[英]Pygame how to detect clicks from a list of images
对于我的关卡屏幕,我为每个关卡按钮使用图像,页面上有 15 个。 我能够使用一些迭代和数学以漂亮的布局将它们全部 blit 到屏幕上,我一直试图找出一种方法来通过点击检测来做到这一点。 但我不想在一页上键入“var = get_rect”15 次。
所有的图像都在一个列表中进行迭代,
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,]
并像这样以 5 x 3 的尺寸添加到屏幕上,
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, (x, 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)
但这仅适用于所有级别,如果我为所有按钮手动定义一个矩形,这是我试图避免的。
我想知道是否有一种很好的方法来检测每个按钮上的点击次数? 与我在第二个代码位中显示它们的方式类似。
非常感激。
pygame.Surface.blit
返回一个包含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get_rect()
获取pygame.Surface
的边界矩形。 这个矩形的位置是 (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)
我不知道你在上面那行打包的是什么。 如果你想检测点击,我认为你应该先获得鼠标位置。 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)
如果这解决了您的问题,请告诉我,它仍然不会让我知道!
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, (x, y))
#if not unlocked
if self.level_unlocked < i:
#darken
self.screen.blit(self.level_shade, (x, 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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