pygame圈不变

时间:2014-05-24 16:14:09

标签: python pygame mouse fill

我终于发生了碰撞,所以当我的鼠标悬停在圆圈上并且你点击鼠标左键时,它会填充。它会变化,但是它会向下变化。

这是我的代码:

# Imports a library of functions!
import pygame
import random
# Initializes the game engine
pygame.init()
# Defines the colors
BLACK = (  0,   0,   0)
GREEN = (  3, 255,   3)
# Controls the width of the circle
width_1 = 2
width_2 = 2
width_3 = 2
width_4 = 2
# Un-fills circles
filled_1 = False
filled_2 = False
filled_3 = False
filled_4 = False
# Sets the height and width of the screen
size = [720, 575] 
screen = pygame.display.set_mode(size)
# Loops until the user clicks the close button
done = False
clock = pygame.time.Clock()
# While loop
while not done:
    # Leaves the fps at 30
    clock.tick(30)
    for event in pygame.event.get(): # If user did something
        if event.type == pygame.QUIT: # If user clicked close
             done = True
        elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            # Finds where you clicked            
            x, y = event.pos
            # Check if mouse was over it
            if circle_1.collidepoint(x, y):
                # Lets the circle draw
                filled_1 = True
                width_1 = 0
                if filled_1 == True:
                    circle_1 = pygame.draw.circle(screen, BLACK, [250, 230], 7, width_1)
            elif circle_2.collidepoint(x, y):
                # Lets the circle draw
                filled_2 = True
                width_2 = 0
                if filled_2 == True:
                    circle_2 = pygame.draw.circle(screen, BLACK, [250, 260], 7, width_2)               
            elif circle_3.collidepoint(x, y):
                # Lets the circle draw
                filled_3 = True
                width_3 = 0
                if filled_3 == True:
                    circle_3 = pygame.draw.circle(screen, BLACK, [250, 260], 7, width_3)
            elif circle_4.collidepoint(x, y):
                # Lets the circle draw
                filled_4 = True
                width_4 = 0
                if filled_4 == True:
                    circle_4 = pygame.draw.circle(screen, BLACK, [250, 260], 7, width_4)
    # Cleans the screen and sets the screen background
    screen.fill(GREEN)
    # Circles
    circle_1 = pygame.draw.circle(screen, BLACK, [250, 230], 7, width_1)
    circle_2 = pygame.draw.circle(screen, BLACK, [250, 260], 7, width_2)
    circle_3 = pygame.draw.circle(screen, BLACK, [250, 290], 7, width_3)
    circle_4 = pygame.draw.circle(screen, BLACK, [250, 320], 7, width_4)
    if filled_1 == True:
        filled_2 = False
        filled_3 = False
        filled_4 = False
        width_2 = 2
        width_3 = 2
        width_4 = 2
    elif filled_2 == True:
        filled_1 = False
        filled_3 = False
        filled_4 = False
        width_1 = 2
        width_3 = 2
        width_4 = 2
    elif filled_3 == True:
        filled_1 = False
        filled_2 = False
        filled_4 = False
        width_1 = 2
        width_2 = 2
        width_4 = 2
    elif filled_4 == True:
        filled_1 = False
        filled_2 = False
        filled_3 = False
        width_1 = 2
        width_2 = 2
        width_3 = 2
    # Update the screen
    pygame.display.flip()

只需运行此代码,看看会发生什么,很难解释。

1 个答案:

答案 0 :(得分:38)

我们假设点击了第二个,所以

filled_1 = False
filled_2 = True
filled_3 = False
filled_4 = False

然后点击第三个。因此,

filled_1 = False
filled_2 = True
filled_3 = True
filled_4 = False

然后你有:

screen.fill(GREEN)

circle_1 = pygame.draw.circle(screen, BLACK, [250, 230], 7, width_1)
circle_2 = pygame.draw.circle(screen, BLACK, [250, 260], 7, width_2)
circle_3 = pygame.draw.circle(screen, BLACK, [250, 290], 7, width_3)
circle_4 = pygame.draw.circle(screen, BLACK, [250, 320], 7, width_4)

将(暂时)绘制两个黑色圆圈。

然后做:

if filled_1 == True:
    # Not run

然后

elif filled_2 == True:
    filled_1 = False
    filled_3 = False
    filled_4 = False
    width_1 = 2
    width_3 = 2
    width_4 = 2

所以现在

filled_1 = False
filled_2 = True
filled_3 = False
filled_4 = False

这不是想要的!现在

elif filled_3 == True:
    # Not run
elif filled_4 == True:
    # Not run

所以点击第三个没有用!这是因为您不会存储订单,这是必需的

我建议将此设置设置为false,放入点击处理程序中的部分:

if circle_1.collidepoint(x, y):
    # Lets the circle draw
    filled_1 = True
    width_1 = 0

    filled_2 = False
    filled_3 = False
    filled_4 = False
    width_2 = 2
    width_3 = 2
    width_4 = 2

    if filled_1 == True:
        circle_1 = pygame.draw.circle(screen, BLACK, [250, 230], 7, width_1)

