我正在尝试在pygame中为游戏制作一个简单的菜单,但我很难显示菜单按钮的交互式文本。我有一个非常简单的菜单,有'开始'和'退出'选项,我正在尝试使用我制作的Button类来显示它们。
由于某种原因,按钮背景会亮起,但文本不会出现。当我滚动它们但没有文字时,我得到了一堆正确改变颜色的矩形。
我看了类似的问题,但似乎无法弄清楚为什么我的工作不起作用。任何帮助或指导将不胜感激。
以下是代码示例。颜色在单独的python文件中定义。
class Start(SceneBase):
def __init__(self):
SceneBase.__init__(self)
self.options = ['Start', 'Quit']
self.buttons = pygame.sprite.Group()
def initGraphics(self, screen):
SceneBase.initGraphics(self, screen)
info = pygame.display.Info()
screenWidth, screenHeight = info.current_w, info.current_h
font = pygame.font.Font('freesansbold.ttf', 30)
for i, option in enumerate(self.options):
rect = pygame.Rect(int(screenWidth/2) - 50, int(screenHeight/2) - 100 + i*50, 100, 30)
passive_color = colors.BLACK
active_color = colors.RED
button = Button(rect, font, active_color, option, colors.WHITE, passive_color, option, colors.WHITE)
self.buttons.add(button)
def ProcessInput(self, events, pressed_keys):
pass
def Update(self):
self.buttons.update()
def Render(self):
self.screen.fill(colors.WHITE)
self.buttons.draw(self.screen)
pygame.display.flip()
class Button(pygame.sprite.Sprite):
def __init__(self, rect, font, active_color, active_text, active_textcolor, passive_color, passive_text, passive_textcolor):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((rect[2], rect[3]))
self.rect = rect
self.font = font
self.active_color = active_color
self.active_text = active_text
self.active_textcolor = active_textcolor
self.passive_color = passive_color
self.passive_text = passive_text
self.passive_textcolor = passive_textcolor
def update(self):
mouse = pygame.mouse.get_pos()
if self.rect.x <= mouse[0] <= self.rect.x + self.rect.w and self.rect.y <= mouse[1] <= self.rect.y + self.rect.h:
self.image.fill(self.active_color)
self.renderButtonText(self.active_text, self.active_textcolor)
else:
self.image.fill(self.passive_color)
self.renderButtonText(self.passive_text, self.passive_textcolor)
def renderButtonText(self, text, color):
textsurf = self.font.render(text, True, color)
textrect = textsurf.get_rect()
textrect.center = self.rect.center
self.image.blit(textsurf, textrect)
这是SceneBase类的骨架代码:
pygame.init()
def run_game(width, height, fps, starting_scene):
screen = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()
active_scene = starting_scene
initialized = False
while active_scene:
if not initialized:
active_scene.initGraphics(screen)
initialized = True
pressed_keys = pygame.key.get_pressed()
# Event filtering
filtered_events = []
for event in pygame.event.get():
quit_attempt = False
if event.type == pygame.QUIT:
quit_attempt = True
elif event.type == pygame.KEYDOWN:
alt_pressed = pressed_keys[pygame.K_LALT] or \
pressed_keys[pygame.K_RALT]
if event.key == pygame.K_ESCAPE:
quit_attempt = True
elif event.key == pygame.K_F4 and alt_pressed:
quit_attempt = True
if quit_attempt:
active_scene.Terminate()
else:
filtered_events.append(event)
active_scene.ProcessInput(filtered_events, pressed_keys)
active_scene.Update()
active_scene.Render()
active_scene = active_scene.next
pygame.display.flip()
clock.tick(fps)
#==============================================================================
# The rest is code where you implement your game using the Scenes model
run_game(500, 500, 60, Start())
答案 0 :(得分:0)
似乎在渲染背景之前先渲染按钮文本,所以可能发生的是正在绘制文本,但是在同一帧中绘制了按钮,因此看起来没有文字。尝试将更新函数的代码添加到名为checkIfHovering的新函数中,并将其写入:
def checkIfHovering(self):
mouse = pygame.mouse.get_pos()
if self.rect.x <= mouse[0] <= self.rect.x + self.rect.w and self.rect.y <= mouse[1] <= self.rect.y + self.rect.h:
self.image.fill(self.active_color)
self.renderButtonText(self.active_text, self.active_textcolor)
else:
self.image.fill(self.passive_color)
self.renderButtonText(self.passive_text, self.passive_textcolor)
此外,将“渲染”功能更改为:
def Render(self):
self.screen.fill(colors.WHITE)
self.buttons.draw(self.screen)
self.buttons.checkIfHovering()
pygame.display.flip()
那样,它会在绘制按钮背景之后打印文本。