pygame - 如何使我的变量在我单击 pygame 中的按钮时仅增加一个,以及如何使文本更新
问题描述
我正在尝试使用 pygame 为学校制作一个空闲的 Clicker 游戏,我遇到了一些问题,我真的很感谢一些帮助
我的程序需要一些帮助,主要是我有两个问题,一个是当我单击“升级磨刀石按钮”时,当变量磨刀石级别上升时,文本不会,并且由于我这样做的方式,我不能只是 blit一些文本在屏幕上,所以我需要一些帮助,其次,当我按下升级按钮并将其打印在屏幕上时,变量 Whetstone Level 上升不止一个,我希望它上升一个级别点击,所以我想知道我能做些什么来改变它,让它只上升一级
提前致谢
import pygame
pygame.init()
pygame.font.init()
colours = {"White" : (255, 255, 255), "Black" : (0, 0, 0), "Red" : (255, 0, 0), "Blue" : (0, 0, 255), "Green" : (0, 255, 0)}
clickdamage = 1
Whetstone_Level = 0
class Screen():
def __init__(self, title, width=400, height=600, fill=colours["White"]):
self.title=title
self.width=width
self.height = height
self.fill = fill
self.current = False
def makeCurrent(self):
pygame.display.set_caption(self.title)
self.current = True
self.screen = pygame.display.set_mode((self.width, self.height))
def endCurrent(self):
self.current = False
def checkUpdate(self):
return self.current
def screenUpdate(self):
if(self.current):
self.screen.fill(self.fill)
def returnTitle(self):
return self.screen
class Button():
def __init__(self, x, y, sx, sy, bcolour, fbcolour, font, fontsize, fcolour, text):
self.x = x
self.y = y
self.sx = sx
self.sy = sy
self.bcolour = bcolour
self.fbcolour = fbcolour
self.fcolour = fcolour
self.fontsize = fontsize
self.text = text
self.current = False
self.buttonf = pygame.font.SysFont(font, fontsize)
def showButton(self, display):
if(self.current):
pygame.draw.rect(display, self.fbcolour, (self.x, self.y, self.sx, self.sy))
else:
pygame.draw.rect(display, self.bcolour, (self.x, self.y, self.sx, self.sy))
textsurface = self.buttonf.render(self.text, False, self.fcolour)
display.blit(textsurface, ((self.x + (self.sx/2) - (self.fontsize/2)*(len(self.text)/2) - 5,(self.y + (self.sy/2) -(self.fontsize/2) - 4))))
def focusCheck(self, mousepos, mouseclick):
if(mousepos[0] >= self.x and mousepos[0] <= self.x + self.sx and mousepos[1] >= self.y and mousepos[1] <= self.y + self.sy):
self.current = True
return mouseclick[0]
else:
self.current = False
return False
class Enemy(pygame.sprite.Sprite):
def __init__(self, dx, dy, filename):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(filename).convert()
self.rect = self.image.get_rect()
self.rect.x = dx
self.rect.y = dy
def draw(self, screen):
screen.blit(self.image, self.rect)
menuScreen = Screen("Menu Screen")
screen2 = Screen("Screen 2")
win = menuScreen.makeCurrent()
done = False
font = pygame.font.Font('freesansbold.ttf', 32)
clickdamagelevel = Button(160, 10, 150, 50, colours["Black"], colours["Red"], "arial", 15, colours["White"], str(Whetstone_Level))
clickdamageupgrade = Button(10, 10, 150, 50, colours["Black"], colours["Red"], "arial", 15, colours["White"], "Whetstone")
shopButton = Button(125, 500, 150, 50, colours["Black"], colours["Red"], "arial", 20, colours["White"], "Shop")
DungeonButton = Button(125, 500, 150, 50, colours["Black"], colours["Blue"], "arial", 20, colours["White"], "Dungeon")
hitboxButton = Button(80, 50, 280, 400, colours["White"], colours["Red"], "arial", 20, colours["White"], "")
goblin = Enemy(0 , 20, "images\goblin-resized.png")
goblin2 = Enemy(0 , 20, "images\goblin.jpg")
