Python 带有鼠标事件的Pygame blit图像
我在这段代码中使用Pygame。这就像一个游戏,当用户点击鼠标按钮时,从鼠标位置会出现一个激光图像,该图像将上升,并最终离开屏幕。当用户点击鼠标按钮时,我正在尝试blit一个图像。我正在使用的代码不起作用,我不知道为什么。我的问题从主for循环开始Python 带有鼠标事件的Pygame blit图像,python,pygame,Python,Pygame,我在这段代码中使用Pygame。这就像一个游戏,当用户点击鼠标按钮时,从鼠标位置会出现一个激光图像,该图像将上升,并最终离开屏幕。当用户点击鼠标按钮时,我正在尝试blit一个图像。我正在使用的代码不起作用,我不知道为什么。我的问题从主for循环开始 import pygame # Initialize Pygame pygame.init() #___GLOBAL CONSTANTS___ # Define some colors BLACK
import pygame
# Initialize Pygame
pygame.init()
#___GLOBAL CONSTANTS___
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
# Set the height and width of the screen
screen_width = 500
screen_height = 500
screen = pygame.display.set_mode([screen_width, screen_height])
#Load Laser image of spaceship
laser_image = pygame.image.load('laserRed16.png').convert()
#Load sound music
sound = pygame.mixer.Sound('laser5.ogg')
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.MOUSEBUTTONDOWN:
# Get the current mouse position. This returns the position
# as a list of two numbers.
sound.play()
#Get the mouse position
mouse_position = pygame.mouse.get_pos()
mouse_x = mouse_position[0]
mouse_y = mouse_position[1]
# Set the laser image when the spaceship fires
for i in range(50):
screen.blit(laser_image,[mouse_x + laser_x_vector,mouse_y + laser_x_vector])
laser_x_vector += 2
laser_x_vector += 2
# Clear the screen
screen.fill(WHITE)
#Limit to 20 sec
clock.tick(20)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
pygame.quit()
在闪烁激光后填充屏幕,因此激光不会出现。您应该在闪烁激光之前填充,以便激光出现。其他人已经解释了为什么您看不到激光。这里有一个有效的解决方案。首先,我建议使用
pygame.Rect
s作为激光器的位置,并将其放入列表中(Rect也可用于碰撞检测)。然后在主while循环中迭代这些位置/矩形,更新并blit它们。我还向您展示了如何删除屏幕外的矩形
import pygame
pygame.init()
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
screen_width = 500
screen_height = 500
screen = pygame.display.set_mode([screen_width, screen_height])
laser_image = pygame.Surface((10, 50))
laser_image.fill(GREEN)
done = False
clock = pygame.time.Clock()
laser_rects = []
laser_velocity_y = -20
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.MOUSEBUTTONDOWN:
# Turn the mouse position into a rect with the dimensions
# of the laser_image. You can use the event.pos instead
# of pygame.mouse.get_pos() and pass it as the `center`
# or `topleft` argument.
laser_rect = laser_image.get_rect(center=event.pos)
laser_rects.append(laser_rect)
remaining_lasers = []
for laser_rect in laser_rects:
# Change the y-position of the laser.
laser_rect.y += laser_velocity_y
# Only keep the laser_rects that are on the screen.
if laser_rect.y > 0:
remaining_lasers.append(laser_rect)
# Assign the remaining lasers to the laser list.
laser_rects = remaining_lasers
screen.fill(WHITE)
# Now iterate over the lasers rect and blit them.
for laser_rect in laser_rects:
screen.blit(laser_image, laser_rect)
pygame.display.flip()
clock.tick(30) # 30 FPS is smoother.
pygame.quit()
你
blit
在fill
之前激光fill
所以fill
在flip
之前移除激光发送缓冲到视频卡,视频卡将在监视器上显示它。你将遇到另一个问题-移动激光的循环-不会像你期望的那样工作,因为你在一帧内(两次翻转之间)移动它50次所以你可以让激光立刻到达目标位置。你必须在每个循环中做一个动作,而不做
循环-这意味着没有for
。如果你有eventMOUSEBUTTONDOWN
,那么你在事件中有鼠标位置。pos
@furas I在“screen.blit(激光图像,[鼠标x+激光x_向量,鼠标y+激光x_向量])之前删除了for循环但是它只给了我激光图像,而不是移动的激光图像,就像我说的“你会有另一个问题”:)你必须在循环中移动激光,而在循环中移动激光,但在I
循环中不移动。您必须在之后执行偶数循环,因为MOUSEBUTTONDOWN
仅存在于单个循环/帧中-当按钮的状态从“未按下”更改为“按下”时,但当您按住按钮时,则不存在