python - Pygame中的边界块
问题描述
我正在尝试在 pygame 中制作一些带有黑色边框的简单块。我所做的方法是创建一个矩形,然后填充它两次,一次使用轮廓颜色(黑色),然后再次使用实际块颜色(但使用 rect.inflate())仅填充一个子集块,从而产生边界。我的问题是:当我只做一个街区时,这就像一种魅力。然而,连续制作更多会导致第一个块被正确制作,而其他块只是全黑,我不明白。我产生此问题的 MWE 如下:
import pygame
class Block(pygame.sprite.Sprite):
def __init__(self, area, pos):
super().__init__()
self.area = area
self.pos = pos
self.image = pygame.Surface(self.area)
self.rect = self.image.get_rect(topleft = self.pos)
def draw_brick(brick, outline_color, fill_color):
# Fill with the outline color
brick.image.fill(outline_color, brick.rect)
# Fill with the actual block color
brick.image.fill(fill_color, brick.rect.inflate(-10, -10))
return brick.image
def get_brick(area, pos, outline_color, fill_color):
# Create brick object
b = Block(area, pos)
# Draw the object
b.image = draw_brick(b, outline_color, fill_color)
return b
# Initialize
pygame.init()
# Set up screen
screen = pygame.display.set_mode((960, 540))
# Colors
white = [255,255,255]
black = [0,0,0]
red = [255,0,0]
# Clock
clock = pygame.time.Clock()
# Make bricks
nbricks = 2
length = int(960. / nbricks)
width = 54
area = (length, width)
y = 0
bricks = []
for i in range(nbricks):
x = i * (length + 1)
pos = (x, y)
bricks.append(get_brick(area, pos, black, red))
# Main loop
running = True
while running:
# Check for events
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Draw to screen
screen.fill(white)
for b in bricks:
screen.blit(b.image, (b.rect.x, b.rect.y))
pygame.display.flip()
clock.tick(60)
# Clean up
pygame.quit()
我尝试使用 pdb 单步执行并检查每个块的矩形(和膨胀的矩形)的左上、右上、左下、右下和中心属性是否正确。这些块被绘制在正确的位置,但是第二个块的颜色是全黑的,而不是像第一个块那样带有黑色边框的红色,这让我感到困惑。谢谢!
解决方案
我已经弄清楚出了什么问题。在您的代码中:
self.rect = self.image.get_rect(topleft = self.pos)
这self.rect
将获取图像的大小以及应该使用self.pos
.
以下代码使用它来使其中心着色。
def draw_brick(brick, outline_color, fill_color):
# Fill with the outline color
brick.image.fill(outline_color, brick.rect)
# Fill with the actual block color
brick.image.fill(fill_color, brick.rect.inflate(-10, -10))
return brick.image
brick.rect
返回应该填充颜色的位置。brick.rect
错误地将颜色放在错误的位置。
试试这个:
import pygame
class Block(pygame.sprite.Sprite):
def __init__(self, area, pos):
super().__init__()
self.area = area
self.pos = pos
self.image = pygame.Surface(self.area)
self.rect = self.image.get_rect() # note the removed 'topleft = self.pos'
def draw_brick(brick, outline_color, fill_color):
# Fill with the outline color
brick.image.fill(outline_color, brick.rect)
# Fill with the actual block color
brick.image.fill(fill_color, brick.rect.inflate(-10, -10))
return brick.image
def get_brick(area, pos, outline_color, fill_color):
# Create brick object
b = Block(area, pos)
# Draw the object
b.image = draw_brick(b, outline_color, fill_color)
return b
# Initialize
pygame.init()
# Set up screen
screen = pygame.display.set_mode((960, 540))
# Colors
white = [255,255,255]
black = [0,0,0]
red = [255,0,0]
# Clock
clock = pygame.time.Clock()
# Make bricks
nbricks = 2
length = int(960. / nbricks)
width = 54
area = (length, width)
y = 0
bricks = []
for i in range(nbricks):
x = i * (length + 1)
pos = (x, y)
bricks.append(get_brick(area, pos, black, red))
# Main loop
running = True
while running:
# Check for events
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Draw to screen
screen.fill(white)
for b in bricks:
screen.blit(b.image, b.pos) # note it uses b.pos instead of b.rect
pygame.display.flip()
clock.tick(60)
# Clean up
pygame.quit()
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