toggle = False
while not done:
menuScreen.screenUpdate()
screen2.screenUpdate()
mouse_pos = pygame.mouse.get_pos()
mouse_click = pygame.mouse.get_pressed()
keys = pygame.key.get_pressed()
if menuScreen.checkUpdate():
screen2button = shopButton.focusCheck(mouse_pos, mouse_click)
attack = hitboxButton.focusCheck(mouse_pos, mouse_click)
hitboxButton.showButton(menuScreen.returnTitle())
goblin.draw(menuScreen.screen)
shopButton.showButton(menuScreen.returnTitle())
if attack:
print("hitpoints - click damage")
if screen2button:
win = screen2.makeCurrent()
menuScreen.endCurrent()
elif screen2.checkUpdate():
returnm = DungeonButton.focusCheck(mouse_pos, mouse_click)
DungeonButton.showButton(screen2.returnTitle())
clickdamageupgrade.showButton(screen2.returnTitle())
clickdamagelevel.showButton(screen2.returnTitle())
if clickdamageupgrade.focusCheck(mouse_pos, mouse_click):
Whetstone_Level += 1
print(Whetstone_Level)
clickdamagelevel.showButton(screen2.returnTitle())
if returnm:
win = menuScreen.makeCurrent()
screen2.endCurrent()
for event in pygame.event.get():
if(event.type == pygame.QUIT):
done = True
pygame.display.update()
pygame.quit()
解决方案
您可以使用 pygame.MOUSEBUTTONDOWN 来注册每次按下鼠标按钮的一次鼠标单击。在您的情况下,您可以使用您的mouse_click
按钮变量。将事件循环移到所有 if 语句之前。
mouse_click = False
for event in pygame.event.get():
if(event.type == pygame.QUIT):
done = True
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_click = True
if menuScreen.checkUpdate():
#...
这也意味着您的foucsCheck
成员函数应该返回mouseclick
而不是它的下标。
def focusCheck(self, mousepos, mouseclick):
if(mousepos[0] >= self.x and mousepos[0] <= self.x + self.sx and mousepos[1] >= self.y and mousepos[1] <= self.y + self.sy):
self.current = True
return mouseclick #mouseclick[0]
这解决了注册单击的问题。
对于第二个问题,最好只更改文本,但由于您的按钮类不允许这样做,您可以在 Whetstone_Level
每次单击时使用更新的变量重新创建按钮。话虽如此,我建议您稍微修改您的课程以促进这一点。
if clickdamageupgrade.focusCheck(mouse_pos, mouse_click):
clickdamagelevel = Button(160, 10, 150, 50, colours["Black"], colours["Red"], "arial", 15, colours["White"], str(Whetstone_Level))
更新了代码。
import pygame
pygame.init()
pygame.font.init()
colours = {"White" : (255, 255, 255), "Black" : (0, 0, 0), "Red" : (255, 0, 0), "Blue" : (0, 0, 255), "Green" : (0, 255, 0)}
clickdamage = 1
Whetstone_Level = 0
class Screen():
def __init__(self, title, width=400, height=600, fill=colours["White"]):
self.title=title
self.width=width
self.height = height
self.fill = fill
self.current = False
def makeCurrent(self):
pygame.display.set_caption(self.title)
self.current = True
self.screen = pygame.display.set_mode((self.width, self.height))
def endCurrent(self):
self.current = False
def checkUpdate(self):
return self.current
def screenUpdate(self):
if(self.current):
self.screen.fill(self.fill)
def returnTitle(self):
return self.screen
class Button():
def __init__(self, x, y, sx, sy, bcolour, fbcolour, font, fontsize, fcolour, text):
self.x = x
self.y = y
self.sx = sx
self.sy = sy
self.bcolour = bcolour
self.fbcolour = fbcolour
self.fcolour = fcolour
self.fontsize = fontsize
self.text = text
self.current = False
self.buttonf = pygame.font.SysFont(font, fontsize)
def showButton(self, display):
