Pygame 个按钮未创建工作按钮
Pygame buttons not creating working buttons
我正在尝试在 pygame 中制作刽子手游戏,但在从事件创建按钮后(在我的情况下,在按下 enter 后)我无法让按钮工作,它们出现在屏幕上但是不工作(翻转或激活事件),请帮助!
from pygame.locals import *
import pygame, sys, eztext
import time
pygame.init()
Black = ( 0, 0, 0)
Grey = (100, 100, 100)
DarkGrey = (70, 70, 70)
White = (255, 255, 255)
Blue = ( 0, 0, 255)
NavyBlue = ( 60, 60, 100)
Cyan = ( 0, 255, 255)
Purple = (255, 0, 255)
Red = (255, 0, 0)
DarkRed = (180, 0, 0)
Orange = (255, 128, 0)
Yellow = (255, 255, 0)
Green = ( 0, 255, 0)
DarkGreen = ( 0, 180, 0)
LightBlue = ( 90, 164, 213)
Magenta = (153, 0, 76)
screen = pygame.display.set_mode((1000,600),0,32)
screen.fill(Orange)
txtbx = eztext.Input(maxlength=45, color=(0,0,0), prompt='Enter username: ')
def text_objects(text, font):
textSurface = font.render(text, True, Black)
return textSurface, textSurface.get_rect()
smallText = pygame.font.Font("freesansbold.ttf",20)
def button(msg,x,y,w,h,ic,ac,action=None):
if x+w > mouse[0] > x and y+h > mouse[1] > y:
pygame.draw.rect(screen, ac,(x, y, w, h))
if click [0] == 1 and action!= None:
if action == "Quit":
pygame.quit()
if action == "Single player":
pygame.draw.rect(screen, Green,(10, 10, 500, 500))
else:
pygame.draw.rect(screen, ic,(x, y, w, h))
smallText = pygame.font.Font("freesansbold.ttf",20)
textSurf, textRect = text_objects(msg, smallText)
textRect.center = ((x+(w/2)), (y + (h/2)))
screen.blit(textSurf, textRect)
while True:
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
string1 = txtbx.value
pygame.display.update()
time.sleep(0.02)
pygame.draw.rect(screen, Green,(10, 100, 500, 50))
clock = pygame.time.Clock()
clock.tick(30)
events = pygame.event.get()
txtbx.set_pos(10,110)
label = smallText.render("Enter you user name and then press enter!", 1, (0,0,0))
screen.blit(label, (10, 10))
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_KP_ENTER or event.key == pygame.K_RETURN:
button("Single player",10, 400, 150, 50, Green, DarkGreen,"Single player")
if string1 in open('Users.txt').read():
username = string1
Welcomeold1 = smallText.render('Welcome back', 1, (0,0,0))
screen.blit(Welcomeold1, (10, 200))
Welcomeold2 = smallText.render(username, 1, (0,0,0))
screen.blit(Welcomeold2, (160, 200))
else:
username = string1
f = open('Users.txt','a')
string1 = txtbx.value
f.write(string1)
f.write('\n')
f.close()
Welcomenew1 = smallText.render('Welcome to my game', 1, (0,0,0))
screen.blit(Welcomenew1, (10, 200))
Welcomenew2 = smallText.render(username, 1, (0,0,0))
screen.blit(Welcomenew2, (230, 200))
if event.key == pygame.K_BACKSPACE:
screen.fill(Orange)
txtbx.update(events)
txtbx.draw(screen)
pygame.display.flip()
if __name__ == '__main__': main()
button
函数在event.key
里面,所以只有当RETURN
被按下,松开,再按下,再松开,等等
您应该使用方法 draw
和 handle_event
创建 class 以在不同位置的主循环中使用此方法。您可以在 event.key
中创建按钮,但您必须检查在不同位置按下的按钮。
-
简单的按钮。完整的工作示例。
当您按下按钮功能时 do_it
被调用并且背景颜色改变。
#
# pygame (simple) template - by furas
#
# ---------------------------------------------------------------------
import pygame
import pygame.gfxdraw
import random
# === CONSTANS === (UPPER_CASE names)
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
BLUE = ( 0, 0, 255)
CYAN = ( 0, 255, 255)
MAGENTA = (255, 0, 255)
YELLOW = (255, 255, 0)
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
# === CLASSES === (CamelCase names)
class Button():
def __init__(self, text, x, y, width, height, on_click=None, fg_color=RED, bg_color=WHITE, font_size=35):
self.text = text
font = pygame.font.SysFont(None, font_size)
# rectangle - without position, to put text in correct place
self.rect = pygame.Rect(0, 0, width, height)
# normal button - fill background
self.normal_image = pygame.surface.Surface( self.rect.size )
self.normal_image.fill(bg_color)
# normal button - add text
text_image = font.render(text, True, fg_color)
text_rect = text_image.get_rect(center=self.rect.center)
self.normal_image.blit(text_image, text_rect)
# hover button - fill background
self.hover_image = pygame.surface.Surface( self.rect.size )
self.hover_image.fill(fg_color)
# hover button - add text
text_image = font.render(text, True, bg_color)
text_rect = text_image.get_rect(center=self.rect.center)
self.hover_image.blit(text_image, text_rect)
# set position
self.rect.x = x
self.rect.y = y
# other
self.on_click = on_click
self.hover = False
def draw(self, surface):
# draw normal or hover image
if self.hover:
surface.blit(self.hover_image, self.rect)
else:
surface.blit(self.normal_image, self.rect)
def event_handler(self, event):
