Python 决定如何首先选择它们并实现它和取消选择),然后像单个图像一样移动它们(请记住:移动到当前鼠标位置+-偏移,而不是在鼠标方向上每次移动一个像素)。[我没有使用pygame,所以我的评论是一般性的,关于它在图像渲染和处理鼠标事件中的工作原理-但我使用了两种编译
Python 决定如何首先选择它们并实现它和取消选择),然后像单个图像一样移动它们(请记住:移动到当前鼠标位置+-偏移,而不是在鼠标方向上每次移动一个像素)。[我没有使用pygame,所以我的评论是一般性的,关于它在图像渲染和处理鼠标事件中的工作原理-但我使用了两种编译,python,pygame,chess,Python,Pygame,Chess,决定如何首先选择它们并实现它和取消选择),然后像单个图像一样移动它们(请记住:移动到当前鼠标位置+-偏移,而不是在鼠标方向上每次移动一个像素)。[我没有使用pygame,所以我的评论是一般性的,关于它在图像渲染和处理鼠标事件中的工作原理-但我使用了两种编译语言,而不是解释Python,因此如果Python中有什么不同,请纠正我。]你必须比较if even.type==pygame.MOUSEBUTTONDOWN:drag=1在while循环中。pygame是低级库,而不是游戏引擎,所以它需要50
决定如何首先选择它们并实现它和取消选择),然后像单个图像一样移动它们(请记住:移动到当前鼠标位置+-偏移,而不是在鼠标方向上每次移动一个像素)。[我没有使用pygame,所以我的评论是一般性的,关于它在图像渲染和处理鼠标事件中的工作原理-但我使用了两种编译语言,而不是解释Python,因此如果Python中有什么不同,请纠正我。]你必须比较
if even.type==pygame.MOUSEBUTTONDOWN:drag=1
在while
循环中。pygame
是低级库,而不是游戏引擎,所以它需要50多行代码才能使事情变得简单。嘿,sloth,回顾这一点,他想将图像而不是字母合并到片段中,我对此感到困惑图像和矩形之间的区别,你能帮上忙吗?矩形只是一个,嗯,一个矩形,有位置(x,y)和大小(宽度,高度)。当谈到图像时,假设图像是计算机上的图像文件,要使用pygame对其进行处理,必须从该图像创建曲面。通常使用pygame.image.load()之类的工具从磁盘加载图像。请注意,当使用font.render()时,就像我在上面的例子中所做的那样,该函数的结果也是一个曲面。然后你可以将曲面blit到其他曲面上,复制它们,用颜色填充它们,调整它们的大小等。通常,在使用pygame时,你总是使用一个曲面……和一个矩形。曲面保存图像,矩形保存ima的位置和大小Pygame提供了一种将两者结合使用的简洁方法:sprite类。sprite有一个image属性和一个rect属性,您可以通过更改rect来更改sprite的位置等。Pygame可以通过group类为您处理绘制和更新sprite。请看一下这个示例:作为第一步,如果您查看draw\p在上面的ieces函数中,您可以看到s1和s2变量。您可能会从驱动器加载图像并使用该曲面,而不是使用font.render创建它们。
import pygame
# --- constants ---
RED = (213, 43, 67)
# --- main ---
pygame.init()
screen = pygame.display.set_mode((800,600))
chew1 = pygame.image.load("chew.png")
chew1_rect = chew1.get_rect(x=400, y=400)
chew2 = pygame.image.load("chew.png") # use different image
chew2_rect = chew1.get_rect(x=200, y=200)
drag = 0
# --- mainloop ---
clock = pygame.time.Clock()
game_exit = False
while not game_exit:
# - events -
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_exit = True
elif event.type == pygame.MOUSEBUTTONDOWN:
drag = 1
elif event.type == pygame.MOUSEBUTTONUP:
drag = 0
elif event.type == pygame.MOUSEMOTION:
if drag:
chew1_rect.move_ip(event.rel)
chew2_rect.move_ip(event.rel)
# - draws -
screen.fill(RED)
screen.blit(chew1, chew1_rect)
screen.blit(chew2, chew2_rect)
pygame.display.update()
# - FPS -
clock.tick(30)
# --- end ---
pygame.quit()
import pygame
# --- constants ---
RED = (213, 43, 67)
# --- classes ---
class Item(pygame.sprite.Sprite):
def __init__(self, image, x, y):
super().__init__()
self.image = pygame.image.load(image)
self.rect = self.image.get_rect(x=x, y=y)
def update(self, rel):
self.rect.move_ip(rel)
# --- main ---
pygame.init()
screen = pygame.display.set_mode((800,600))
items = pygame.sprite.Group(
Item("chew.png", 200, 200),
Item("chew.png", 400, 200),
Item("chew.png", 200, 400),
Item("chew.png", 400, 400),
)
drag = 0
# --- mainloop ---
clock = pygame.time.Clock()
game_exit = False
while not game_exit:
# - events -
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_exit = True
elif event.type == pygame.MOUSEBUTTONDOWN:
drag = 1
elif event.type == pygame.MOUSEBUTTONUP:
drag = 0
elif event.type == pygame.MOUSEMOTION:
if drag:
items.update(event.rel)
# - draws -
screen.fill(RED)
