我正在尝试在pygame中制作一些带有黑色边框的简单块。我这样做的方法是创建一个矩形,然后将其填充两次,一次使用轮廓颜色(黑色),然后再次使用实际的块颜色(但使用rect.inflate())以仅填充块,从而产生边界。我的问题是:当我只做一个方块时,这就像一个护身符。但是,连续进行更多操作会导致正确制作第一个程序块,而其他程序块则全都是黑色,这是我不理解的。我产生此问题的MWE如下:
import pygame
class Block(pygame.sprite.Sprite):
def __init__(self, area, pos):
super().__init__()
self.area = area
self.pos = pos
self.image = pygame.Surface(self.area)
self.rect = self.image.get_rect(topleft = self.pos)
def draw_brick(brick, outline_color, fill_color):
# Fill with the outline color
brick.image.fill(outline_color, brick.rect)
# Fill with the actual block color
brick.image.fill(fill_color, brick.rect.inflate(-10, -10))
return brick.image
def get_brick(area, pos, outline_color, fill_color):
# Create brick object
b = Block(area, pos)
# Draw the object
b.image = draw_brick(b, outline_color, fill_color)
return b
# Initialize
pygame.init()
# Set up screen
screen = pygame.display.set_mode((960, 540))
# Colors
white = [255,255,255]
black = [0,0,0]
red = [255,0,0]
# Clock
clock = pygame.time.Clock()
# Make bricks
nbricks = 2
length = int(960. / nbricks)
width = 54
area = (length, width)
y = 0
bricks = []
for i in range(nbricks):
x = i * (length + 1)
pos = (x, y)
bricks.append(get_brick(area, pos, black, red))
# Main loop
running = True
while running:
# Check for events
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Draw to screen
screen.fill(white)
for b in bricks:
screen.blit(b.image, (b.rect.x, b.rect.y))
pygame.display.flip()
clock.tick(60)
# Clean up
pygame.quit()
我尝试逐步使用pdb并检查了每个块的rect(和膨胀的rect)的topleft,topright,bottomleft,bottomright和center属性是否正确。块绘制在正确的位置,但是第二个块的颜色全是黑色,而不是像第一个块那样带有黑色边框的红色,这使我感到困惑。谢谢!
答案 0 :(得分:2)
我弄清楚了什么地方出了问题。在您的代码中:
self.rect = self.image.get_rect(topleft = self.pos)
此self.rect
获取图像的大小以及应该用self.pos
处理的位置。
下面的代码使用它来使其中心带有颜色。
def draw_brick(brick, outline_color, fill_color):
# Fill with the outline color
brick.image.fill(outline_color, brick.rect)
# Fill with the actual block color
brick.image.fill(fill_color, brick.rect.inflate(-10, -10))
return brick.image
brick.rect
返回应填充颜色的位置。 brick.rect
错误地将颜色放置在错误的位置。
尝试以下方法:
import pygame
class Block(pygame.sprite.Sprite):
def __init__(self, area, pos):
super().__init__()
self.area = area
self.pos = pos
self.image = pygame.Surface(self.area)
self.rect = self.image.get_rect() # note the removed 'topleft = self.pos'
def draw_brick(brick, outline_color, fill_color):
# Fill with the outline color
brick.image.fill(outline_color, brick.rect)
# Fill with the actual block color
brick.image.fill(fill_color, brick.rect.inflate(-10, -10))
return brick.image
def get_brick(area, pos, outline_color, fill_color):
# Create brick object
b = Block(area, pos)
# Draw the object
b.image = draw_brick(b, outline_color, fill_color)
return b
# Initialize
pygame.init()
# Set up screen
screen = pygame.display.set_mode((960, 540))
# Colors
white = [255,255,255]
black = [0,0,0]
red = [255,0,0]
# Clock
clock = pygame.time.Clock()
# Make bricks
nbricks = 2
length = int(960. / nbricks)
width = 54
area = (length, width)
y = 0
bricks = []
for i in range(nbricks):
x = i * (length + 1)
pos = (x, y)
bricks.append(get_brick(area, pos, black, red))
# Main loop
running = True
while running:
# Check for events
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Draw to screen
screen.fill(white)
for b in bricks:
screen.blit(b.image, b.pos) # note it uses b.pos instead of b.rect
pygame.display.flip()
clock.tick(60)
# Clean up
pygame.quit()
答案 1 :(得分:1)
GeeTransit已经告诉您代码有什么问题(基本上是将相对坐标和绝对坐标混合在一起),但是我认为您的代码太复杂了。
可以简化为此。
import pygame
class Block(pygame.sprite.Sprite):
def __init__(self, rect, outline_color, fill_color):
super().__init__()
self.image = pygame.Surface(rect.size)
self.image.fill(outline_color)
self.image.fill(fill_color, self.image.get_rect().inflate(-10, -10))
self.rect = rect
pygame.init()
screen = pygame.display.set_mode((960, 540))
# Colors
white = [255,255,255]
black = [0,0,0]
red = [255,0,0]
clock = pygame.time.Clock()
nbricks = 2
length = int(960. / nbricks)
height = 54
y = 0
bricks = pygame.sprite.Group()
for i in range(nbricks):
x = i * (length + 1)
bricks.add(Block(pygame.Rect(x, y, length, height), black, red))
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
screen.fill(white)
bricks.draw(screen)
pygame.display.flip()
clock.tick(60)
现在我们有两个函数,少了一堆变量,Block
类是独立的(它知道如何自己绘制Surface
),并使用Group
(而不是列表)进行绘制有助于保持主循环的清洁。