文字大小更改持久性

问题描述

我将从简单地复制并粘贴大量代码开始:

# Libraries #

import pygame
from pygame.locals import *
import ResolutionMenu

# Classes #

class GuiSettings:
    def __init__(self):
        self.TextSize = 20
        self.button_color = (35,65,145)
        self.button_color_hover = (70,105,150)

class Button():
    def __init__(self,x,y,width,height,outline,settings,text = "",action = None):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.text = text
        self.settings = settings
        self.action = action
        self.outline = outline

    def draw(self,screen,outline = None):

        if self.outline:
            pygame.draw.rect(screen,self.outline,(self.x - 2,self.y - 2,self.width + 4,self.height + 4),0)


        color = self.settings.button_color if not self.isOver(pygame.mouse.get_pos()) else self.settings.button_color_hover
        pygame.draw.rect(screen,color,(self.x,self.y,self.width,self.height),0)

        if self.text != "":
            font = pygame.font.SysFont('segoeuisemibold',self.settings.TextSize)
            text = font.render(self.text,1,(0,0))
            screen.blit(text,(self.x + (self.width / 2 - text.get_width() / 2),self.y + (self.height / 2 - text.get_height() / 2)))

    def update(self,events):
        for event in events:
            if event.type == pygame.MOUSEBUTTONDOWN and self.isOver(pygame.mouse.get_pos()) and self.action:
                self.action()

    def isOver(self,pos):
        if pos[0] > self.x and pos[0] < self.x + self.width:
            if pos[1] > self.y and pos[1] < self.y + self.height:
                return True         
        return False


# Variables # 

settings = GuiSettings()
Click = False
Clock = pygame.time.Clock()
H,W = ResolutionMenu.resolution
pygame.init()
pygame.display.set_caption("Main Menu")
font = pygame.font.SysFont(None,settings.TextSize)
screen = pygame.display.set_mode((ResolutionMenu.resolution))

# Functions #


def draw_text_center(text,font,colour,surface):
        textobj = font.render(text,colour)
        textrect = textobj.get_rect()
        textrect.center = ((H / 2),(W / 10))
        surface.blit(textobj,textrect)

def draw_text(text,surface,XandY):
        textobj = font.render(text,colour)
        textrect = textobj.get_rect()
        textrect.topleft = (XandY)
        surface.blit(textobj,textrect)

def MainMenu():
    while True:
        if ResolutionMenu.resolution == (800,600):

            screen.fill ((0,0))

            draw_text_center("Main Menu Navigation",(255,255,255),screen)

            mx,my = pygame.mouse.get_pos()
            button1 = pygame.Rect((W/10),(H/5),(W/3),(H/15))
            button2 = pygame.Rect((W/10),(H/2),(H/15))

            if button1.collidepoint((mx,my)):
                if Click:
                    game()
                
            if button2.collidepoint((mx,my)):
                if Click:
                    OptionsMenu()

            pygame.draw.rect(screen,0),button1)
            pygame.draw.rect(screen,),button2)
            
            Click = False        
            for event in pygame.event.get():
                if event.type == QUIT:
                    pygame.quit()
                    
                if event.type == KEYDOWN:
                    if event.key == K_ESCAPE:
                        pygame.quit()
                
                if event.type == MOUSEBUTTONDOWN:
                    if event.button == 1:
                        Click = True

            pygame.display.update()
            Clock.tick(60)
        
def game():
    running = True
    while running:
        screen.fill((0,0))
        
        draw_text('Test 1',(20,20))
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    running = False
        
        pygame.display.update()
        Clock.tick(60)


def OptionsMenu():    

    screen = pygame.display.set_mode((800,600))
    settings = GuiSettings()

    buttons = [
        Button(100,150,200,50,"Set Text Size: 14",lambda: settings.__setattr__('TextSize',14)),Button(500,"Set Text Size: 16",16)),Button(100,300,"Set Text Size: 18",18)),"Set Text Size: 20",20))
    ]

    running = True
    while running:
        events = pygame.event.get()
        for event in events:
            if event.type == pygame.QUIT:
                pygame.quit()
                return
            if event.type == KEYDOWN:
                if event.key == K_ESCAPE:
                    running = False

        for button in buttons:
            button.update(events)

        screen.fill((100,100,100))

        for button in buttons:
            button.draw(screen)
        

        pygame.display.flip()

MainMenu()

因此,正如您所看到的,最近我一直在尝试制作游戏的主菜单导航面板,到目前为止一切进展顺利。但是,我偶然发现了一个问题。

因此,问题是:我创建了一个类,其中包含文本大小,按钮颜色和按钮悬停颜色的设置(当鼠标pos处于按钮区域内时,按钮的颜色将改变)。

class GuiSettings:
    def __init__(self):
        self.TextSize = 20
        self.button_color = (35,150)

当我位于OptionMenu()函数内部时,此方法完全可以正常工作,但是在中断该函数时,通过按esc键并返回MainMenu()函数,可以使“主菜单导航”文本的文本大小(下面的代码)也不会更改。我不确定为什么在选项菜单上会看到这种情况,使用lambda函数来更改文本大小的值。

buttons = [
        Button(100,20))
    ]

对不起,这是一个很长的问题,谢谢您的阅读,我希望比我更好的人能为我提供帮助。

解决方法

您可以在主应用程序循环之前使用字体大小settings.TextSize创建字体对象。之后更改font时,此settings.TextSize对象不会发生神奇的变化。字体大小用于光栅化字形。离开功能OptionsMenu后,您需要创建一个具有新大小的新字体对象。
此外,由于fontsettings是全局命名空间中的变量,因此您需要使用global statement

def MainMenu():
    global font    # font is a variable in global namespace

    while True:
        if ResolutionMenu.resolution == (800,600):
            # [...]

            if button2.collidepoint((mx,my)):
                if Click:
                    OptionsMenu()

                    # create new font with new size
                    font = pygame.font.SysFont(None,settings.TextSize) 

            # [...]
def OptionsMenu():  
    global settings   # settings is a variable in global namespace

    screen = pygame.display.set_mode((800,600))
    # settings = GuiSettings() # <--- DELETE use the existing object instead

    # [...]