Warning: file_get_contents(/data/phpspider/zhask/data//catemap/2/python/329.json): failed to open stream: No such file or directory in /data/phpspider/zhask/libs/function.php on line 167

Warning: Invalid argument supplied for foreach() in /data/phpspider/zhask/libs/tag.function.php on line 1116

Notice: Undefined index: in /data/phpspider/zhask/libs/function.php on line 180

Warning: array_chunk() expects parameter 1 to be array, null given in /data/phpspider/zhask/libs/function.php on line 181
Python 如何在pygame中围绕精灵或图像绘制边框?_Python_Image_Pygame_Sprite_Surface - Fatal编程技术网

Python 如何在pygame中围绕精灵或图像绘制边框?

Python 如何在pygame中围绕精灵或图像绘制边框?,python,image,pygame,sprite,surface,Python,Image,Pygame,Sprite,Surface,我想在图像周围画一个红色边框,但不知道怎么画 我尝试填充英雄精灵的图像,并将colorkey设置为红色self.image.set_colorkey(红色),但这会使图像不可见 在图像上绘制一个红色矩形,只需将其完全填充:pygame.draw.rect(self.image,red,[0,0,width,height]) 我只想要一个红色的边框,这将有助于未来的碰撞检测 main.py中的代码: import pygame from pygame import * import sprites

我想在图像周围画一个红色边框,但不知道怎么画

我尝试填充
英雄
精灵的图像,并将colorkey设置为红色
self.image.set_colorkey(红色)
,但这会使图像不可见

在图像上绘制一个红色矩形,只需将其完全填充:
pygame.draw.rect(self.image,red,[0,0,width,height])

我只想要一个红色的边框,这将有助于未来的碰撞检测

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)
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
sprites.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)
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
你有两个选择:

  • 在蘑菇状图像/曲面上绘制一个红色的非填充矩形
  • Draw
    方法中绘制每个帧的矩形
  • 如果需要非填充的rect,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)
    

    我还做了一些修改:
    speed
    可能是精灵的一个属性,您可以将一个带有坐标的元组传递给
    \uuuu init\uuuu
    方法,然后将其作为
    center
    topleft
    参数传递以获得正确的结果

    self.image.get_rect(center=position)
    
    您可以将宽度参数传递给

    换线

    pygame.draw.rect(self.image, red, [0, 0, width, height])
    

    应该做你想做的事


    编辑:我知道这篇文章很老了,但这是我遇到的一个问题,而当前的顶级答案没有帮助。我找到了这个解决方案,希望它也能帮助别人

    你想做什么还不太清楚。为什么要先填充图像
    self.image.fill(红色)
    ,然后设置颜色键
    self.image.set\u颜色键(红色)
    ?这使得图像不可见。您是否试图使
    '蘑菇.png'
    图像的背景透明?还是要在图像周围绘制红色边框?是的,我想在图像周围绘制红色边框,以便将来进行碰撞检查。图像不显示,但显示一个红色矩形。您能给我们看一下您的蘑菇.png文件吗?此外,如果您总是希望精灵周围有一个红色矩形,那么就不需要用新的
    pygame.Surface
    替换
    self.image
    ,并丢失您刚才加载的所有图像数据。@YeohaI我重新表述了这个问题,以帮助未来的读者。如果看起来没问题,请告诉我。