期望的结果:
彼此相邻绘制两个相同的工具栏:
实际结果:
左手工具栏是:
右手工具栏是:
问题:我如何达到预期的效果?
我的代码:
import pygame
import random
from os import path
WIDTH = 480
HEIGHT = 720
FPS = 30
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
LIGHTGREY = (220, 220, 220)
pygame.init()
pygame.mixer.init()
pygame.display.set_caption("tests")
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
def fill_woutline(surface, fill_color, outline_color, rect, border=1):
surface.fill(outline_color, rect)
surface.fill(fill_color, rect.inflate(-border, -border))
class Bar(pygame.sprite.Sprite):
def __init__(self, centerx, y, width, height, fill_color, outline_color, border=1):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((width, height))
self.rect = self.image.get_rect()
self.rect.centerx = centerx
self.rect.y = y
fill_woutline(self.image, fill_color, outline_color, self.rect, border)
all_bars = pygame.sprite.Group()
toolbar = Bar(25, 0, 50, 360, LIGHTGREY, BLACK, 2)
toolbar2 = Bar(100, 0, 50, 360, LIGHTGREY, BLACK, 2)
all_bars.add(toolbar, toolbar2)
while True:
clock.tick(FPS)
for e in pygame.event.get():
if e.type == pygame.QUIT:
pygame.quit()
screen.fill(WHITE)
all_bars.draw(screen)
pygame.display.flip()
答案 0 :(得分:0)
fill
方法的第二个参数指定应填充的曲面区域。如果您在表面上进行blit / draw事件,那么topleft coords将始终(0,0)独立于屏幕上的表面位置。所以,因为你传递rect
s与世界坐标,你永远不会在第二个条上绘制任何东西(表面默认为黑色)。
要修复fill_woutline
功能,您只需生成一个新的矩形并对其进行缩小。
def fill_woutline(surface, fill_color, outline_color, border=1):
surface.fill(outline_color)
surface.fill(fill_color, surface.get_rect().inflate(-border, -border))