如何解决pygame如何检测图像列表中的点击
对于我的关卡屏幕,我为每个关卡按钮使用图像,每页上有15张。我可以使用一些迭代和数学方法将它们全部以良好的布局显示在屏幕上,我一直在尝试找出一种使用点击检测的方法。但是我不想在页面上输入15次“ var = get_rect”。
所有图像都在要迭代的列表中,
self.levels_p1 = [self.l1,self.l2,self.l3,self.l4,self.l5,self.l6,self.l7,self.l8,self.l9,self.l10,self.l11,self.l12,self.l13,self.l14,self.l15,]
并以5 x 3的比例添加到屏幕上,
for i,lvl in enumerate(self.levels_p1,start=1):
x = ((WIDTH - 100) * (i % 5) // 6) + 17
y = HEIGHT // 10 + ((i // 5) * 125)
if i % 5 == 0:
x = ((WIDTH - 100) * 5 // 6) + 17
y = HEIGHT // 10 + (((i // 5) - 1) * 125)
self.screen.blit(lvl,(x,y))
if self.level_unlocked < i:
self.screen.blit(self.level_shade,y))
我一直在检测这样的点击
mousepos = pg.mouse.get_pos()
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
if event.type == pg.MOUSEBUTTONDOWN:
#to menu
if self.back_rect.collidepoint(*mousepos):
on_levels = False
self.swipe.play()
self.start()
#to levels2 page
if self.arrow_rect.collidepoint(*mousepos):
on_levels = False
self.swipe.play()
self.levels_page2()
#to level 1
if self.l1_rect.collidepoint(*mousepos):
on_levels = False
self.swipe.play()
self.load_level(1)
但是,如果我为所有按钮手动定义一个矩形,这将仅适用于所有级别。
我想知道是否存在一种很好的方法来检测每个按钮上的点击?类似于我在第二个代码位中显示它们的方式。
非常感谢。
解决方法
pygame.Surface.blit
返回带有受影响像素区域的矩形:
self.rect = self.screen.blit(self.level_shade,(x,y))
或者,您可以通过pygame.Surface
获得get_rect()
的边界矩形。此矩形的位置是(0,0)。因此,您必须通过关键字参数设置位置:
self.rect = self.level_shade.get_rect(topleft = (x,y))
,
if self.arrow_rect.collidepoint(*mousepos)
我不知道您在上面的行中打包了什么。如果您想检测点击,我认为您应该首先获得鼠标位置。我会做这样的事情:
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
if event.type == pg.MOUSEBUTTONDOWN:
#to menu
mousepos = pg.mouse.get_pos() #Here lies the magic and no need to unpack
if self.back_rect.collidepoint(mousepos):
on_levels = False
self.swipe.play()
self.start()
#to levels2 page
if self.arrow_rect.collidepoint(mousepos):
on_levels = False
self.swipe.play()
self.levels_page2()
#to level 1
if self.l1_rect.collidepoint(mousepos):
on_levels = False
self.swipe.play()
self.load_level(1)
如果这可以解决您的问题,请告诉我,但仍然没有告诉我!
编辑:尝试if / elif块而不是if。
, mousepos = pg.mouse.get_pos()
lvls = []
for i,lvl in enumerate(self.levels_p1):
#x,y topleft for 5x3 grid with easement and centered
x = ((WIDTH - 100) * (i % 5) // 5) + 110
y = HEIGHT // 10 + ((i // 5) * 125)
#add to screen
temp = self.screen.blit(lvl,y))
#if not unlocked
if self.level_unlocked < i:
#darken
self.screen.blit(self.level_shade,y))
#if unlocked
else:
#enlarged version if hovering over and unlocked
if temp.collidepoint(*mousepos):
self.screen.blit(self.levels_1l[i],(x-6,y-6))
#rect list for click detection
lvls.append(temp)
#back button interactive
if self.back_rect.collidepoint(*mousepos):
self.screen.blit(self.t_back2,self.back_rect2) # bigger
else:
self.screen.blit(self.t_back,self.back_rect) # normal
#arrow button interactive
if self.arrow_rect.collidepoint(*mousepos):
self.screen.blit(self.arrowr2,self.arrow_rect2) # bigger
else:
self.screen.blit(self.arrowr,self.arrow_rect) # normal
pg.display.flip()
#all button presses
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
if event.type == pg.MOUSEBUTTONDOWN:
#to menu
if self.back_rect.collidepoint(*mousepos):
on_levels = False
self.swipe.play()
self.start()
#to levels2 page
if self.arrow_rect.collidepoint(*mousepos):
on_levels = False
self.swipe.play()
self.levels_page2()
#to level
for i,val in enumerate(lvls):
#if clicked pos = level pos
if lvls[i].collidepoint(*mousepos):
on_levels = False
self.swipe.play()
#level to load
self.load_level(i+1)
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