items.draw(screen)
pygame.display.update()
# - FPS -
clock.tick(30)
# --- end ---
pygame.quit()
import pygame
# --- constants ---
RED = (213, 43, 67)
# --- classes ---
class Item(pygame.sprite.Sprite):
def __init__(self, image, x, y):
super().__init__()
self.image = pygame.image.load(image)
self.rect = self.image.get_rect(x=x, y=y)
def update(self, rel):
self.rect.move_ip(rel)
# --- main ---
pygame.init()
screen = pygame.display.set_mode((800,600))
items = pygame.sprite.Group(
Item("chew.png", 150, 50),
Item("chew.png", 400, 50),
Item("chew.png", 150, 300),
Item("chew.png", 400, 300),
)
dragged = pygame.sprite.Group()
# --- mainloop ---
clock = pygame.time.Clock()
game_exit = False
while not game_exit:
# - events -
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_exit = True
elif event.type == pygame.MOUSEBUTTONDOWN:
dragged.add(x for x in items if x.rect.collidepoint(event.pos))
elif event.type == pygame.MOUSEBUTTONUP:
dragged.empty()
elif event.type == pygame.MOUSEMOTION:
dragged.update(event.rel)
# - draws -
screen.fill(RED)
items.draw(screen)
pygame.display.update()
# - FPS -
clock.tick(30)
# --- end ---
pygame.quit()
import pyglet
window = pyglet.window.Window(width=800, height=600)
batch = pyglet.graphics.Batch()
items = [
pyglet.sprite.Sprite(pyglet.resource.image('chew.png'), x=200, y=100, batch=batch),
pyglet.sprite.Sprite(pyglet.resource.image('chew.png'), x=400, y=300, batch=batch),
]
@window.event
def on_draw():
#window.clear()
pyglet.graphics.draw(4, pyglet.gl.GL_QUADS, ('v2f', [0,0, 800,0, 800,600, 0,600]), ('c3B', [213,43,67, 213,43,67, 213,43,67, 213,43,67])) #RED = (213, 43, 67)
batch.draw()
@window.event
def on_mouse_drag(x, y, dx, dy, buttons, modifiers):
for i in items:
i.x += dx
i.y += dy
pyglet.app.run()
import pygame
def main():
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
screen.fill(pygame.Color('grey'))
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
import pygame
TILESIZE = 32
def create_board_surf():
board_surf = pygame.Surface((TILESIZE*8, TILESIZE*8))
dark = False
for y in range(8):
for x in range(8):
rect = pygame.Rect(x*TILESIZE, y*TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(board_surf, pygame.Color('black' if dark else 'white'), rect)
dark = not dark
dark = not dark
return board_surf
def create_board():
board = []
for y in range(8):
board.append([])
for x in range(8):
board[y].append(None)
return board
def main():
screen = pygame.display.set_mode((640, 480))
board = create_board()
board_surf = create_board_surf()
clock = pygame.time.Clock()
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
screen.fill(pygame.Color('grey'))
screen.blit(board_surf, (0, 0))
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
import pygame
TILESIZE = 32
BOARD_POS = (10, 10)
def create_board_surf():
board_surf = pygame.Surface((TILESIZE*8, TILESIZE*8))
dark = False
for y in range(8):
for x in range(8):
rect = pygame.Rect(x*TILESIZE, y*TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(board_surf, pygame.Color('black' if dark else 'white'), rect)
dark = not dark
dark = not dark
return board_surf