# is mouse over button ?
if event.type == pygame.MOUSEMOTION:
self.hover = self.rect.collidepoint(event.pos)
# is mouse clicked ? run function.
if event.type == pygame.MOUSEBUTTONDOWN:
if self.hover and self.on_click:
self.on_click()
# === FUNCTIONS === (lower_case names)
def do_it():
global background_color
if background_color == BLACK:
background_color = RED
elif background_color == RED:
background_color = GREEN
else:
background_color = BLACK
print("Button pressed")
# === MAIN ===
# --- init ---
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
screen_rect = screen.get_rect()
# --- objects ---
# create button
button = Button('CHANGE COLOR', 0, 0, 300, 50, on_click=do_it)
# add function later
#button_quit.on_click = do_it
# center button
button.rect.center = screen_rect.center
# default bacground color - changed in do_it()
background_color = BLACK
# --- mainloop ---
clock = pygame.time.Clock()
is_running = True
while is_running:
# --- events ---
for event in pygame.event.get():
# --- global events ---
if event.type == pygame.QUIT:
is_running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
is_running = False
# --- objects events ---
button.event_handler(event)
# --- updates ---
# empty
# --- draws ---
# clear buffer
screen.fill(background_color)
# draw all objects - widgets (buttons, labels)
button.draw(screen)
clock.tick(25)
# send buffer to video card
pygame.display.update()
# --- the end ---
pygame.quit()
我正在尝试在 pygame 中制作刽子手游戏,但在从事件创建按钮后(在我的情况下,在按下 enter 后)我无法让按钮工作,它们出现在屏幕上但是不工作(翻转或激活事件),请帮助!
from pygame.locals import *
import pygame, sys, eztext
import time
pygame.init()
Black = ( 0, 0, 0)
Grey = (100, 100, 100)
DarkGrey = (70, 70, 70)
White = (255, 255, 255)
Blue = ( 0, 0, 255)
NavyBlue = ( 60, 60, 100)
Cyan = ( 0, 255, 255)
Purple = (255, 0, 255)
Red = (255, 0, 0)
DarkRed = (180, 0, 0)
Orange = (255, 128, 0)
Yellow = (255, 255, 0)
Green = ( 0, 255, 0)
DarkGreen = ( 0, 180, 0)
LightBlue = ( 90, 164, 213)
Magenta = (153, 0, 76)
screen = pygame.display.set_mode((1000,600),0,32)
screen.fill(Orange)
txtbx = eztext.Input(maxlength=45, color=(0,0,0), prompt='Enter username: ')
def text_objects(text, font):
textSurface = font.render(text, True, Black)
return textSurface, textSurface.get_rect()
smallText = pygame.font.Font("freesansbold.ttf",20)
def button(msg,x,y,w,h,ic,ac,action=None):
if x+w > mouse[0] > x and y+h > mouse[1] > y:
pygame.draw.rect(screen, ac,(x, y, w, h))
if click [0] == 1 and action!= None:
if action == "Quit":
pygame.quit()
if action == "Single player":
pygame.draw.rect(screen, Green,(10, 10, 500, 500))
else:
pygame.draw.rect(screen, ic,(x, y, w, h))
smallText = pygame.font.Font("freesansbold.ttf",20)
textSurf, textRect = text_objects(msg, smallText)
textRect.center = ((x+(w/2)), (y + (h/2)))
screen.blit(textSurf, textRect)
while True:
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
string1 = txtbx.value
pygame.display.update()
time.sleep(0.02)
pygame.draw.rect(screen, Green,(10, 100, 500, 50))
clock = pygame.time.Clock()
clock.tick(30)
events = pygame.event.get()
txtbx.set_pos(10,110)
label = smallText.render("Enter you user name and then press enter!", 1, (0,0,0))
screen.blit(label, (10, 10))
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_KP_ENTER or event.key == pygame.K_RETURN:
button("Single player",10, 400, 150, 50, Green, DarkGreen,"Single player")
if string1 in open('Users.txt').read():
username = string1
Welcomeold1 = smallText.render('Welcome back', 1, (0,0,0))
screen.blit(Welcomeold1, (10, 200))
Welcomeold2 = smallText.render(username, 1, (0,0,0))
screen.blit(Welcomeold2, (160, 200))
else:
username = string1
f = open('Users.txt','a')
