我想知道如何编写能够检测鼠标点击精灵的代码.例如:
if #Function that checks for mouse clicked on Sprite:
print ("You have opened a chest!")
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slo*_*oth 29
我假设你的游戏有一个主循环,你所有的精灵都在一个叫做的列表中sprites.
在主循环中,获取所有事件,并检查MOUSEBUTTONDOWN或MOUSEBUTTONUP事件.
while ... # your main loop
# get all events
ev = pygame.event.get()
# proceed events
for event in ev:
# handle MOUSEBUTTONUP
if event.type == pygame.MOUSEBUTTONUP:
pos = pygame.mouse.get_pos()
# get a list of all sprites that are under the mouse cursor
clicked_sprites = [s for s in sprites if s.rect.collidepoint(pos)]
# do something with the clicked sprites...
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所以基本上你必须在主循环的每次迭代中检查精灵的点击.您将需要使用mouse.get_pos()和rect.collidepoint().
Pygame不提供事件驱动编程,例如cocos2d.
另一种方法是检查鼠标光标的位置和按下按钮的状态,但这种方法存在一些问题.
if pygame.mouse.get_pressed()[0] and mysprite.rect.collidepoint(pygame.mouse.get_pos()):
print ("You have opened a chest!")
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如果你处理这种情况,你将不得不引入某种旗帜,否则这段代码将打印出"你已经打开了一个箱子!" 主循环的每次迭代.
handled = False
while ... // your loop
if pygame.mouse.get_pressed()[0] and mysprite.rect.collidepoint(pygame.mouse.get_pos()) and not handled:
print ("You have opened a chest!")
handled = pygame.mouse.get_pressed()[0]
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当然你可以子类化Sprite并添加一个这样的方法is_clicked:
class MySprite(Sprite):
...
def is_clicked(self):
return pygame.mouse.get_pressed()[0] and self.rect.collidepoint(pygame.mouse.get_pos())
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所以,最好使用第一种方法恕我直言.
该MOUSEBUTTONDOWN事件发生时,当你点击鼠标按钮一次,MOUSEBUTTONUP事件发生时,释放鼠标按键时一次。该pygame.event.Event()对象有两个属性,提供有关鼠标事件的信息。pos是一个存储被点击位置的元组。button存储被点击的按钮。每个鼠标按钮都关联一个值。例如,鼠标左键、鼠标中键、鼠标右键、鼠标滚轮向上和鼠标滚轮向下的属性值为1、2、3、4、5。当按下多个键时,会发生多个鼠标按钮事件。进一步的解释可以在模块的文档中找到pygame.event。
使用对象的rect属性pygame.sprite.Sprite和collidepoint方法查看Sprite是否被点击。将事件列表传递给 的update方法,pygame.sprite.Group以便您可以处理Sprite类中的事件:
class SpriteObject(pygame.sprite.Sprite):
# [...]
def update(self, event_list):
for event in event_list:
if event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
# [...]
my_sprite = SpriteObject()
group = pygame.sprite.Group(my_sprite)
# [...]
run = True
while run:
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
group.update(event_list)
# [...]
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最小的例子:
repl.it/@Rabbid76/PyGame-MouseClick
import pygame
class SpriteObject(pygame.sprite.Sprite):
def __init__(self, x, y, color):
super().__init__()
self.original_image = pygame.Surface((50, 50), pygame.SRCALPHA)
pygame.draw.circle(self.original_image, color, (25, 25), 25)
self.click_image = pygame.Surface((50, 50), pygame.SRCALPHA)
pygame.draw.circle(self.click_image, color, (25, 25), 25)
pygame.draw.circle(self.click_image, (255, 255, 255), (25, 25), 25, 4)
self.image = self.original_image
self.rect = self.image.get_rect(center = (x, y))
self.clicked = False
def update(self, event_list):
for event in event_list:
if event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
self.clicked = not self.clicked
self.image = self.click_image if self.clicked else self.original_image
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
sprite_object = SpriteObject(*window.get_rect().center, (128, 128, 0))
group = pygame.sprite.Group([
SpriteObject(window.get_width() // 3, window.get_height() // 3, (128, 0, 0)),
SpriteObject(window.get_width() * 2 // 3, window.get_height() // 3, (0, 128, 0)),
SpriteObject(window.get_width() // 3, window.get_height() * 2 // 3, (0, 0, 128)),
SpriteObject(window.get_width() * 2// 3, window.get_height() * 2 // 3, (128, 128, 0)),
])
run = True
while run:
clock.tick(60)
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
group.update(event_list)
window.fill(0)
group.draw(window)
pygame.display.flip()
pygame.quit()
exit()
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请参阅在 Pygame 中使用来自同一精灵类的不同 update() 创建多个精灵
鼠标的当前位置可以通过 确定pygame.mouse.get_pos()。返回值是一个元组,表示鼠标光标的 x 和 y 坐标。pygame.mouse.get_pressed()返回代表所有鼠标按钮状态(True或False)的布尔值列表。一个按钮的状态是True只要一个按钮被按住。当按下多个按钮时,列表中的多个项目是True。列表中的第一个、第二个和第三个元素代表鼠标左键、中键和右键。
DetectUpdate在pygame.sprite.Sprite对象的方法中评估鼠标状态:
class SpriteObject(pygame.sprite.Sprite):
