Python 如何在pygame中围绕精灵或图像绘制边框?
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
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:
Draw
方法中绘制每个帧的矩形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
或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])
到
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。