def create_board():
board = []
for y in range(8):
board.append([])
for x in range(8):
board[y].append(None)
return board
def get_square_under_mouse(board):
mouse_pos = pygame.Vector2(pygame.mouse.get_pos()) - BOARD_POS
x, y = [int(v // TILESIZE) for v in mouse_pos]
try:
if x >= 0 and y >= 0: return (board[y][x], x, y)
except IndexError: pass
return None, None, None
def main():
screen = pygame.display.set_mode((640, 480))
board = create_board()
board_surf = create_board_surf()
clock = pygame.time.Clock()
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
piece, x, y = get_square_under_mouse(board)
screen.fill(pygame.Color('grey'))
screen.blit(board_surf, BOARD_POS)
if x != None:
rect = (BOARD_POS[0] + x * TILESIZE, BOARD_POS[1] + y * TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(screen, (255, 0, 0, 50), rect, 2)
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
import pygame
TILESIZE = 32
BOARD_POS = (10, 10)
def create_board_surf():
board_surf = pygame.Surface((TILESIZE*8, TILESIZE*8))
dark = False
for y in range(8):
for x in range(8):
rect = pygame.Rect(x*TILESIZE, y*TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(board_surf, pygame.Color('darkgrey' if dark else 'beige'), rect)
dark = not dark
dark = not dark
return board_surf
def get_square_under_mouse(board):
mouse_pos = pygame.Vector2(pygame.mouse.get_pos()) - BOARD_POS
x, y = [int(v // TILESIZE) for v in mouse_pos]
try:
if x >= 0 and y >= 0: return (board[y][x], x, y)
except IndexError: pass
return None, None, None
def create_board():
board = []
for y in range(8):
board.append([])
for x in range(8):
board[y].append(None)
for x in range(0, 8):
board[1][x] = ('black', 'pawn')
for x in range(0, 8):
board[6][x] = ('white', 'pawn')
return board
def draw_pieces(screen, board, font):
for y in range(8):
for x in range(8):
piece = board[y][x]
if piece:
color, type = piece
s1 = font.render(type[0], True, pygame.Color(color))
s2 = font.render(type[0], True, pygame.Color('darkgrey'))
pos = pygame.Rect(BOARD_POS[0] + x * TILESIZE+1, BOARD_POS[1] + y * TILESIZE + 1, TILESIZE, TILESIZE)
screen.blit(s2, s2.get_rect(center=pos.center).move(1, 1))
screen.blit(s1, s1.get_rect(center=pos.center))
def draw_selector(screen, piece, x, y):
if piece != None:
rect = (BOARD_POS[0] + x * TILESIZE, BOARD_POS[1] + y * TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(screen, (255, 0, 0, 50), rect, 2)
def main():
pygame.init()
font = pygame.font.SysFont('', 32)
screen = pygame.display.set_mode((640, 480))
board = create_board()
board_surf = create_board_surf()
clock = pygame.time.Clock()
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
piece, x, y = get_square_under_mouse(board)
screen.fill(pygame.Color('grey'))
screen.blit(board_surf, BOARD_POS)
draw_pieces(screen, board, font)
draw_selector(screen, piece, x, y)
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
import pygame
TILESIZE = 32
BOARD_POS = (10, 10)
def create_board_surf():
board_surf = pygame.Surface((TILESIZE*8, TILESIZE*8))
dark = False
for y in range(8):
for x in range(8):
