我可以在字体上绘制轮廓吗?我想使用黑色字体,但是背景必须是黑色的,因此很难看到字体。我假设myfont.render不支持字体上的绘图轮廓。还有其他方法吗?
答案 0 :(得分:2)
Pygame不支持开箱即用,但是一种实现方法是将文本呈现为轮廓颜色,然后将其blit到移位的结果表面多次,然后以所需颜色呈现在屏幕顶部它。
pgzero使用此技术;其代码的精简版本如下所示:
import pygame
_circle_cache = {}
def _circlepoints(r):
r = int(round(r))
if r in _circle_cache:
return _circle_cache[r]
x, y, e = r, 0, 1 - r
_circle_cache[r] = points = []
while x >= y:
points.append((x, y))
y += 1
if e < 0:
e += 2 * y - 1
else:
x -= 1
e += 2 * (y - x) - 1
points += [(y, x) for x, y in points if x > y]
points += [(-x, y) for x, y in points if x]
points += [(x, -y) for x, y in points if y]
points.sort()
return points
def render(text, font, gfcolor=pygame.Color('dodgerblue'), ocolor=(255, 255, 255), opx=2):
textsurface = font.render(text, True, gfcolor).convert_alpha()
w = textsurface.get_width() + 2 * opx
h = font.get_height()
osurf = pygame.Surface((w, h + 2 * opx)).convert_alpha()
osurf.fill((0, 0, 0, 0))
surf = osurf.copy()
osurf.blit(font.render(text, True, ocolor).convert_alpha(), (0, 0))
for dx, dy in _circlepoints(opx):
surf.blit(osurf, (dx + opx, dy + opx))
surf.blit(textsurface, (opx, opx))
return surf
def main():
pygame.init()
font = pygame.font.SysFont(None, 64)
screen = pygame.display.set_mode((350, 100))
clock = pygame.time.Clock()
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
screen.fill((30, 30, 30))
screen.blit(render('Hello World', font), (20, 20))
pygame.display.update()
clock.tick(60)
if __name__ == '__main__':
main()
答案 1 :(得分:2)
如果您是初学者并且不寻找非常复杂的代码,并且您只使用简单的字体,例如 arial、helvetica、calibri 等... 您可以在“角落”中将轮廓颜色的文本 blit 4 次,然后将实际文本 blit 覆盖它:
white = pygame.Color(255,255,255)
black = pygame.Color(0,0,0)
def draw_text(x, y, string, col, size, window):
font = pygame.font.SysFont("Impact", size )
text = font.render(string, True, col)
textbox = text.get_rect()
textbox.center = (x, y)
window.blit(text, textbox)
x = 300
y = 300
# TEXT OUTLINE
# top left
draw_text(x + 2, y-2 , "Hello", black, 40, win)
# top right
draw_text(x +2, y-2 , "Hello", black, 40, win)
# btm left
draw_text(x -2, y +2 , "Hello", black, 40, win)
# btm right
draw_text(x-2, y +2 , "Hello", black, 40, win)
# TEXT FILL
draw_text(x, y, "Hello", white, 40, win)