# [...]
def update(self, event_list):
mouse_pos = pygame.mouse.get_pos()
mouse_buttons = pygame.mouse.get_pressed()
if self.rect.collidepoint(mouse_pos) and any(mouse_buttons):
# [...]
my_sprite = SpriteObject()
group = pygame.sprite.Group(my_sprite)
# [...]
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
group.update(event_list)
# [...]
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最小的例子:
repl.it/@Rabbid76/PyGame-MouseHover
import pygame
class SpriteObject(pygame.sprite.Sprite):
def __init__(self, x, y, color):
super().__init__()
self.original_image = pygame.Surface((50, 50), pygame.SRCALPHA)
pygame.draw.circle(self.original_image, color, (25, 25), 25)
self.hover_image = pygame.Surface((50, 50), pygame.SRCALPHA)
pygame.draw.circle(self.hover_image, color, (25, 25), 25)
pygame.draw.circle(self.hover_image, (255, 255, 255), (25, 25), 25, 4)
self.image = self.original_image
self.rect = self.image.get_rect(center = (x, y))
self.hover = False
def update(self):
mouse_pos = pygame.mouse.get_pos()
mouse_buttons = pygame.mouse.get_pressed()
#self.hover = self.rect.collidepoint(mouse_pos)
self.hover = self.rect.collidepoint(mouse_pos) and any(mouse_buttons)
self.image = self.hover_image if self.hover else self.original_image
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
sprite_object = SpriteObject(*window.get_rect().center, (128, 128, 0))
group = pygame.sprite.Group([
SpriteObject(window.get_width() // 3, window.get_height() // 3, (128, 0, 0)),
SpriteObject(window.get_width() * 2 // 3, window.get_height() // 3, (0, 128, 0)),
SpriteObject(window.get_width() // 3, window.get_height() * 2 // 3, (0, 0, 128)),
SpriteObject(window.get_width() * 2// 3, window.get_height() * 2 // 3, (128, 128, 0)),
])
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
group.update()
window.fill(0)
group.draw(window)
pygame.display.flip()
pygame.quit()
exit()
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鼠标事件的pygame文档就在这里.您可以pygame.mouse.get_pressed与pygame.mouse.get_pos(如果需要)合作使用该方法.但请通过主事件循环使用鼠标单击事件.事件循环更好的原因是"短暂点击".您可能在普通计算机上没有注意到这些,但在触控板上使用点击次数的计算机的点击周期过短.使用鼠标事件将阻止这种情况.
编辑:
要执行像素完美碰撞的使用pygame.sprite.collide_rect()上找到自己的文档的精灵.
小智 5
我一直在寻找这个问题的相同答案,经过反复思考,这是我想出的答案:
#Python 3.4.3 with Pygame
import pygame
pygame.init()
pygame.display.set_caption('Crash!')
window = pygame.display.set_mode((300, 300))
# Draw Once
Rectplace = pygame.draw.rect(window, (255, 0, 0),(100, 100, 100, 100))
pygame.display.update()
# Main Loop
while True:
# Mouse position and button clicking.
pos = pygame.mouse.get_pos()
pressed1, pressed2, pressed3 = pygame.mouse.get_pressed()
# Check if the rect collided with the mouse pos
# and if the left mouse button was pressed.
if Rectplace.collidepoint(pos) and pressed1:
print("You have opened a chest!")
# Quit pygame.
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit(1)
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