if(self.current):
pygame.draw.rect(display, self.fbcolour, (self.x, self.y, self.sx, self.sy))
else:
pygame.draw.rect(display, self.bcolour, (self.x, self.y, self.sx, self.sy))
textsurface = self.buttonf.render(self.text, False, self.fcolour)
display.blit(textsurface, ((self.x + (self.sx/2) - (self.fontsize/2)*(len(self.text)/2) - 5,(self.y + (self.sy/2) -(self.fontsize/2) - 4))))
def focusCheck(self, mousepos, mouseclick):
if(mousepos[0] >= self.x and mousepos[0] <= self.x + self.sx and mousepos[1] >= self.y and mousepos[1] <= self.y + self.sy):
self.current = True
return mouseclick
else:
self.current = False
return False
class Enemy(pygame.sprite.Sprite):
def __init__(self, dx, dy, filename):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(filename).convert()
self.rect = self.image.get_rect()
self.rect.x = dx
self.rect.y = dy
def draw(self, screen):
screen.blit(self.image, self.rect)
menuScreen = Screen("Menu Screen")
screen2 = Screen("Screen 2")
win = menuScreen.makeCurrent()
done = False
font = pygame.font.Font('freesansbold.ttf', 32)
clickdamagelevel = Button(160, 10, 150, 50, colours["Black"], colours["Red"], "arial", 15, colours["White"], str(Whetstone_Level))
clickdamageupgrade = Button(10, 10, 150, 50, colours["Black"], colours["Red"], "arial", 15, colours["White"], "Whetstone")
shopButton = Button(125, 500, 150, 50, colours["Black"], colours["Red"], "arial", 20, colours["White"], "Shop")
DungeonButton = Button(125, 500, 150, 50, colours["Black"], colours["Blue"], "arial", 20, colours["White"], "Dungeon")
hitboxButton = Button(80, 50, 280, 400, colours["White"], colours["Red"], "arial", 20, colours["White"], "")
goblin = Enemy(0 , 20, "images\goblin-resized.png")
goblin2 = Enemy(0 , 20, "images\goblin.jpg")
toggle = False
while not done:
menuScreen.screenUpdate()
screen2.screenUpdate()
mouse_pos = pygame.mouse.get_pos()
keys = pygame.key.get_pressed()
mouse_click = False
for event in pygame.event.get():
if(event.type == pygame.QUIT):
done = True
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_click = True
if menuScreen.checkUpdate():
screen2button = shopButton.focusCheck(mouse_pos, mouse_click)
attack = hitboxButton.focusCheck(mouse_pos, mouse_click)
hitboxButton.showButton(menuScreen.returnTitle())
goblin.draw(menuScreen.screen)
shopButton.showButton(menuScreen.returnTitle())
if attack:
print("hitpoints - click damage")
if screen2button:
win = screen2.makeCurrent()
menuScreen.endCurrent()
elif screen2.checkUpdate():
returnm = DungeonButton.focusCheck(mouse_pos, mouse_click)
DungeonButton.showButton(screen2.returnTitle())
clickdamageupgrade.showButton(screen2.returnTitle())
clickdamagelevel.showButton(screen2.returnTitle())
if clickdamageupgrade.focusCheck(mouse_pos, mouse_click):
Whetstone_Level += 1
clickdamagelevel = Button(160, 10, 150, 50, colours["Black"], colours["Red"], "arial", 15, colours["White"], str(Whetstone_Level))
print(Whetstone_Level)
clickdamagelevel.showButton(screen2.returnTitle())
if returnm:
win = menuScreen.makeCurrent()
screen2.endCurrent()
pygame.display.update()
pygame.quit()
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