首页 > 解决方案 > pygame按钮无法运行

问题描述

(英语不是我的母语,如有错误请见谅。)(谢谢大家!!)

当我点击按钮“1”时,会出现BE01,但如果我不点击,scene01Img 会返回。

我尝试在 def BE01(): 中使用 gameExit = true,但它不起作用。

pygame.init()

clock = pygame.time.Clock()

def button(msg,x,y,w,h,ic,ac,action=None):
    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()
    if x+w > mouse[0] > x and y+h > mouse[1] > y:
        pygame.draw.rect(gameDisplay, ac,(x,y,w,h))

        if click[0] == 1 and action != None:
            action()         
    else:
        pygame.draw.rect(gameDisplay, ic,(x,y,w,h))

    smallText = pygame.font.SysFont("comicsansms",20)
    textSurf, textRect = text_objects(msg, smallText)
    textRect.center = ( (x+(w/2)), (y+(h/2)) )
    gameDisplay.blit(textSurf, textRect)

def BE01():
    gameDisplay.fill(white)
    gameDisplay.blit(BE01Img,(0,0))
    button("BACK",350,450,100,50,black,gray,game_intro)

def game_intro():

    intro = True

    while intro:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        gameDisplay.fill(white)
        gameDisplay.blit(introImg,(0,0))
        button("START",350,450,100,50,black,gray,game_loop)

        pygame.display.update()
        clock.tick(15)    

def quitgame():
    pygame.quit()
    quit()   

def game_loop():
    gameExit = False

    while not gameExit:

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        gameDisplay.fill(white)
        gameDisplay.blit(scene01Img,(0,0))
        button("1",200,450,100,50,black,gray,BE01)

        pygame.display.update()
        clock.tick(60)

game_intro()
game_loop()
pygame.quit()
quit()

单击按钮“1”后,BE01 会出现并运行另一个程序,scene01 应该不会出现。

标签: pythonloopsbuttonpygame

解决方案


每个场景都应该有自己的loop,当你按下按钮时,你应该去 new loop

如果您想在一个循环中更改元素,则将旧元素放入某个函数(即。draw_intro)中,将新元素放入其他函数中(即。draw_other) - 开始draw_intro时在循环中使用,当您按下按钮时,将此函数替换为draw_other

在 Python 中,您可以将函数名称(不带())分配给变量

show = print

稍后使用此名称(使用()

show("Hello World")

你可以对 , 做同样的draw_intro事情draw_other

在游戏循环内(之前while)你可以设置

global draw

draw = draw_intro 

并在里面使用它while

draw()

当您按下按钮时,它应该替换功能

draw = draw_other

这里有完整的工作代码——我只删除了所有代码blit(image)以便在没有图像的情况下轻松运行它。

import pygame

black = (0,0,0)
white = (255,255,255)
gray  = (128,128,128)
red   = (255,0,0)

pygame.init()
gameDisplay = pygame.display.set_mode( (800,600))
clock = pygame.time.Clock()


def button(msg,x,y,w,h,ic,ac,action=None):
    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()

    if x+w > mouse[0] > x and y+h > mouse[1] > y:
        pygame.draw.rect(gameDisplay, ac, (x,y,w,h))
        if click[0] == 1 and action != None:
            action()         
    else:
        pygame.draw.rect(gameDisplay, ic, (x,y,w,h))

    smallText = pygame.font.SysFont("comicsansms",20)
    textSurf = smallText.render(msg, True, red)
    textRect = textSurf.get_rect()
    textRect.center = ( (x+(w/2)), (y+(h/2)) )
    gameDisplay.blit(textSurf, textRect)

def change_draw(new_draw):
    global draw
    draw = new_draw

def draw_BE01():
    gameDisplay.fill(white)
    #gameDisplay.blit(BE01Img,(0,0))
    button("BACK",350,450,100,50,black,gray,lambda:change_draw(draw_intro))

def draw_intro():
    gameDisplay.fill(white)
    #gameDisplay.blit(introImg,(0,0))
    button("START",350,450,100,50,black,gray,lambda:change_draw(draw_other))

def draw_other():
    gameDisplay.fill(white)
    #gameDisplay.blit(scene01Img,(0,0))
    button("1",200,450,100,50,black,gray,lambda:change_draw(draw_BE01))

def quitgame():
    pygame.quit()
    quit()   

def game_loop():
    global draw

    draw = draw_intro

    gameExit = False

    while not gameExit:

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        draw()

        pygame.display.update()
        clock.tick(60)

game_loop()
pygame.quit()
quit()

编辑:

如果您之前没有使用lamda过,那么您可以不使用,lambda但您需要change_draw_to_intro, change_draw_to_otherchange_draw_to_BE01而不是 singlechange_draw

import pygame

black = (0,0,0)
white = (255,255,255)
gray  = (128,128,128)
red   = (255,0,0)

pygame.init()
gameDisplay = pygame.display.set_mode( (800,600))
clock = pygame.time.Clock()

def button(msg,x,y,w,h,ic,ac,action=None):
    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()

    if x+w > mouse[0] > x and y+h > mouse[1] > y:
        pygame.draw.rect(gameDisplay, ac, (x,y,w,h))
        if click[0] == 1 and action != None:
            action()         
    else:
        pygame.draw.rect(gameDisplay, ic, (x,y,w,h))

    smallText = pygame.font.SysFont("comicsansms",20)
    textSurf = smallText.render(msg, True, red)
    textRect = textSurf.get_rect()
    textRect.center = ( (x+(w/2)), (y+(h/2)) )
    gameDisplay.blit(textSurf, textRect)

def change_draw_to_intro():
    global draw
    draw = draw_intro

def change_draw_to_other():
    global draw
    draw = draw_other

def change_draw_to_BE01():
    global draw
    draw = draw_BE01

def draw_BE01():
    gameDisplay.fill(white)
    #gameDisplay.blit(BE01Img,(0,0))
    button("BACK",350,450,100,50,black,gray,change_draw_to_intro)

def draw_intro():
    gameDisplay.fill(white)
    #gameDisplay.blit(introImg,(0,0))
    button("START",350,450,100,50,black,gray,change_draw_to_other)

def draw_other():
    gameDisplay.fill(white)
    #gameDisplay.blit(scene01Img,(0,0))
    button("1",200,450,100,50,black,gray,change_draw_to_BE01)

def quitgame():
    pygame.quit()
    quit()   

def game_loop():
    global draw

    draw = draw_intro

    gameExit = False

    while not gameExit:

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        draw()

        pygame.display.update()
        clock.tick(60)

game_loop()
pygame.quit()
quit()

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