Pygame blit图像的一部分(背景图像)

时间:2015-09-25 12:06:43

标签: pygame sprite blit

我有一个pygame菜单,其中我绘制了一些按钮,代表了我游戏的等级难度。为方便用户,我制作了一个精灵,用于指示选择了哪个级别按钮(将其视为按钮周围的浅绿色框)。现在,如果我有一个纯色作为我的背景,我可以用bg颜色填充框架。但我想要一个自定义图像。但是我不知道如何使用此图像删除内容。我不想做surface.blit(bgImage, surface.get_rect())      在每个while循环中。有没有办法告诉pygame blit只是图像的一部分?所以最终的结果仍然很好看。当我将颜色作为背景时,这是我的代码

(请注意,我的问题不仅适用于这种情况,更多的是通常使用blitting图像部分的方法,而不必依赖使用第三方软件如油漆(网)裁剪图像,photoshop等):

#class for the highlight sprite that appears when a level button is clicked         
class HighLightImage(Sprite):

def __init__(self, spriteX, spriteY, width = 180, height =  60):
    Sprite.__init__(self)
    self.rect  = pygame.Rect(spriteX, spriteY, width, height)
    self.image =  pygame.image.load("highlight.png")

#function to draw the highlight sprite, after deleting its older position.
def draw(self, newSpriteX, newSpriteY):
    #due to technical issues the following method is using 4 dirty sprite deletions.
    surface.fill(bgCol, (self.rect.x, self.rect.y, self.rect.width, 10))
    surface.fill(bgCol, (self.rect.x, self.rect.y + self.rect.height-10, self.rect.width, 10))
    surface.fill(bgCol, (self.rect.x, self.rect.y, 10, self.rect.height))
    surface.fill(bgCol, ( self.rect.x + self.rect.width-10, self.rect.y, 10, self.rect.height))
    self.rect.x = newSpriteX
    self.rect.y = newSpriteY
    surface.blit(self.image, self.rect)

这是主要的while循环

def mainIntro():    

#snake image
snakeImg = pygame.image.load("snakeB.png")
snakeImg = pygame.transform.scale(snakeImg, (150,200))


#highlight obj
hlObj = HighLightImage(0, 0)
#starting level = 1
levels = 1
#initial fill
surface.fill(bgCol)

intro = True

#start button
startButton = StartButton(WIDTH/2-330, HEIGHT - 150)
startButton.draw("Start")
#Exit button
exitButton = ExitButton(WIDTH/2+110, HEIGHT - 150)
exitButton.draw("Exit")
#level buttons
easyLvl = EasyLevelButton( 65, HEIGHT/2 )
easyLvl.draw("Easy")
midLvl = MediumLevelButton( 320, HEIGHT/2 )
midLvl.draw("Medium")
hardLvl = HardLevelButton( 570, HEIGHT/2 )
hardLvl.draw("Hard")    

instructions()


surface.blit(snakeImg, (WIDTH/2-75, HEIGHT - 250))


while intro:
    for ev in pygame.event.get():
        # X exit event
        if ev.type == QUIT:
            pygame.quit()
            sys.exit()
        if ev.type == MOUSEMOTION:
            startButton.hover()
            exitButton.hover()
            easyLvl.hover()
            midLvl.hover()
            hardLvl.hover()
        if ev.type == MOUSEBUTTONDOWN:
            if easyLvl.clicked():
                levels = 1
            if midLvl.clicked():
                levels = 2
            if hardLvl.clicked():
                levels = 4              
            #button exit event
            elif exitButton.clicked():
                pygame.quit()
                sys.exit()
            elif startButton.clicked():
                intro = False

        #highlight frame, according to level-button chosen
        if levels == 1:
            hlObj.draw(easyLvl.x-10, easyLvl.y-10)
        elif levels == 2:
            hlObj.draw(midLvl.x-10, midLvl.y-10)
        elif levels == 4:
            hlObj.draw(hardLvl.x-10, hardLvl.y-10)



    update()

return levels

最后,这是最终结果的图像:end result of hl button

P.s在上面的代码片段中,我没有包含按钮类,以及颜色,宽度,高度等全局变量,因为我不认为它们与我想要帮助的东西相关。随意更正我的代码,和/或建议改进。

2 个答案:

答案 0 :(得分:2)

正如@cmd所述,area参数是一个不错的选择,但有关更多信息,请尝试pygame docs或查看this question或尝试{{3} }

答案 1 :(得分:0)

尝试以下代码:

pygame.init()

size = width, height = 1200, 800
screen = pygame.display.set_mode(size)
image = pygame.image.load("example.png")
rect = image.get_rect()
cropx,cropy = 100,10 #Change value to crop different rect areas
cropRect = (cropx, cropy, rect.w,rect.h)

while(True):
    for event in pygame.event.get():
        if(event.type == pygame.QUIT):
            pygame.quit()
            sys.exit()
    screen.blit(image,cropRect,cropRect)
    pygame.display.update()