我想知道如何编写代码来检测鼠标点击精灵。例如:
if #Function that checks for mouse clicked on Sprite:
print ("You have opened a chest!")
我假设你的游戏有一个主循环,你所有的精灵都在一个名为
sprites
的列表中。
在主循环中,获取所有事件,并检查
MOUSEBUTTONDOWN
或 MOUSEBUTTONUP
事件。
while ... # your main loop
# get all events
ev = pygame.event.get()
# proceed events
for event in ev:
# handle MOUSEBUTTONUP
if event.type == pygame.MOUSEBUTTONUP:
pos = pygame.mouse.get_pos()
# get a list of all sprites that are under the mouse cursor
clicked_sprites = [s for s in sprites if s.rect.collidepoint(pos)]
# do something with the clicked sprites...
所以基本上你必须在主循环的每次迭代中自己检查精灵的点击。你会想要使用 mouse.get_pos() 和 rect.collidepoint().
Pygame 不提供事件驱动编程,例如cocos2d 可以。
另一种方法是检查鼠标光标的位置和按下按钮的状态,但这种方法存在一些问题。
if pygame.mouse.get_pressed()[0] and mysprite.rect.collidepoint(pygame.mouse.get_pos()):
print ("You have opened a chest!")
如果你处理了这种情况,你必须引入某种标志,否则这段代码将打印“你打开了一个箱子!”主循环的每次迭代。
handled = False
while ... // your loop
if pygame.mouse.get_pressed()[0] and mysprite.rect.collidepoint(pygame.mouse.get_pos()) and not handled:
print ("You have opened a chest!")
handled = pygame.mouse.get_pressed()[0]
当然你可以继承
Sprite
并添加一个名为is_clicked
的方法,如下所示:
class MySprite(Sprite):
...
def is_clicked(self):
return pygame.mouse.get_pressed()[0] and self.rect.collidepoint(pygame.mouse.get_pos())
所以,恕我直言,最好使用第一种方法。
MOUSEBUTTONDOWN
事件在您单击鼠标按钮时发生一次,MOUSEBUTTONUP
事件在您释放鼠标按钮时发生一次。 pygame.event.Event()
对象有两个属性,提供有关鼠标事件的信息。 pos
是一个存储被点击位置的元组。 button
存储被点击的按钮。每个鼠标按钮都关联一个值。例如鼠标左键、鼠标中键、鼠标右键、鼠标滚轮向上分别为鼠标滚轮向下的属性值为 1、2、3、4、5。当按下多个键时,会发生多个鼠标按钮事件。进一步的解释可以在模块的文档中找到pygame.event
.
使用
rect
对象的
pygame.sprite.Sprite
属性和collidepoint
方法查看Sprite是否被点击。
将事件列表传递给update
的pygame.sprite.Group
方法,这样就可以处理Sprite类中的事件了:
class SpriteObject(pygame.sprite.Sprite):
# [...]
def update(self, event_list):
for event in event_list:
if event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
# [...]
my_sprite = SpriteObject()
group = pygame.sprite.Group(my_sprite)
# [...]
run = True
while run:
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
group.update(event_list)
# [...]
最小的例子: repl.it/@Rabbid76/PyGame-MouseClick
import pygame
class SpriteObject(pygame.sprite.Sprite):
def __init__(self, x, y, color):
super().__init__()
self.original_image = pygame.Surface((50, 50), pygame.SRCALPHA)
pygame.draw.circle(self.original_image, color, (25, 25), 25)
self.click_image = pygame.Surface((50, 50), pygame.SRCALPHA)
pygame.draw.circle(self.click_image, color, (25, 25), 25)
pygame.draw.circle(self.click_image, (255, 255, 255), (25, 25), 25, 4)
self.image = self.original_image
self.rect = self.image.get_rect(center = (x, y))
self.clicked = False
def update(self, event_list):
for event in event_list:
if event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
self.clicked = not self.clicked
self.image = self.click_image if self.clicked else self.original_image
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
sprite_object = SpriteObject(*window.get_rect().center, (128, 128, 0))
group = pygame.sprite.Group([
SpriteObject(window.get_width() // 3, window.get_height() // 3, (128, 0, 0)),
SpriteObject(window.get_width() * 2 // 3, window.get_height() // 3, (0, 128, 0)),
SpriteObject(window.get_width() // 3, window.get_height() * 2 // 3, (0, 0, 128)),
SpriteObject(window.get_width() * 2// 3, window.get_height() * 2 // 3, (128, 128, 0)),
])
run = True
while run:
clock.tick(60)
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
group.update(event_list)
window.fill(0)
group.draw(window)
pygame.display.flip()
pygame.quit()
exit()
进一步了解从 Pygame 中的同一精灵类创建具有不同更新()的多个精灵
pygame.mouse.get_pos()
确定。返回值是一个元组,表示鼠标光标的 x 和 y 坐标。 pygame.mouse.get_pressed()
返回代表所有鼠标按钮状态(True
或 False
)的布尔值列表。只要按下按钮,按钮的状态就是True
。当按下多个按钮时,列表中的多个项目为True
。列表中的第 1、2、3 个元素代表鼠标左键、中键和右键。
检测评估
Update
方法中pygame.sprite.Sprite
对象的鼠标状态:
class SpriteObject(pygame.sprite.Sprite):