string1 = txtbx.value
f.write(string1)
f.write('\n')
f.close()
Welcomenew1 = smallText.render('Welcome to my game', 1, (0,0,0))
screen.blit(Welcomenew1, (10, 200))
Welcomenew2 = smallText.render(username, 1, (0,0,0))
screen.blit(Welcomenew2, (230, 200))
if event.key == pygame.K_BACKSPACE:
screen.fill(Orange)
txtbx.update(events)
txtbx.draw(screen)
pygame.display.flip()
if __name__ == '__main__': main()
button
函数在event.key
里面,所以只有当RETURN
被按下,松开,再按下,再松开,等等
您应该使用方法 draw
和 handle_event
创建 class 以在不同位置的主循环中使用此方法。您可以在 event.key
中创建按钮,但您必须检查在不同位置按下的按钮。
-
简单的按钮。完整的工作示例。
当您按下按钮功能时 do_it
被调用并且背景颜色改变。
#
# pygame (simple) template - by furas
#
# ---------------------------------------------------------------------
import pygame
import pygame.gfxdraw
import random
# === CONSTANS === (UPPER_CASE names)
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
BLUE = ( 0, 0, 255)
CYAN = ( 0, 255, 255)
MAGENTA = (255, 0, 255)
YELLOW = (255, 255, 0)
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
# === CLASSES === (CamelCase names)
class Button():
def __init__(self, text, x, y, width, height, on_click=None, fg_color=RED, bg_color=WHITE, font_size=35):
self.text = text
font = pygame.font.SysFont(None, font_size)
# rectangle - without position, to put text in correct place
self.rect = pygame.Rect(0, 0, width, height)
# normal button - fill background
self.normal_image = pygame.surface.Surface( self.rect.size )
self.normal_image.fill(bg_color)
# normal button - add text
text_image = font.render(text, True, fg_color)
text_rect = text_image.get_rect(center=self.rect.center)
self.normal_image.blit(text_image, text_rect)
# hover button - fill background
self.hover_image = pygame.surface.Surface( self.rect.size )
self.hover_image.fill(fg_color)
# hover button - add text
text_image = font.render(text, True, bg_color)
text_rect = text_image.get_rect(center=self.rect.center)
self.hover_image.blit(text_image, text_rect)
# set position
self.rect.x = x
self.rect.y = y
# other
self.on_click = on_click
self.hover = False
def draw(self, surface):
# draw normal or hover image
if self.hover:
surface.blit(self.hover_image, self.rect)
else:
surface.blit(self.normal_image, self.rect)
def event_handler(self, event):
# is mouse over button ?
if event.type == pygame.MOUSEMOTION:
self.hover = self.rect.collidepoint(event.pos)
# is mouse clicked ? run function.
if event.type == pygame.MOUSEBUTTONDOWN:
if self.hover and self.on_click:
self.on_click()
# === FUNCTIONS === (lower_case names)
def do_it():
global background_color
if background_color == BLACK:
background_color = RED
elif background_color == RED:
background_color = GREEN
else:
background_color = BLACK
print("Button pressed")
# === MAIN ===
# --- init ---
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
screen_rect = screen.get_rect()
# --- objects ---
# create button
button = Button('CHANGE COLOR', 0, 0, 300, 50, on_click=do_it)
# add function later
#button_quit.on_click = do_it
# center button
button.rect.center = screen_rect.center
# default bacground color - changed in do_it()
background_color = BLACK
# --- mainloop ---
clock = pygame.time.Clock()
is_running = True
while is_running:
# --- events ---
for event in pygame.event.get():
# --- global events ---
if event.type == pygame.QUIT:
is_running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
is_running = False
# --- objects events ---
button.event_handler(event)
# --- updates ---
# empty
# --- draws ---
# clear buffer
screen.fill(background_color)
# draw all objects - widgets (buttons, labels)
button.draw(screen)
clock.tick(25)
# send buffer to video card
pygame.display.update()
# --- the end ---
pygame.quit()