rect = pygame.Rect(x*TILESIZE, y*TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(board_surf, pygame.Color('darkgrey' if dark else 'beige'), rect)
dark = not dark
dark = not dark
return board_surf
def get_square_under_mouse(board):
mouse_pos = pygame.Vector2(pygame.mouse.get_pos()) - BOARD_POS
x, y = [int(v // TILESIZE) for v in mouse_pos]
try:
if x >= 0 and y >= 0: return (board[y][x], x, y)
except IndexError: pass
return None, None, None
def create_board():
board = []
for y in range(8):
board.append([])
for x in range(8):
board[y].append(None)
for x in range(0, 8):
board[1][x] = ('black', 'pawn')
for x in range(0, 8):
board[6][x] = ('white', 'pawn')
return board
def draw_pieces(screen, board, font, selected_piece):
sx, sy = None, None
if selected_piece:
piece, sx, sy = selected_piece
for y in range(8):
for x in range(8):
piece = board[y][x]
if piece:
selected = x == sx and y == sy
color, type = piece
s1 = font.render(type[0], True, pygame.Color('red' if selected else color))
s2 = font.render(type[0], True, pygame.Color('darkgrey'))
pos = pygame.Rect(BOARD_POS[0] + x * TILESIZE+1, BOARD_POS[1] + y * TILESIZE + 1, TILESIZE, TILESIZE)
screen.blit(s2, s2.get_rect(center=pos.center).move(1, 1))
screen.blit(s1, s1.get_rect(center=pos.center))
def draw_selector(screen, piece, x, y):
if piece != None:
rect = (BOARD_POS[0] + x * TILESIZE, BOARD_POS[1] + y * TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(screen, (255, 0, 0, 50), rect, 2)
def draw_drag(screen, board, selected_piece, font):
if selected_piece:
piece, x, y = get_square_under_mouse(board)
if x != None:
rect = (BOARD_POS[0] + x * TILESIZE, BOARD_POS[1] + y * TILESIZE, TILESIZE, TILESIZE)
pygame.draw.rect(screen, (0, 255, 0, 50), rect, 2)
color, type = selected_piece[0]
s1 = font.render(type[0], True, pygame.Color(color))
s2 = font.render(type[0], True, pygame.Color('darkgrey'))
pos = pygame.Vector2(pygame.mouse.get_pos())
screen.blit(s2, s2.get_rect(center=pos + (1, 1)))
screen.blit(s1, s1.get_rect(center=pos))
selected_rect = pygame.Rect(BOARD_POS[0] + selected_piece[1] * TILESIZE, BOARD_POS[1] + selected_piece[2] * TILESIZE, TILESIZE, TILESIZE)
pygame.draw.line(screen, pygame.Color('red'), selected_rect.center, pos)
return (x, y)
def main():
pygame.init()
font = pygame.font.SysFont('', 32)
screen = pygame.display.set_mode((640, 480))
board = create_board()
board_surf = create_board_surf()
clock = pygame.time.Clock()
selected_piece = None
drop_pos = None
while True:
piece, x, y = get_square_under_mouse(board)
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
if e.type == pygame.MOUSEBUTTONDOWN:
if piece != None:
selected_piece = piece, x, y
if e.type == pygame.MOUSEBUTTONUP:
if drop_pos:
piece, old_x, old_y = selected_piece
board[old_y][old_x] = 0
new_x, new_y = drop_pos
board[new_y][new_x] = piece
selected_piece = None
drop_pos = None
screen.fill(pygame.Color('grey'))
screen.blit(board_surf, BOARD_POS)
draw_pieces(screen, board, font, selected_piece)
draw_selector(screen, piece, x, y)
drop_pos = draw_drag(screen, board, selected_piece, font)
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()