Python Pygame-单击时删除绘图
我做了很多研究,研究如何在点击后删除屏幕上的图形,但我做不到 Try1 Try2 单击圆时,它将删除自身,从而创建另一个可以单击的圆Python Pygame-单击时删除绘图,python,pygame,Python,Pygame,我做了很多研究,研究如何在点击后删除屏幕上的图形,但我做不到 Try1 Try2 单击圆时,它将删除自身,从而创建另一个可以单击的圆 import pygame, sys from pygame.locals import * from pygame import mixer pygame.init() musica = 'circles.mp3' mixer.music.load(musica) mixer.music.play() pygame.init() screen = pygam
import pygame, sys
from pygame.locals import *
from pygame import mixer
pygame.init()
musica = 'circles.mp3'
mixer.music.load(musica)
mixer.music.play()
pygame.init()
screen = pygame.display.set_mode((500, 500))
pygame.display.set_caption("OSU DA DEEP WEB")
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
screen.fill(WHITE)
#posição
width = 500 -30
height = 500 - 30
widthposition = random.randrange(width)
heightposition = random.randrange(width)
#sistema de pontos
points = 0
circle = pygame.draw.circle(screen, (0, 0, 0), (400, 300), 25)
def draw():
print('CLicked')
circle = pygame.draw.circle(screen, (0, 0, 0), (400, 300), 25)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
pygame.display.flip()
您必须选中
事件
以捕捉单击左键的时间,然后您可以绘制白色背景并绘制圆圈
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == pygame.BUTTON_LEFT:
screen.fill(WHITE)
draw(screen)
但这仍然不能检查您是否单击了圆圈
最小工作代码
import sys
import random
import pygame
# --- constants ---
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
WIDTH = 500
HEIGHT = 500
# --- functions ---
def draw(screen):
print('Clicked')
x = random.randrange(30, WIDTH-30)
y = random.randrange(30, HEIGHT-30)
pygame.draw.circle(screen, (0, 0, 0), (x, y), 25)
# --- main ---
musica = 'circles.mp3'
pygame.init()
pygame.mixer.music.load(musica)
pygame.mixer.music.play()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
screen.fill(WHITE)
draw(screen)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == pygame.BUTTON_LEFT:
screen.fill(WHITE)
draw(screen)
pygame.display.flip()
draw.circle
为对象pygame.Rect()
提供圆形使用的矩形区域,您可以使用它来“检查”鼠标位置的碰撞
circle_rect = pygame.draw.circle(...)
#... code ...
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == pygame.BUTTON_LEFT:
if circle_rect.collidepoint(even.pos):
screen.fill(WHITE)
draw(screen)
并且它检查矩形区域的位置,所以它工作得更好,但并不理想
有功能检查cicle区域中的碰撞,但它适用于两个
pygame.sprite.sprite
,而不适用于单个pygame.Rect
和鼠标位置(单点)。您必须将鼠标位置和pygame.Rect
转换为pygame.sprite.sprite
,但这个问题非常复杂
文件:
或者您可以使用计算鼠标位置和圆心之间的距离-它必须等于或小于25
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == pygame.BUTTON_LEFT:
pos = pygame.math.Vector2(event.pos)
if pos.distance_to(circle_rect.center) <= 25:
screen.fill(WHITE)
circle_rect = draw(screen)
首先,您必须使用
event.type==pygame.MOUSEBUTTONDOWN
检查是否单击,然后使用event.button==0
检查是否为左键,然后清除屏幕并绘制新的圆圈。您不必运行pygame.init()
两次。谢谢,这对我帮助很大,现在,我只需要当他点击圆圈来改变位置时,我的代码已经改变了圆圈位置,当你点击屏幕上的任何位置时。我创建的代码使用矩形区域
附近的圆形
来检查鼠标点击。我正在使用圆形区域
制作示例。我添加了使用pygame.math的代码
现在这正是我想要的,谢谢你的帮助,我和来这里的人我添加了更多对象的示例-因为这些对象一直在移动,所以需要不同的代码组织。
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == pygame.BUTTON_LEFT:
pos = pygame.math.Vector2(event.pos)
if pos.distance_to(circle_rect.center) <= 25:
screen.fill(WHITE)
circle_rect = draw(screen)
import sys
import random
import pygame
# --- constants ---
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
WIDTH = 500
HEIGHT = 500
# --- functions ---
def draw(screen):
print('Clicked')
x = random.randrange(30, WIDTH-30)
y = random.randrange(30, HEIGHT-30)
circle_rect = pygame.draw.circle(screen, (0, 0, 0), (x, y), 25)
return circle_rect
# --- main ---
musica = 'circles.mp3'
pygame.init()
pygame.mixer.music.load(musica)
pygame.mixer.music.play()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
screen.fill(WHITE)
circle_rect = draw(screen)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == pygame.BUTTON_LEFT:
pos = pygame.math.Vector2(event.pos)
if pos.distance_to(circle_rect.center) <= 25:
screen.fill(WHITE)
circle_rect = draw(screen)
pygame.display.flip()
import sys
import random
import pygame
# --- constants ---
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
BLUE = ( 0, 0, 255)
WIDTH = 500
HEIGHT = 500
FPS = 25
# --- classes ---
class Circle():
def __init__(self, x, y, r, color, random=False):
self.x = x
self.y = y
self.r = r
self.color = color
# vector to check collision
self.center = pygame.math.Vector2((x, y))
if random:
self.set_random_position()
def draw(self, screen):
#pygame.draw.circle(screen, self.color, (self.x, self.y), self.r)
pygame.draw.circle(screen, self.color, self.center, self.r)
def check_collision(self, position):
return self.center.distance_to(position) <= self.r
def set_random_position(self):
self.x = random.randint(30, WIDTH-30) # `randint` better then `randrange`
self.y = random.randint(30, HEIGHT-30) # `randint` better then `randrange`
# vector to check collision
self.center = pygame.math.Vector2(self.x, self.y)
def move_random(self):
dx = random.randint(-5, 5) # `randint` better then `randrange`
dy = random.randint(-5, 5) # `randint` better then `randrange`
self.x += dx
self.y += dy
if self.x < self.r:
self.x = self.r
if self.x > WIDTH-self.r:
self.x = WIDTH-self.r
if self.y < self.r:
self.y = self.r
if self.y > HEIGHT-self.r:
self.y = HEIGHT-self.r
self.center = pygame.math.Vector2(self.x, self.y)
# --- functions ---
# ... empty ...
# --- main ---
musica = 'circles.mp3'
pygame.init()
#pygame.mixer.music.load(musica)
#pygame.mixer.music.play()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
# create circle
circle = Circle(0, 0, 25, RED, random=True)
# create other objects and keep on list
others = [Circle(0, 0, 10, GREEN, random=True) for _ in range(100)]
clock = pygame.time.Clock()
while True:
# - events - (without draws)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == pygame.BUTTON_LEFT:
if circle.check_collision(event.pos):
# only change `x,y` without drawing
circle.set_random_position()
# - updates - (without draws)
# move other objects from list
for item in others:
item.move_random()
# - draws - (without events and updates)
# clear screen
screen.fill(WHITE)
# draw circle
circle.draw(screen)
# draw other objects from list
for item in others:
item.draw(screen)
# send on monitor
pygame.display.flip()
# - FPS -
# to keep the same speed on different computers (with different CPU speed)
clock.tick(FPS)