Python 3.x 如何在pygame中创建许多可移动的文本框?
我的游戏是一个简单的拖放式游戏,你只需要在它各自的类别中加入一个术语。在背景图像中显示的4个类别中,总共有50个术语需要拖放。 我很沮丧。我找不到一个简单的问题/教程来制作文本框来拖动并放置在背景图像的区域中。 我想做50个术语,用户只需在屏幕上拖放即可 我如何制作这么多的框并向其中添加鼠标事件? 我有以下代码:Python 3.x 如何在pygame中创建许多可移动的文本框?,python-3.x,object,events,event-handling,pygame,Python 3.x,Object,Events,Event Handling,Pygame,我的游戏是一个简单的拖放式游戏,你只需要在它各自的类别中加入一个术语。在背景图像中显示的4个类别中,总共有50个术语需要拖放。 我很沮丧。我找不到一个简单的问题/教程来制作文本框来拖动并放置在背景图像的区域中。 我想做50个术语,用户只需在屏幕上拖放即可 我如何制作这么多的框并向其中添加鼠标事件? 我有以下代码: import pygame from pygame.locals import * # --- constants --- (UPPER_CASE names) DISPLAY_
import pygame
from pygame.locals import *
# --- constants --- (UPPER_CASE names)
DISPLAY_WIDTH = 1720
DISPLAY_HEIGHT = 1000
DISPLAY_SIZE = (DISPLAY_WIDTH, DISPLAY_HEIGHT)
BLACK = (0,0,0)
ANSWERS_WIDTH = 1500
ANSWERS_HEIGHT = 750
ANSWERS_SIZE = (ANSWERS_WIDTH, ANSWERS_HEIGHT)
# --- classes --- (CamelCase names)
class Button:
def __init__(self, text):
self.text = text
self.is_hover = False
self.default_color = (100,100,100)
self.hover_color = (255,255,255)
self.font_color = (0,0,0)
self.obj = None
def label(self):
'''button label font'''
font = pygame.font.Font(None, 20)
return font.render(self.text, 1, self.font_color)
def color(self):
'''change color when hovering'''
if self.is_hover:
return self.hover_color
else:
return self.default_color
def draw(self, screen, mouse, rectcoord, labelcoord):
'''create rect obj, draw, and change color based on input'''
self.obj = pygame.draw.rect(screen, self.color(), rectcoord)
screen.blit(self.label(), labelcoord)
#change color if mouse over button
self.check_hover(mouse)
def check_hover(self, mouse):
'''adjust is_hover value based on mouse over button - to change hover color'''
if self.obj.collidepoint(mouse):
self.is_hover = True
else:
self.is_hover = False
#def openWin(self, event):
# if event.type == pygame.MOUSEBUTTONDOWN:
# if self.obj.collidepoint(event.pos):
class Enemy(pygame.sprite.Sprite):
def __init__(self, dx, dy, filename):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(filename).convert()
self.rect = self.image.get_rect()
self.rect.x = dx
self.rect.y = dy
# - or shorter -
#self.rect = self.image.get_rect(x=dx, y=dy)
self.moving_left = False
self.moving_right = False
self.moving_up = False
self.moving_down = False
self.click = False
def update(self):
if self.moving_left:
self.rect.x -= 10
if self.moving_right:
self.rect.x += 10
if self.moving_up:
self.rect.y -= 10
if self.moving_down:
self.rect.y += 10
if self.click:
self.rect.center = pygame.mouse.get_pos()
def handle_event(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.moving_left = True
elif event.key == pygame.K_RIGHT:
self.moving_right = True
elif event.key == pygame.K_UP:
self.moving_up = True
elif event.key == pygame.K_DOWN:
self.moving_down = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
self.moving_left = False
elif event.key == pygame.K_RIGHT:
self.moving_right = False
elif event.key == pygame.K_UP:
self.moving_up = False
elif event.key == pygame.K_DOWN:
self.moving_down = False
def mouse_event(self, event):
if event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
