如何使这个精灵可点击然后关闭它以便渲染新地图?

How do I make this sprite clickable and then close it after so a new map can be rendered?

我正在尝试让这个名为 Button 的 sprite 可点击。它会在玩家到达目标后出现,点击它后精灵应该会在新地图上消失。我也会在点击精灵后加载新关卡,但现在让我们继续完成点击精灵并因此发生一些事情。

这是感兴趣的代码:

class Button(pg.sprite.Sprite):
    def __init__(self, game, x, y):
        self.groups = game.all_sprites, game.buttons
        pg.sprite.Sprite.__init__(self, self.groups)
        self.game = game
        self.image = pg.Surface((450, 335))
        self.image = game.alert_img        
        self.rect = self.image.get_rect()
        self.x = x
        self.y = y
        self._layer = 2
        self.rect.x = x * TILESIZE
        self.rect.y = y * TILESIZE

def events(self):
    # catch all events here
    for event in pg.event.get():
        if event.type == pg.QUIT:
            self.quit()
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_ESCAPE:
                self.quit()
            if event.key == pg.K_LEFT:
                self.player.move(dx=-1)
            if event.key == pg.K_RIGHT:
                self.player.move(dx=1)
            if event.key == pg.K_UP:
                self.player.move(dy=-1)
            if event.key == pg.K_DOWN:
                self.player.move(dy=1)
        if event.type == pg.USEREVENT + 1:
            self.text_object.kill()
            self.text_object = Text((1760, 570), self.player.actions, self.font)
            self.all_sprites.add(self.text_object)
            Button(self, self.player.x -1.5, self.player.y - 2.4)

请注意,事件在主 class 中,而 class 按钮显然不是。我的意思是 def 事件不在按钮 class.

编辑 下面的两个答案都有效,但是他的回答更适合我的个人项目,我的解决方案可能更适合你,这取决于你想要完成的事情。我建议将两者都看一遍。

所以我没有让用户点击精灵,而是创建了一个名为 continue_game 的函数,在该函数中游戏停止并等待用户按下 space 栏游戏继续,我没有实质性的代码是 运行 在 space 是 运行 之后,但是 kill 确实按照我想要的方式删除了精灵,确保我这样做是我想要的.

def continue_game(self):
    user_continue = False
    while not user_continue:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                self.quit()
            if event.type == pg.KEYDOWN:
                if event.key == pg.K_ESCAPE:
                    self.quit()
                if event.key == pg.K_SPACE:
                    self.button.kill()
                    user_continue = True

之前提到的用户事件现在看起来像这样:

if event.type == pg.USEREVENT + 1:
            self.text_object.kill()
            self.text_object = Text((1760, 570), self.player.actions, self.font)
            self.all_sprites.add(self.text_object)
            self.button = Button(self, self.player.x -1.5, self.player.y - 2.4)
            self.draw()
            self.continue_game()

我会给 Game class 一个 self.button = None 属性,并在用户达到目标时分配按钮实例。要检查鼠标是否与按钮发生碰撞,可以使用 pg.MOUSEBUTTONDOWN 事件的 event.pos 并应用相机。我不得不给 Camera class 一个 apply_mouse 方法,因为 event.pos 只是一个元组,我需要负相机位置。

# In the `Game` class.
def events(self):
    for event in pg.event.get():
        if event.type == pg.QUIT:
            self.quit()
        elif event.type == pg.MOUSEBUTTONDOWN:
            if self.button is not None:
                mouse = self.camera.apply_mouse(event.pos)
                if self.button.rect.collidepoint(mouse):
                    print('Clicked!')
                    # Remove button from sprite groups and
                    # set self.button to None again.
                    button.kill()
                    self.button = None
        # KEYDOWN events omitted.
        elif event.type == pg.USEREVENT + 1:
            self.text_object.kill()
            self.text_object = Text((1760, 570), self.player.actions, self.font)
            self.all_sprites.add(self.text_object)
            # Check `if self.button is None` so that we don't add
            # several buttons to the groups.
            if self.button is None:
                self.button = Button(self, 1060, 670)


class Button(pg.sprite.Sprite):

    def __init__(self, game, x, y):
        self.groups = game.all_sprites, game.buttons
        pg.sprite.Sprite.__init__(self, self.groups)
        self.image = pg.Surface((450, 335))
        self.image.fill((0, 40, 200))  
        self.rect = self.image.get_rect(topleft=(x, y))
        self._layer = 6


class Camera:
    # I just added this method to the Camera class.
    def apply_mouse(self, pos):
        return (pos[0]-self.camera.x, pos[1]-self.camera.y)