# [...]
def update(self, event_list):
mouse_pos = pygame.mouse.get_pos()
mouse_buttons = pygame.mouse.get_pressed()
if self.rect.collidepoint(mouse_pos) and any(mouse_buttons):
# [...]
my_sprite = SpriteObject()
group = pygame.sprite.Group(my_sprite)
# [...]
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
group.update(event_list)
# [...]
最小的例子: repl.it/@Rabbid76/PyGame-MouseHover
import pygame
class SpriteObject(pygame.sprite.Sprite):
def __init__(self, x, y, color):
super().__init__()
self.original_image = pygame.Surface((50, 50), pygame.SRCALPHA)
pygame.draw.circle(self.original_image, color, (25, 25), 25)
self.hover_image = pygame.Surface((50, 50), pygame.SRCALPHA)
pygame.draw.circle(self.hover_image, color, (25, 25), 25)
pygame.draw.circle(self.hover_image, (255, 255, 255), (25, 25), 25, 4)
self.image = self.original_image
self.rect = self.image.get_rect(center = (x, y))
self.hover = False
def update(self):
mouse_pos = pygame.mouse.get_pos()
mouse_buttons = pygame.mouse.get_pressed()
#self.hover = self.rect.collidepoint(mouse_pos)
self.hover = self.rect.collidepoint(mouse_pos) and any(mouse_buttons)
self.image = self.hover_image if self.hover else self.original_image
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
sprite_object = SpriteObject(*window.get_rect().center, (128, 128, 0))
group = pygame.sprite.Group([
SpriteObject(window.get_width() // 3, window.get_height() // 3, (128, 0, 0)),
SpriteObject(window.get_width() * 2 // 3, window.get_height() // 3, (0, 128, 0)),
SpriteObject(window.get_width() // 3, window.get_height() * 2 // 3, (0, 0, 128)),
SpriteObject(window.get_width() * 2// 3, window.get_height() * 2 // 3, (128, 128, 0)),
])
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
group.update()
window.fill(0)
group.draw(window)
pygame.display.flip()
pygame.quit()
exit()
您可以与
pygame.mouse.get_pressed
(如果需要)合作使用pygame.mouse.get_pos
方法。
记得通过主事件循环使用鼠标点击事件。事件循环之所以更好,是因为“短点击”。在普通机器上您可能不会注意到这些,但是在触控板上使用点击的计算机的点击周期非常小。使用鼠标事件可以防止这种情况发生。
编辑: 要执行像素完美碰撞,请使用
pygame.sprite.collide_rect()
在their docs for sprites上找到。
我一直在寻找这个问题的相同答案,经过一番摸索之后,我得出了这个答案:
# Python 3.4.3 with Pygame
from sys import exit
import pygame
pygame.init()
WIDTH = HEIGHT = 300
window = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('Crash!')
# Draw Once
rectangle = pygame.draw.rect(window, (255, 0, 0), (100, 100, 100, 100))
pygame.display.update()
# Main Loop
while True:
# Mouse position and button clicking
pos = pygame.mouse.get_pos()
pressed1 = pygame.mouse.get_pressed()[0]
# Check if rectangle collided with pos and if the left mouse button was pressed
if rectangle.collidepoint(pos) and pressed1:
print("You have opened a chest!")
# Quit pygame
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()