self.click = True
elif event.type == pygame.MOUSEBUTTONUP:
self.click = False
def draw(self, screen):
screen.blit(self.image, self.rect)
# --- fuctions --- (lower_case names)
# empty
# --- main --- (lower_case names)
# - init -
pygame.init()
screen = pygame.display.set_mode(DISPLAY_SIZE,HWSURFACE|DOUBLEBUF|RESIZABLE)
screen2 = pygame.display.set_mode(ANSWERS_SIZE,HWSURFACE|DOUBLEBUF|RESIZABLE)
# - objects -
background_image = pygame.image.load("back.png").convert()
#button_to_answers = pygame.image.load("basketball.png").convert()
btn = Button('Button 1')
btn1 = Button('Button 2')
enemy = Enemy(100,400, 'hinatest.jpg')
enemy2 = Enemy(200,200, 'Sora.png')
enemy3 = Enemy(300,100, 'naruto.png')
enemy4 = Enemy(500,000, 'Ichigo.jpg')
# - mainloop -
clock = pygame.time.Clock()
gameplay = True
while gameplay:
# - events -
mouse = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameplay = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
gameplay = False
#elif event.type == pygame.MOUSEBUTTONDOWN:
# if btn.obj.collidepoint(mouse):
# print('button 1 clicked')
# screen2.blit(pygame.transform.scale(button_to_answers, (1500,720)), (0,0))
# pygame.display.flip()
elif event.type==VIDEORESIZE:
screen = pygame.display.set_mode(event.dict['size'],HWSURFACE|DOUBLEBUF|RESIZABLE)
screen.blit(pygame.transform.scale(background_image,event.dict['size']),(0,0))
pygame.display.flip()
display_coordinates = pygame.display.Info()
print('current_w = ', display_coordinates.current_w, '\ncurrent_h = ', display_coordinates.current_h, '\n')
# - objects event handle -
enemy.mouse_event(event)
enemy2.mouse_event(event)
enemy3.mouse_event(event)
enemy4.mouse_event(event)
# - updates -
enemy.update()
enemy2.update()
enemy3.update()
enemy4.update()
# - draws -
screen.blit(pygame.transform.scale(background_image, (1720,1000)), (0,0))
btn.draw(screen, mouse, (100,100,100,20), (125,103))
enemy.draw(screen)
enemy2.draw(screen)
enemy3.draw(screen)
enemy4.draw(screen)
pygame.display.flip()
# - FPS -
clock.tick(60)
screen.fill(BLACK)
# - exit -
pygame.quit()
为文本对象创建一个类,将其
图像
设置为字体返回的曲面。渲染
并定义一个选定的
变量,该变量保存当前选定的文本精灵
现在检查鼠标是否与事件循环中的文本精灵发生碰撞,如果是,则将其指定给所选的变量。如果发生pygame.MOUSEMOTION
事件,请将selected.rect.center
设置为新的event.pos
。完成了
import sys
import pygame as pg
pg.init()
FONT = pg.font.Font(None, 42)
class Text(pg.sprite.Sprite):
def __init__(self, text, pos, color, *groups):
super().__init__(*groups)
self.image = FONT.render(text, True, color)
self.rect = self.image.get_rect(center=pos)
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group(
Text('hello', (100, 300), pg.Color('steelblue1')),
Text('world', (250, 300), pg.Color('sienna1')),
)
selected = None
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.MOUSEBUTTONDOWN:
for sprite in all_sprites:
if sprite.rect.collidepoint(event.pos):
selected = sprite
break
elif event.type == pg.MOUSEBUTTONUP:
selected = None
elif event.type == pg.MOUSEMOTION:
if selected:
selected.rect.center = event.pos
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()
sys.exit()
注意,由于我使用的图像,您将无法运行代码。您可以简单地停用正在更新的图像以运行它,或者用库存图像替换它们以使用拖动功能。最好将它简化为,但要确保它仍然可以执行。这比我的方法简单。太简单了!很有效率,谢谢!