# ... etc ...

效果很好。

现在,仍然存在问题。如果在第一次迭代中事件,则不会定义circle_1。这会使程序崩溃。您应该首先定义圈子


一些代码建议。

而不是

BLACK = (  0,   0,   0)
GREEN = (  3, 255,   3)

使用

pygame.Color("black")
pygame.Color(3, 255, 3)

他们为您存在

而不是

thing_1 = ...
thing_2 = ...
...

other_thing_1 = ...
other_thing_2 = ...
...

有一个词典列表:

circles = [
    {
        "thing": ...,
        "other_thing": ...
    }, {
        "thing": ...,
        "other_thing": ...
    },
    ...
]

您使用circles[1]["thing"]代替thing_1

这使您可以简化"到:

import pygame
import random
pygame.init()

circles = [
    {
        "width": 2,
        "filled": False,
        "position": [250, 230]
    }, {
        "width": 2,
        "filled": False,
        "position": [250, 260]
    }, {
        "width": 2,
        "filled": False,
        "position": [250, 290]
    }, {
        "width": 2,
        "filled": False,
        "position": [250, 320]
    },
]

size = [720, 575] 
screen = pygame.display.set_mode(size)

    done = False
    clock = pygame.time.Clock()
    while not done:
        clock.tick(30)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                 done = True

            elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                x, y = event.pos

                # Check if mouse was over it
                if circles[1]["bounding box"].collidepoint(x, y):
                    # Lets the circle draw
                    circles[1]["filled"] = True
                    circles[1]["width"] = 0

                    circles[2]["filled"] = False
                    circles[3]["filled"] = False
                    circles[4]["filled"] = False
                    circles[2]["width"] = 2
                    circles[3]["width"] = 2
                    circles[4]["width"] = 2

                    if circles[1]["filled"] == True:
                        circles[1]["bounding box"] = pygame.draw.circle(screen, pygame.Color("black"), [250, 230], 7, circles[1]["width"])

                ...
    # Cleans the screen and sets the screen background
    screen.fill(pygame.Color(3, 255, 3))
    # Circles
    circles[1]["bounding box"] = pygame.draw.circle(screen, pygame.Color("black"), circles[1]["position"], 7, circles[1]["width"])
    circles[2]["bounding box"] = pygame.draw.circle(screen, pygame.Color("black"), circles[2]["position"], 7, circles[2]["width"])
    circles[3]["bounding box"] = pygame.draw.circle(screen, pygame.Color("black"), circles[3]["position"], 7, circles[3]["width"])
    circles[4]["bounding box"] = pygame.draw.circle(screen, pygame.Color("black"), circles[4]["position"], 7, circles[4]["width"])
    # Update the screen
    pygame.display.flip()

这看起来可能不简单,但它允许您使用循环而不是一遍又一遍地指定

import pygame
import random
pygame.init()

circles = [
    {
        "width": 2,
        "filled": False,
        "position": [250, 230]
    }, {
        "width": 2,
        "filled": False,
        "position": [250, 260]
    }, {
        "width": 2,
        "filled": False,
        "position": [250, 290]
    }, {
        "width": 2,
        "filled": False,
        "position": [250, 320]
    },
]

size = [720, 575] 
screen = pygame.display.set_mode(size)

done = False
clock = pygame.time.Clock()
while not done:
    clock.tick(30)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
             done = True

        elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            x, y = event.pos

            for circle in circles:
                # Check if mouse was over it
                if circle["bounding box"].collidepoint(x, y):
                    # Lets the circle draw
                    circle["filled"] = True
                    circle["width"] = 0

                    for othercircle in circles:
                        if othercircle is not circle:
                            othercircle["filled"] = False
                            othercircle["width"] = 2

                    if circle["filled"] == True:
                        circle["bounding box"] = pygame.draw.circle(screen, pygame.Color("black"), circle["position"], 7, circle["width"])

    # Cleans the screen and sets the screen background
    screen.fill(pygame.Color(3, 255, 3))
    # Circles
    for circle in circles:
        circle["bounding box"] = pygame.draw.circle(screen, pygame.Color("black"), circle["position"], 7, circle["width"])
    # Update the screen
    pygame.display.flip()

有了这个设计:

问:你又做了什么来添加另一个圈子?
答:您将其添加到circles

问:你怎么做一个更大的圆圈?
答:您增加了size属性。

问:你如何改变检查碰撞的方式?
答:您更改了一个地点碰撞。


看到好处? :)