'
self.image = self.hov if hit else self.org
for event in events:
# the Button checks for events itself.
# if this Button is clicked, it runs the callback function
if event.type == pygame.MOUSEBUTTONDOWN and hit:
self.callback(self)
run = True
# we store all Sprites in a Group, so we can easily
# call the 'update' and 'draw' functions of the Buttons
# in the main loop
sprites = pygame.sprite.Group()
sprites.add(Button(pygame.Color('green'),
pygame.Color('red'),
pygame.Rect(150, 200, 90, 100),
lambda b: print(f"Button '{b.text}' was clicked"),
'Press',
pygame.Color('black')))
sprites.add(Button(pygame.Color('dodgerblue'),
pygame.Color('lightgreen'),
pygame.Rect(300, 200, 90, 100),
lambda b: print(f"Click me again!"),
'Another'))
while run:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
quit()
# update all sprites
# it now doesn't matter if we have one or 200 Buttons
sprites.update(events)
# clear the screen
screen.fill(pygame.Color('white'))
# draw all sprites/Buttons
sprites.draw(screen)
pygame.display.update()
# limit framerate to 60 FPS
clock.tick(60)
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