我是pygame的新手,一直在尝试创建带有一些按钮的简单界面。当鼠标悬停在按钮上时,我无法更改颜色。
我设法创建了按钮,但无法使其与鼠标交互。 该代码使用一个绿色按钮实例创建一个按钮对象。 鼠标悬停时,应将按钮从绿色更改为红色。
const db = require('./config/db');
const dbManual = require('./config/dbManual');
(async () => {
try {
await db.authenticate();
console.log('database connected with "sequelize" package');
} catch (err) {
console.error(err);
process.exit(1);
}
})();
(() => {
dbManual.connect(err =>
err
? console.error(err)
: console.log('database connected with "mysql" package')
);
})();
答案 0 :(得分:7)
您的主要问题是您的事件循环中有一个嵌套的事件循环:
while run: # outer loop
redrawWindow()
pygame.display.update()
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
Exit = False
while not Exit: # inner loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
print(event)
pygame.quit()
quit()
当执行到达此内部循环时,不会再次调用redrawWindow()
或GrnBut.MouseOver(pos)
。
摆脱它:
while run:
redrawWindow()
pygame.display.update()
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
if event.type == pygame.QUIT:
print(event)
pygame.quit()
quit()
可以使用pygame的某些功能(例如Sprite
和Rect
类来改进您的代码。
下面是一个示例,您可以如何创建支持多个不同按钮的Button
类的更“ pygamy”版本:
import pygame
pygame.init()
display_width = 1200
display_height = 600
# use python style variable names (lowercase)
screen = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Log In')
clock = pygame.time.Clock()
# load the font only once instead of every frame
font = pygame.font.SysFont('comicsans', 20)
# class name should be singular
class Button(pygame.sprite.Sprite):
# 1) no need to have 4 parameters for position and size, use pygame.Rect instead
# 2) let the Button itself handle which color it is
# 3) give a callback function to the button so it can handle the click itself
def __init__(self, color, color_hover, rect, callback, text='', outline=None):
super().__init__()
self.text = text
# a temporary Rect to store the size of the button
tmp_rect = pygame.Rect(0, 0, *rect.size)
# create two Surfaces here, one the normal state, and one for the hovering state
# we create the Surfaces here once, so we can simple blit them and dont have
# to render the text and outline again every frame
self.org = self._create_image(color, outline, text, tmp_rect)
self.hov = self._create_image(color_hover, outline, text, tmp_rect)
# in Sprites, the image attribute holds the Surface to be displayed...
self.image = self.org
# ...and the rect holds the Rect that defines it position
self.rect = rect
self.callback = callback
def _create_image(self, color, outline, text, rect):
# function to create the actual surface
# see how we can make use of Rect's virtual attributes like 'size'
img = pygame.Surface(rect.size)
if outline:
# here we can make good use of Rect's functions again
# first, fill the Surface in the outline color
# then fill a rectangular area in the actual color
# 'inflate' is used to 'shrink' the rect
img.fill(outline)
img.fill(color, rect.inflate(-4, -4))
else:
img.fill(color)
# render the text once here instead of every frame
if text != '':
text_surf = font.render(text, 1, pygame.Color('black'))
# again, see how easy it is to center stuff using Rect's attributes like 'center'
text_rect = text_surf.get_rect(center=rect.center)
img.blit(text_surf, text_rect)
return img
def update(self, events):
# here we handle all the logic of the Button
pos = pygame.mouse.get_pos()
hit = self.rect.collidepoint(pos)
# if the mouse in inside the Rect (again, see how the Rect class
# does all the calculation for use), use the 'hov' image instead of 'org'
self.image = self.hov if hit else self.org
for event in events:
# the Button checks for events itself.
# if this Button is clicked, it runs the callback function
if event.type == pygame.MOUSEBUTTONDOWN and hit:
self.callback(self)
run = True
# we store all Sprites in a Group, so we can easily
# call the 'update' and 'draw' functions of the Buttons
# in the main loop
sprites = pygame.sprite.Group()
sprites.add(Button(pygame.Color('green'),
pygame.Color('red'),
pygame.Rect(150, 200, 90, 100),
lambda b: print(f"Button '{b.text}' was clicked"),
'Press',
pygame.Color('black')))
sprites.add(Button(pygame.Color('dodgerblue'),
pygame.Color('lightgreen'),
pygame.Rect(300, 200, 90, 100),
lambda b: print(f"Click me again!"),
'Another'))
while run:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
quit()
# update all sprites
# it now doesn't matter if we have one or 200 Buttons
sprites.update(events)
# clear the screen
screen.fill(pygame.Color('white'))
# draw all sprites/Buttons
sprites.draw(screen)
pygame.display.update()
# limit framerate to 60 FPS
clock.tick(60)
答案 1 :(得分:1)
您的代码有很多问题,并且希望提出一种不太冗长的方法来使用HashSet
而不是pygame.Rect
进行编码,因为它不需要过多地了解游戏设计这是一种无继承的方法。
首先我们创建按钮类:
pygame.Sprite
然后我们编写主程序循环(从上一个代码块继续)
import pygame
import sys
class Button:
def __init__(self, rect, default_colour=(0,255,0), hovered_colour=(255,0,0), text="", font=None): #using default arguments
self.rect = pygame.Rect(rect)
self.default_colour = default_colour
self.hovered_colour = hovered_colour
self.font = font if font else pygame.font.Font(None, 20) #initialise/import font
self.text = self.font.render(text, True, (0,0,0)) #render text
def draw(self, surf, mouse_coords):
if self.hover(mouse_coords):
pygame.draw.rect(surf, self.hovered_colour, self.rect, 0)
else:
pygame.draw.rect(surf, self.default_colour, self.rect, 0)
surf.blit(self.text, self.text.get_rect(center=self.rect.center)) #rect has a centre attribute
def hover(self, mouse):
mouse_rect = pygame.Rect(mouse, [1,1]) #using inbuilt collision function
return mouse_rect.colliderect(self.rect) #returns a boolean, no need to do this: if mouse_rect.colliderect(self.rect): return True, else: return False