Python Pygame中的鼠标器
我知道这个标题听起来很像 但是有一个错误。我试着从那个问题中找出两个答案,但都没用。以下是我代码的一部分:Python Pygame中的鼠标器,python,python-2.7,mouse,pygame,mouseover,Python,Python 2.7,Mouse,Pygame,Mouseover,我知道这个标题听起来很像 但是有一个错误。我试着从那个问题中找出两个答案,但都没用。以下是我代码的一部分: title = font3.render(('SQUASH!'), True, white) play = font1.render(('PLAY'), True, white) while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit()
title = font3.render(('SQUASH!'), True, white)
play = font1.render(('PLAY'), True, white)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
screen.blit((title), (400, 400))
screen.blit(play, (theposition))
if play.collide_point(pygame.mouse.get_pos()):
hi = font1.render(('hi'), True, white)
screen.blit(hi, (300, 300))
pygame.display.flip()
time.sleep(0.000000000000000000000000000000000000000000000000000000001)
pygame.display.flip()
“hi”基本上是使用第一个答案的测试。如果我用鼠标悬停在某个按钮上,我会尝试更改文本(粗体、下划线等)。它似乎不起作用。以下是一些示例代码:
import pygame
from pygame.locals import *
import time
if __name__ == "__main__":
pygame.init()
size = (700, 700)
screen = pygame.display.set_mode(size)
font = pygame.font.SysFont('Impact',20,16)
title = font.render(('SQUASH!'), True, (255,255,255))
play = font.render(('PLAY'), True, (255,255,255))
play_r = play.get_rect()
play_r.x, play_r.y = 300,300
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
screen.fill((0,255,0,))
screen.blit(title, (400, 400))
screen.blit(play, (300,300))
if play_r.collidepoint(pygame.mouse.get_pos()):
print 'Detected'
time.sleep(0.000000000000000000000000000000000000000000000000000000001)
pygame.display.flip()
您必须创建一个get来准确地告诉文本的位置,知道您使用了一个rect
collidepoint()
,现在当您将鼠标悬停在文本上时,它会将检测到的文本打印到控制台上
import pygame
pygame.init()
screen = pygame.display.set_mode((200, 200))
# the 'normal' font
base_font = pygame.font.SysFont('Arial', 20, 16)
# the 'mouse-over' font
mod_font = pygame.font.SysFont('Arial', 20, 16)
mod_font.set_underline(True)
# always use some kind of cache when rendering font
# font rendering is very expensive, and it *will*
# slow down your application if you render some text
cache = {}
def render(text, mod=False):
if not mod in cache:
cache[mod] = {}
if not text in cache[mod]:
cache[mod][text] = (mod_font if mod else base_font).render(text, True, (255, 255, 255))
return cache[mod][text]
# create a list of (text, Rect)-tuples
x, y = 10, 20
objetcs = [(t, render(t).get_rect()) for t in ('Hi', 'please', 'click', 'me')]
# just move some objects around
for (_, r) in objetcs:
r.top, r.left = y, x
x *= 2
y += 35
# always use a Clock to keep your framerate constant
clock = pygame.time.Clock()
run = True
while run:
# clear the screen
screen.fill((0, 0, 0))
# draw all objects
for (t, r) in objetcs:
# decide if we want to render the text with or without the underline
# based on the result of collidepoint(pygame.mouse.get_pos())
# note that collidepoint is a method of Rect, not Surface
screen.blit(render(t, r.collidepoint(pygame.mouse.get_pos())), r)
# check which item is clicked
if pygame.event.get(pygame.MOUSEBUTTONDOWN):
# calling 'render' over and over again is cheap now, since the resut is cached
for text in [t for (t, r) in objetcs if r.collidepoint(pygame.mouse.get_pos())]:
print "'{}' was clicked".format(text)
# draw the screen ONCE
pygame.display.flip()
if pygame.event.get(pygame.QUIT): run = False
# clear all unwanted events
pygame.event.clear()
clock.tick(60)
+1用于使用time.sleep()等待的时间比最小的时间间隔短1。有什么问题?2.您只想调用一个display.flip()。3.您应该使用MOUSEMOTION事件来检测鼠标悬停。4.你从不清除屏幕。你如何清除屏幕?我在很多地方都找过,但我一直没找到答案。你如何在一个(或一组)物体上检测情绪?