Pygame 鼠标点击检测
- 2024-11-22 08:47:00
- admin 原创
- 195
问题描述:
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!")
解决方案 1:
我假设你的游戏有一个主循环,并且你所有的精灵都在一个名为的列表中sprites
。
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...
因此,基本上,您必须在主循环的每次迭代中亲自检查精灵是否被点击。您需要使用mouse.get_pos()和rect.collidepoint()。
Pygame 不像cocos2d那样提供事件驱动编程。
另一种方法是检查鼠标光标的位置和按下的按钮的状态,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!")
如果您处理这种情况,则必须引入某种标志,否则此代码将在主循环的每次迭代中打印“您已打开一个箱子!” 。
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,您可以将其子类化并添加如下Sprite
方法:is_clicked
class MySprite(Sprite):
...
def is_clicked(self):
return pygame.mouse.get_pressed()[0] and self.rect.collidepoint(pygame.mouse.get_pos())
因此,在我看来最好使用第一种方法。
解决方案 2:
MOUSEBUTTONDOWN
单击鼠标按钮时发生一次事件,释放MOUSEBUTTONUP
鼠标按钮时发生一次事件。该pygame.event.Event()
对象具有两个属性,可提供有关鼠标事件的信息。pos
是一个元组,用于存储单击的位置。button
存储单击的按钮。每个鼠标按钮都与一个值相关联。例如,鼠标左键、鼠标中键、鼠标右键、鼠标滚轮向上和鼠标滚轮向下的属性值为 1、2、3、4、5。按下多个键时,会发生多个鼠标按钮事件。可以在模块的文档中找到进一步的解释pygame.event
。
使用对象rect
的属性pygame.sprite.Sprite
和collidepoint
方法来查看Sprite是否被点击。将事件列表传递给update
方法,以便您可以在Spritepygame.sprite.Group
类中处理事件:
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)
# [...]
最小示例: 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()
请参阅在 Pygame 中从同一个精灵类使用不同的 update() 创建多个精灵
可以通过 确定鼠标的当前位置pygame.mouse.get_pos()
。返回值是一个元组,表示鼠标光标的 x 和 y 坐标。pygame.mouse.get_pressed()
返回一个布尔值列表,表示所有鼠标按钮的状态(True
或)。只要按住False
一个按钮,按钮的状态就是。当按下多个按钮时,列表中的多个项目就是。列表中的第 1、2 和 3 个元素代表鼠标左键、中键和右键。True
`True`
Update
检测评估对象方法中的鼠标状态pygame.sprite.Sprite
:
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)
# [...]
最小示例: 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()
解决方案 3:
鼠标事件的 pygame 文档在这里。
您可以pygame.mouse.get_pressed
与(如果需要)合作使用该方法pygame.mouse.get_pos
。
请记住通过主事件循环使用鼠标单击事件。事件循环更好的原因是“短点击”。您可能在普通机器上不会注意到这些,但在触控板上使用点击点击的计算机的点击周期非常短。使用鼠标事件将避免这种情况。
编辑:
要执行像素完美碰撞,请使用其文档pygame.sprite.collide_rect()
中有关精灵的内容。
解决方案 4:
我一直在寻找这个问题的相同答案,经过一番苦思冥想之后,我得到了这个答案:
# 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()
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