如何使pygame中的按钮正常工作?(刽子手游戏)

2024-04-25 12:32:53 发布

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大家好,我是一个python noob,我正在尝试自己用pygame制作一个hangman游戏,同时尽量避免来自YouTube教程的帮助

我的问题是:

  1. 当我将鼠标悬停在按钮上时,按钮会改变颜色(这很好),但即使我仍将鼠标悬停在按钮上,它也会变回原来的颜色。此外,当鼠标悬停在多个按钮上时,按钮的响应性非常差

  2. 当我点击一个按钮时,程序认为我在多次点击该按钮。当它多次执行print('clicked!')行时

  3. 最后,当我点击一个按钮来闪动一个精灵时,它只会闪动精灵一小段时间,并自动取消闪动

这是我的代码:

import pygame
pygame.init()

# DISPLAY
WIDTH, HEIGHT = 800, 500
window = pygame.display.set_mode((WIDTH, HEIGHT))
# TITLE BAR
TITLE = "Hangman"
pygame.display.set_caption(TITLE)
# HANGMAN SPRITES
man = [pygame.image.load(f"hangman{frame}.png") for frame in range(0, 7)]


class Button:

    def __init__(self, color, x, y, radius, text=""):
        self.radius = radius
        self.color = color
        self.x = x
        self.y = y
        self.width = 2
        self.text = text
        self.visible = True

    def draw(self, window, outline=None):
        if self.visible:
            if outline:
                # draws a bigger circle behind
                pygame.draw.circle(window, outline, (self.x, self.y), self.radius + 2, 0)
            pygame.draw.circle(window, self.color, (self.x, self.y), self.radius, 0)

        if self.text != "":
            if self.visible:
                font = pygame.font.SysFont("courier", 30)
                text = font.render(self.text, 1, (0, 0, 0))
                window.blit(text, (self.x - text.get_width() / 2, self.y - text.get_height() / 2))

    def hover(self, pos):
        if self.y + self.radius > pos[1] > self.y - self.radius:
            if self.x + self.radius > pos[0] > self.x - self.radius:
                return True
        return False


def main():
    run = True
    FPS = 60
    clock = pygame.time.Clock()
    large_font = pygame.font.SysFont("courier", 50)

    letters = []
    error = 0

    def redraw_window():
        window.fill((255, 255, 255))
        
        window.blit(man[0], (20, 100))
        # DRAWS LETTER BUTTONS
        for letter in letters:
            letter.draw(window, (0, 0, 0))
        pygame.display.update()

    while run:
        redraw_window()
        clock.tick(FPS)

        alphabet = list("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
        letter_x1, letter_y1 = 40, 375
        letter_x2, letter_y2 = 40, 435
        for i in range(13):
            letter_1 = Button((255, 255, 255), letter_x1, letter_y1, 25, alphabet[i])
            letters.append(letter_1)
            letter_x1 += 60
        for i in range(13, 26):
            letter_2 = Button((255, 255, 255), letter_x2, letter_y2, 25, alphabet[i])
            letters.append(letter_2)
            letter_x2 += 60

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
            elif event.type == pygame.MOUSEMOTION:
                for letter in letters[:]:
                    if letter.hover(pygame.mouse.get_pos()):
                        letter.color = (0, 255, 0)
                    else:
                        letter.color = (255, 255, 255)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                for letter in letters:
                    if letter.hover(pygame.mouse.get_pos()):
                        print("clicked!")
                        window.blit(man[1], (20, 100))
                        pygame.display.update()
    quit()
main()

此外,我还从YouTube上的Tim Hangman技术教程中获得了精灵(我只是在没有看到他编写游戏代码的情况下获得了精灵,因为我想尝试自己编写,以便了解更多)。我从技术部得到了我的button课程的代码,还有Tim的视频


Tags: textinselfforgetifdefwindow
2条回答

首先,在应用程序循环之前,而不是在循环中连续地初始化按钮

def main():

    # init buttons
    alphabet = list("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
    letter_x1, letter_y1 = 40, 375
    letter_x2, letter_y2 = 40, 435
    for i in range(13):
        letter_1 = Button((255, 255, 255), letter_x1, letter_y1, 25, alphabet[i])
        letters.append(letter_1)
        letter_x1 += 60
    for i in range(13, 26):
        letter_2 = Button((255, 255, 255), letter_x2, letter_y2, 25, alphabet[i])
        letters.append(letter_2)
        letter_x2 += 60

    # application loop
    while run:
        # [...]

将属性clicked添加到存储按钮的按钮(类似于visible属性):

class Button:

    def __init__(self, color, x, y, radius, text=""):
        # [...]

        self.visible = True
        self.clicked = False

单击按钮时设置属性:

def main():
    # [...]

    while run:
        # [...]
        for event in pygame.event.get():
            # [...]
            elif event.type == pygame.MOUSEBUTTONDOWN:
                for letter in letters:
                    if letter.hover(pygame.mouse.get_pos()):
                        letter.clicked = True

现在,您可以根据按钮的clicked状态绘制对象:

def main():
    # [...]

    def redraw_window():
        window.fill((255, 255, 255))
        
        window.blit(man[0], (20, 100))
        # DRAWS LETTER BUTTONS
        for letter in letters:
            letter.draw(window, (0, 0, 0))
             
            if letter.clicked:
                # [...]

        pygame.display.update()

    # [...]
    while run:
        redraw_window()
        # [...]        

或者,您还可以存储单击变量(lastLetterClicked)的最后一个按钮,并根据变量绘制相关内容:

def main():
    # [...]

    def redraw_window():
        # [...]

        if lastLetterClicked:
            # [...]

        pygame.display.update()

    lastLetterClicked = None
    while run:
        redraw_window()
        # [...]

        for event in pygame.event.get():
            # [...]
            elif event.type == pygame.MOUSEBUTTONDOWN:
                for letter in letters:
                    if letter.hover(pygame.mouse.get_pos()):
                        # [...]
                        lastLetterClicked = letter

        # [...]

好的,让我们从第一个开始,我想这里的一些变化也可能有助于解决其他问题。 nonice,您正在“while run”循环中创建“初始彩色按钮”,这意味着它将一次又一次地发生,但您在event for循环中重新显示按钮,这仅在新事件出现时才会发生。你看到问题了吗?悬停事件发生后的下一分钟,程序将只绘制一个常规按钮! 我得说这条线

  letter.color = (0, 255, 0) 

conciderd在OOP中是一个坏习惯,因为您不想在类之外更改对象属性。相反,让我们构建一个“设置颜色”方法

 def set_color(self , color):
     self.color = color

然后启动按钮 字母_1=按钮((255,255,255),字母_x1,字母_y1,25,字母表[i])

在游戏开始之前,在while run循环之外

在while循环中,您可以添加一个循环来绘制它们

 for letrer in letters:
       letter.draw()

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