pygame - 为什么 play_button.rect.collidepoint(mouse_x , mouse_y) 不起作用?
问题描述
这是一个用 Python 编写的打字游戏。单击“播放”按钮,游戏应该开始了。随机字母会掉下来,当您敲击相应的键时,每个字母都会消失。但是,当我单击按钮时,它无法开始。我认为问题一定与if play_button.rect.collidepoint(mouse_x , mouse_y):
game_functions.py 的 check_play_button() 方法中的 if 语句有关,因为如果删除了 if 语句,则 stats.game_active 将更改为 True。另一方面,如果删除了 if 语句,则单击屏幕上的任意位置会将 stats.game_active 的值更改为 True。我对 if 语句的故障感到很困惑。请阐明它。这是我的代码(有点长但有挑战:P):
- 字母动物园.py
import pygame
import time
from pygame.locals import *
from settings import Settings
import game_functions as gf
from game_stats import GameStats
from button import Button
def run_game():
pygame.init()
az_settings =Settings()
screen = pygame.display.set_mode((0,0), RESIZABLE)
pygame.display.set_caption("Alphabet Zoo")
play_button = Button(screen, "Play")
stats = GameStats(az_settings)
letters = pygame.sprite.Group()
start = time.time()
sleepTime = 3
while True:
now = time.time()
gf.check_events(letters, stats, play_button)
if stats.game_active:
gf.update_screen(az_settings, stats, screen, letters, play_button)
if now - start >sleepTime:
gf.letter_generator(az_settings ,screen, letters)
start = now
else:
gf.update_screen(az_settings, stats, screen, letters, play_button)
run_game()
- 按钮.py
import pygame.font
class Button():
def __init__(self, screen, msg):
self.screen = screen
self.screen_rect = screen.get_rect()
self.width, self.height = 200, 50
self.button_color = (0, 0, 255)
self.text_color = (255, 255, 255)
self.font = pygame.font.SysFont(None, 48)
self.rect = pygame.Rect(0, 0, self.width, self.height)
self.rect.center = self.screen_rect.center
self.prep_msg(msg)
def prep_msg(self, msg):
self.msg_image = self.font.render(msg, True, self.text_color,
self.button_color)
self.msg_image_rect = self.msg_image.get_rect()
self.msg_image_rect.center = self.rect.center
def draw_button(self):
self.screen.fill(self.button_color, self.rect)
self.screen.blit(self.msg_image, self.msg_image_rect)
- 设置.py
class Settings():
def __init__(self):
self.bg_color = (0, 0, 0)
self.letter_speed_factor = 10
self.lives_limit = 10
- game_stats.py
class GameStats():
def __init__(self, az_settings):
self.az_settings = az_settings
self.reset_stats()
self.game_active = False
def reset_stats(self):
self.lives_left = self.az_settings.lives_limit
- 字母.py
import pygame
import random
from pygame.sprite import Sprite
class Letter(Sprite):
def __init__(self, az_settings, screen):
super().__init__()
self.screen = screen
self.az_settings = az_settings
a = random.randint(97, 122)
c = chr(a)
self.image = pygame.image.load('images/' + c.upper() + '.png')
self.ascii = a
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.centerx = random.randint(0, self.screen_rect.right)
self.rect.top = self.screen_rect.top
self.center = float(self.rect.centerx)
def update(self):
if self.rect.bottom < self.screen_rect.bottom:
self.rect.centery += self.az_settings.letter_speed_factor
- 游戏功能.py
import sys
import pygame
from letter import Letter
def letter_generator(az_settings, screen, letters):
new_letter = Letter(az_settings, screen)
letters.add(new_letter)
def check_events(letters, stats, play_button):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
check_play_button(stats, play_button, mouse_x, mouse_y)
print(stats.game_active) # for test
elif event.type == pygame.KEYDOWN:
for ltr in letters:
if ltr.ascii == event.key:
letters.remove(ltr)
def check_play_button(stats, play_button, mouse_x, mouse_y):
if play_button.rect.collidepoint(mouse_x , mouse_y):
stats.game_active = True
def letter_fallen(stats):
if stats.lives_left > 0:
stats.lives_left -= 1
else:
stats.game_active = False
def check_letter_bottom(screen, letters, stats):
screen_rect = screen.get_rect()
for ltr in letters.sprites():
if ltr.rect.bottom > screen_rect.bottom: # there might be some problems
ltr.rect.bottom = screen_rect.bottom
letter_fallen(stats)
def update_screen(az_settings, stats, screen, letters, play_button):
screen.fill(az_settings.bg_color)
check_letter_bottom(screen, letters, stats)
letters.draw(screen)
letters.update()
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
解决方案
显然我无法对此进行测试,但我认为你的问题是你没有为你的play_button.rect
. 默认情况下,rect
的位置值为(0, 0)
。不久前我遇到了同样的问题,因此您可以阅读更多详细信息来回答这个问题。解决问题的一种方法 - 在按钮类中创建一个 getRect 方法:
class Button:
def getRect(self):
return pygame.Rect(x, y, width, height) # Since you will
#be using this rect for collision, enter the arguments accordingly
然后,
if play_button.getRect().collidepoint(mouse_x , mouse_y):
其他选项是直接将位置分配给按钮 rect 但我更喜欢第一个解决方案,它只是个人喜好:
class Button():
def __init__(self, screen, msg):
self.rect.topleft = #your button position
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