问题描述
我正在尝试制作多个精灵,它们都来自同一个pygame精灵类。
class animatedSprites(pygame.sprite.Sprite):
def __init__(self,spriteName):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((width,height))
self.images = []
self.images.append(spriteName[0])
self.rect = self.image.get_rect() #sets sprites size and pos
self.rect.center = (POSITIONx1[4],POSITIONy1[4])
self.animation_frames = 12
self.current_frame = 0
self.prevIoUs_positiony = self.rect.y
self.prevIoUs_positionx = self.rect.x
def update(self):
global mousepressED
if (mousepressED == 1):
self.rect = self.image.get_rect()
self.rect.y = POSITIONy1[get_square_under_mousey()] - 25
self.rect.x = POSITIONx1[get_square_under_mousex()] - 25
if (mousepressED == 2):
if collide(plant,bought2):
self.rect.y = self.prevIoUs_positiony
self.rect.x = self.prevIoUs_positionx
else:
self.rect = self.image.get_rect()
self.rect.y = POSITIONy1[get_square_under_mousey()] + 35#pulled x and y pos from func
self.rect.x = POSITIONx1[get_square_under_mousex()] - 25
self.prevIoUs_positiony = self.rect.y
self.prevIoUs_positionx = self.rect.x
mousepressED = 0
我使用此类在屏幕上创建一个精灵,然后使用def update()来控制该精灵。控制精灵的方式是,当用户单击精灵时,可以用鼠标将其拖动并移动到屏幕上所需的位置。问题是,如果我使用此类创建第二个精灵,并在屏幕上同时显示两个精灵,则当用户“拾取”一个精灵时,它们都移至鼠标位置。我只想根据要单击的位置做出一个动作。
我假设它们都移动到相同的位置,因为它们都使用相同的def update()来决定它们的移动,所以我的问题是,pygame或python中是否存在要单击的内容?移动而不是两者都不移动
class animatedSprites(pygame.sprite.Sprite):
完成。我想一次在屏幕上显示多个精灵,但不想创建数十个单独的类和update()def来分别控制每个精灵。
抱歉,如果这没有意义,我是python和pygame的初学者。
解决方法
我建议创建一个类DragOperator
,该类可以拖动pygame.Rect
对象:
class DragOperator:
def __init__(self,rect):
self.rect = rect
self.dragging = False
self.rel_pos = (0,0)
def update(self,event_list):
for event in event_list:
if event.type == pygame.MOUSEBUTTONDOWN:
self.dragging = self.rect.collidepoint(event.pos)
self.rel_pos = event.pos[0] - self.rect.x,event.pos[1] - self.rect.y
if event.type == pygame.MOUSEBUTTONUP:
self.dragging = False
if event.type == pygame.MOUSEMOTION and self.dragging:
self.rect.topleft = event.pos[0] - self.rel_pos[0],event.pos[1] - self.rel_pos[1]
矩形的拖动是通过update方法实现的。在 pygame.sprite.Sprite
对象中使用此类。将事件列表传递给 Sprite 的update
方法,并将其委托给拖动运算符:
class animatedSprites(pygame.sprite.Sprite):
def __init__(self,spriteName):
# [...]
self.drag = DragOperator(self.rect)
def update(self,event_list):
self.drag.update(event_list)
将事件列表从主应用程序循环传递到pygame.sprite.Group
:
all_sprites = pygame.sprite.Group()
all_sprites.add(animatedSprites("my_sprite"))
run = True
while run:
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
all_sprites.update(event_list)
# [...]
最小示例: repl.it/@Rabbid76/PyGame-MouseDrag
import pygame
class DragOperator:
def __init__(self,event.pos[1] - self.rel_pos[1]
class SpriteObject(pygame.sprite.Sprite):
def __init__(self,x,y,color):
super().__init__()
self.original_image = pygame.Surface((50,50),pygame.SRCALPHA)
pygame.draw.circle(self.original_image,color,(25,25),25)
self.drag_image = pygame.Surface((50,pygame.SRCALPHA)
pygame.draw.circle(self.drag_image,25)
pygame.draw.circle(self.drag_image,(255,255,255),25,4)
self.image = self.original_image
self.rect = self.image.get_rect(center = (x,y))
self.drag = DragOperator(self.rect)
def update(self,event_list):
self.drag.update(event_list)
self.image = self.drag_image if self.drag.dragging else self.original_image
pygame.init()
window = pygame.display.set_mode((300,300))
clock = pygame.time.Clock()
sprite_object = SpriteObject(*window.get_rect().center,0))
group = pygame.sprite.Group([
SpriteObject(window.get_width() // 3,window.get_height() // 3,0)),SpriteObject(window.get_width() * 2 // 3,(0,SpriteObject(window.get_width() // 3,window.get_height() * 2 // 3,255)),SpriteObject(window.get_width() * 2// 3,])
run = True
while run:
clock.tick(60)
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
group.update(event_list)
window.fill(0)
group.draw(window)
pygame.display.flip()
pygame.quit()
exit()
,
对于精灵管理,Sprite Group将为您提供帮助。
因此在设置过程中,请执行以下操作:
all_sprites = pygame.sprite.Group()
# create five initial sprites
for number in range(5):
new_sprite = animatedSprites(f"Sprite {number}")
all_sprites.add(new_sprite)
然后在事件处理期间:
for event in pygame.event.get():
if event.type == pygame.QUIT:
# set termination condition here
…
elif event.type == pygame.MOUSEBUTTONDOWN:
# use the click position in the name
new_sprite = animatedSprites(f"Sprite X: {event.pos[0]} Y: {event.pos[1]}")
all_sprites.add(new_sprite)
处理事件后:
# update game state
all_sprites.update()
# draw background
…
# draw sprites
all_sprites.draw()
# update display
pygame.display.update()