Pygame Python 中的矩形绘图问题
Rectangle drawing issue in Pygame Python
所以我在 Pygame 有点新,只是想创建简单的项目来学习。
我首先作为玩家创建了一个基本的矩形,我想实现一个系统,用户点击屏幕中的某处,游戏会在该点生成一个矩形。这是我的代码:
import pygame
import sys
from pygame import *
from pygame.mouse import get_pos
pygame.init()
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
pygame.display.set_caption("Touch To Create Blocks!")
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.surf = pygame.Surface((50,50))
self.surf.fill((220,120,37))
self.rect = self.surf.get_rect()
def update(self,pressed_keys):
if pressed_keys[pygame.K_UP]:
self.rect.move_ip(0,-5)
elif pressed_keys[pygame.K_DOWN]:
self.rect.move_ip(0,5)
elif pressed_keys[pygame.K_LEFT]:
self.rect.move_ip(-5,0)
elif pressed_keys[pygame.K_RIGHT]:
self.rect.move_ip(5,0)
if self.rect.left < 0:
self.rect.left = 0
elif self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
elif self.rect.top <= 0:
self.rect.top = 0
elif self.rect.top >= SCREEN_HEIGHT - 50:
self.rect.bottom = SCREEN_HEIGHT
player = Player()
run = True
while run:
for event in pygame.event.get():
if event.type == QUIT:
run = False
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
run = False
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
rectangle = pygame.Rect(mouse_x, mouse_y, 40, 40)
pygame.draw.rect(screen, (255,255,255) , rectangle)
pygame.display.update()
screen.fill((0,0,0))
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
screen.blit(player.surf,player.rect)
pygame.display.update()
使用该代码,当我单击时,一个方块会立即生成并消失。我该如何解决?感谢您的帮助。
(抱歉我的英语不好)
问题是当用户点击你绘制的矩形
(pygame.draw.rect
),更新显示 (pygame.display.update
) 和
然后,在 for 循环之后,清空显示
(screen.fill((0,0,0))
)。这解释了为什么矩形消失了
立即。
而不是每次用户点击时调用 pygame.draw.rect
屏幕,您可以改为记住矩形并将其保存到
列表。然后你可以画出你记住的所有矩形
主循环的迭代。
这是这个解决方案的一个实现(我在
代码):
import pygame
import sys
from pygame import *
from pygame.mouse import get_pos
pygame.init()
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
pygame.display.set_caption("Touch To Create Blocks!")
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.surf = pygame.Surface((50,50))
self.surf.fill((220,120,37))
self.rect = self.surf.get_rect()
def update(self,pressed_keys):
if pressed_keys[pygame.K_UP]:
self.rect.move_ip(0,-5)
elif pressed_keys[pygame.K_DOWN]:
self.rect.move_ip(0,5)
elif pressed_keys[pygame.K_LEFT]:
self.rect.move_ip(-5,0)
elif pressed_keys[pygame.K_RIGHT]:
self.rect.move_ip(5,0)
if self.rect.left < 0:
self.rect.left = 0
elif self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
elif self.rect.top <= 0:
self.rect.top = 0
elif self.rect.top >= SCREEN_HEIGHT - 50:
self.rect.bottom = SCREEN_HEIGHT
player = Player()
run = True
rectangles = list() # list of the rectangles we have to draw
while run:
for event in pygame.event.get():
if event.type == QUIT:
run = False
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
run = False
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
# add a new rectangle to our list of rectangles
mouse_x, mouse_y = pygame.mouse.get_pos()
rectangles.append(pygame.Rect(mouse_x, mouse_y, 40, 40))
screen.fill((0,0,0))
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
screen.blit(player.surf,player.rect)
# draw all the rectangles we memorised
for rectangle in rectangles:
pygame.draw.rect(screen, (255,255,255) , rectangle)
pygame.display.update()
所以我在 Pygame 有点新,只是想创建简单的项目来学习。
我首先作为玩家创建了一个基本的矩形,我想实现一个系统,用户点击屏幕中的某处,游戏会在该点生成一个矩形。这是我的代码:
import pygame
import sys
from pygame import *
from pygame.mouse import get_pos
pygame.init()
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
pygame.display.set_caption("Touch To Create Blocks!")
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.surf = pygame.Surface((50,50))
self.surf.fill((220,120,37))
self.rect = self.surf.get_rect()
def update(self,pressed_keys):
if pressed_keys[pygame.K_UP]:
self.rect.move_ip(0,-5)
elif pressed_keys[pygame.K_DOWN]:
self.rect.move_ip(0,5)
elif pressed_keys[pygame.K_LEFT]:
self.rect.move_ip(-5,0)
elif pressed_keys[pygame.K_RIGHT]:
self.rect.move_ip(5,0)
if self.rect.left < 0:
self.rect.left = 0
elif self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
elif self.rect.top <= 0:
self.rect.top = 0
elif self.rect.top >= SCREEN_HEIGHT - 50:
self.rect.bottom = SCREEN_HEIGHT
player = Player()
run = True
while run:
for event in pygame.event.get():
if event.type == QUIT:
run = False
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
run = False
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
rectangle = pygame.Rect(mouse_x, mouse_y, 40, 40)
pygame.draw.rect(screen, (255,255,255) , rectangle)
pygame.display.update()
screen.fill((0,0,0))
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
screen.blit(player.surf,player.rect)
pygame.display.update()
使用该代码,当我单击时,一个方块会立即生成并消失。我该如何解决?感谢您的帮助。
(抱歉我的英语不好)
问题是当用户点击你绘制的矩形
(pygame.draw.rect
),更新显示 (pygame.display.update
) 和
然后,在 for 循环之后,清空显示
(screen.fill((0,0,0))
)。这解释了为什么矩形消失了
立即。
而不是每次用户点击时调用 pygame.draw.rect
屏幕,您可以改为记住矩形并将其保存到
列表。然后你可以画出你记住的所有矩形
主循环的迭代。
这是这个解决方案的一个实现(我在 代码):
import pygame
import sys
from pygame import *
from pygame.mouse import get_pos
pygame.init()
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
pygame.display.set_caption("Touch To Create Blocks!")
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.surf = pygame.Surface((50,50))
self.surf.fill((220,120,37))
self.rect = self.surf.get_rect()
def update(self,pressed_keys):
if pressed_keys[pygame.K_UP]:
self.rect.move_ip(0,-5)
elif pressed_keys[pygame.K_DOWN]:
self.rect.move_ip(0,5)
elif pressed_keys[pygame.K_LEFT]:
self.rect.move_ip(-5,0)
elif pressed_keys[pygame.K_RIGHT]:
self.rect.move_ip(5,0)
if self.rect.left < 0:
self.rect.left = 0
elif self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
elif self.rect.top <= 0:
self.rect.top = 0
elif self.rect.top >= SCREEN_HEIGHT - 50:
self.rect.bottom = SCREEN_HEIGHT
player = Player()
run = True
rectangles = list() # list of the rectangles we have to draw
while run:
for event in pygame.event.get():
if event.type == QUIT:
run = False
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
run = False
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
# add a new rectangle to our list of rectangles
mouse_x, mouse_y = pygame.mouse.get_pos()
rectangles.append(pygame.Rect(mouse_x, mouse_y, 40, 40))
screen.fill((0,0,0))
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
screen.blit(player.surf,player.rect)
# draw all the rectangles we memorised
for rectangle in rectangles:
pygame.draw.rect(screen, (255,255,255) , rectangle)
pygame.display.update()