问题描述
当您单击文本框时,我希望用户能够通过将self.active设置为True来键入字母。当您单击文本框时,我希望玩家通过将self.active设置为False来失去该能力。但是,当我单击文本框时,self.active在短暂变为true之前再次变为False。我该如何解决?
from pygame import *
init()
screen = display.set_mode((800,600))
name_font = font.Font(None,32)
name_text = ''
class Rectangle:
def __init__(self,x,y):
self.active = False
self.x = x
self.y = y
self.text_surface = name_font.render(name_text,True,(255,255,255))
self.rect_width = max(140,10 + self.text_surface.get_width())
self.input_rect = Rect(x,y,self.rect_width,32)
draw.rect(screen,(0,0),self.input_rect,0)
draw.rect(screen,255),2)
self.input_rect.w = self.text_surface.get_width() + 10
screen.blit(self.text_surface,(self.input_rect.x + 5,self.input_rect.y + 5))
def naming(self):
global rect_1
global name_text
if events.type == MOUSEBUTTONDOWN:
if self.input_rect.x + 150 >= mx >= self.input_rect.x - 10:
if self.input_rect.y + 40 >= my >= self.input_rect.y - 10:
self.active = True
if not self.input_rect.x + 150 >= mx >= self.input_rect.x - 10:
if not self.input_rect.y + 40 >= my >= self.input_rect.y - 10:
self.active = False
if self.active:
if events.type == KEYDOWN:
if keys[K_BACKSPACE]:
name_text = name_text[:-1]
screen.fill((0,0))
rect_1 = Rectangle(200,200)
else:
name_text += events.unicode
while True:
rect_1 = Rectangle(200,200)
mx,my = mouse.get_pos()
for events in event.get():
keys = key.get_pressed()
rect_1.naming()
if events.type == QUIT:
quit()
display.update()
time.delay(1)
解决方法
在应用程序循环之前创建Rectangle
的实例,但是您必须将事件列表传递给方法naming
,并处理该方法中的所有相关事件。
在类中添加一个draw
方法,并在每一帧中绘制对象:
class Rectangle:
# [...]
def naming(self,events):
# [...]
for event in evetnts:
if e.type == KEYDOWN:
# [...]
if e.type == # [...]
def draw(self,screen):
# [...]
rect_1 = Rectangle(200,200)
run = True
while run :
events = event.get()
for e in events:
if e.type == QUIT:
run = False
rect_1.naming(events)
# [...]
rect_1.draw(screen)
完整示例:
import pygame
from pygame import *
init()
screen = display.set_mode((800,600))
name_font = font.Font(None,32)
name_text = ''
class Rectangle:
def __init__(self,x,y):
self.active = False
self.x = x
self.y = y
self.text_surface = name_font.render(name_text,True,(255,255,255))
self.rect_width = max(140,10 + self.text_surface.get_width())
self.input_rect = Rect(x,y,self.rect_width,32)
draw.rect(screen,(0,0),self.input_rect,0)
draw.rect(screen,255),2)
self.input_rect.w = self.text_surface.get_width() + 10
screen.blit(self.text_surface,(self.input_rect.x + 5,self.input_rect.y + 5))
def naming(self,events):
global rect_1
global name_text
for e in events:
if e.type == MOUSEBUTTONDOWN:
mx,my = e.pos
if self.input_rect.x + 150 >= mx >= self.input_rect.x - 10:
if self.input_rect.y + 40 >= my >= self.input_rect.y - 10:
self.active = True
if not self.input_rect.x + 150 >= mx >= self.input_rect.x - 10:
if not self.input_rect.y + 40 >= my >= self.input_rect.y - 10:
self.active = False
if e.type == KEYDOWN:
if self.active:
if e.key == K_BACKSPACE:
name_text = name_text[:-1]
else:
name_text += e.unicode
self.text_surface = name_font.render(name_text,255))
def draw(self,screen):
draw.rect(screen,self.input_rect.y + 5))
rect_1 = Rectangle(200,200)
run = True
while run :
events = event.get()
for e in events:
if e.type == QUIT:
run = False
rect_1.naming(events)
screen.fill(0)
rect_1.draw(screen)
display.update()
time.delay(1)
,
在我看来,您需要从while循环中取出第47行“ rect_1 = Rectangle(200,200)”,因为您一直在重新创建该框,并用一个等于false的有效值实例化了一个新框。 / p>
,您获得的是鼠标位置,但是却没有做任何事情,例如将其与盒子的位置进行比较。如果您以self.active = True开头,则无论光标在哪里,都可以在框中键入内容。