上一篇
在上面的例子實現放置按鈕。首先我們優化一下代碼
就是這段
def SetPo(self): #設置位置 set position #
screen.blit(self.mouse_cursor,self.vertex)
screen是在if name == “main”:下定義的
screen = pygame.display.set_mode((640, 480), 0, 32)
這個壞處是很可能定義其它的screen,類似於新的screen
screen1 = pygame.display.set_mode((400, 300), 0, 32)而在我們的類裏定義一個self.screen也是不妥的,因爲很多情況都是在一個screen下畫圖,如果每實例化一次繼承一個screen是資源的的浪費,所以這裏需要加入變量。修改後的代碼
def SetPo(self,objscreen): #設置位置 set position #
objscreen.blit(self.mouse_cursor,self.vertex)```
def DrawButton(myscreen):
mylist=[]
for i in ButtonDict.keys():
mylist.append("{}.SetPo({})".format(i,myscreen))
return mylist
調用的時候需要修改爲 s=DrawButton(“screen”)
在這裏我們添加鼠標點擊事件,思路是獲得鼠標點擊的(x,y)值看在不在我們的按鈕範圍內,ButtonDict作爲全局變量存儲了圖標的位置。返回控件的值。代碼如下
def AtContr(x,y):
for mykey in ButtonDict.keys():
if x in range(ButtonDict[mykey][0][0],ButtonDict[mykey][1][0]) \
and y in range(ButtonDict[mykey][0][1],ButtonDict[mykey][1][1]):
return mykey
需要在事件控制里加入判斷程序,定義自己的_click()處理程序
def butto1_click():
print("button1鼠標單擊")
def butto2_click():
print("button2鼠標單擊")
MyactiveC=AtContr(x, y)
for event in pygame.event.get():
if event.type == QUIT:
# 接收到退出事件後退出程序
exit()
if MyactiveC:
if event.type == KEYDOWN:
print(MyactiveC)
print("this is KEYDOWN")
elif event.type == MOUSEBUTTONDOWN:
exec("{}_click()".format(MyactiveC)) # 注意這條可以簡化
elif event.type == MOUSEMOTION:
pass
elif event.type == MOUSEBUTTONUP:
pass
完整代碼如下
# coding: utf8
import pygame
#導入pygame庫
from pygame.locals import *
#導入一些常用的函數和常量
from sys import exit
import pickle
import DVerctor
ButtonDict={}
class JCon():
def __init__(self,vertex,mouse_image_filename):
self.vertex=vertex #設置按鈕頂點 set button vertex (left,top)格式
self.mouse_cursor = pygame.image.load(mouse_image_filename).convert_alpha()
self.count=0 #用於計數
self.BoPo =DVerctor.Vec2d(vertex)+DVerctor.Vec2d(self.mouse_cursor.get_width(),self.mouse_cursor.get_height())
#獲得範圍left+width,top+height (x,y)+(x1,y1)
def SetPo(self,objscreen): #設置位置 set position #
objscreen.blit(self.mouse_cursor,self.vertex)
def SetPoMuoseup(self,newPlace:tuple):
self.vertex=newPlace
class Jbutton(JCon):
pass
def TextPygame(): #測試模塊是否存在和版本號
print(pygame.ver)
pgname = ['pygame.cdrom', 'pygame.cursors', 'pygame.display', 'pygame.draw',
'pygame.event', 'pygame.font', 'pygame.image', 'pygame.joystick',
'pygame.key', 'pygame.mixer', 'pygame.mouse', 'pygame.movie', 'pygame.music',
'pygame.overlay', 'pygame', 'pygame.rect', 'pygame.sndarray', 'pygame.sprite',
'pygame.surface', 'pygame.surfarray', 'pygame.time']
for i in pgname:
if i is None:
print(i+" is None")
else:
print(i + " at this computer")
def storeTree(filename,*args):
with open(filename,'wb') as fw: #打開需要用'wb'
for i in args:
pickle.dump(i, fw,-1) #爲了保護數據protocol=-1,設爲0可以看到數據
def grabTree(filename):
Mylist=[] #返回變量的列表
with open(filename,'rb') as fr:
while True: #這裏用try最簡單,不用定義循環次數
try:
Mylist.append(pickle.load(fr))
except:
break
return Mylist
def CreateButton():
# global ButtonDict
mylist=[]
for exi in ButtonDict.keys():
mylist.append("{}=Jbutton({},'{}')".format(exi,ButtonDict[exi][0],ButtonDict[exi][1]))
for exi in ButtonDict.keys():
mylist.append('ButtonDict["{0}"] = [ButtonDict["{0}"][0],({0}.BoPo[0],{0}.BoPo[1])]'.format(exi))
return mylist
def DrawButton(myscreen):
mylist=[]
for i in ButtonDict.keys():
mylist.append("{}.SetPo({})".format(i,myscreen))
return mylist
def RunStr(s:list):
for i in s:
exec(i)
#ButtonDict = {'butto1': [(12, 13), (112, 49)], 'butto2': [(52, 73), (152, 109)]}
def AtContr(x,y):
for mykey in ButtonDict.keys():
if x in range(ButtonDict[mykey][0][0],ButtonDict[mykey][1][0]) \
and y in range(ButtonDict[mykey][0][1],ButtonDict[mykey][1][1]):
return mykey
def butto1_click():
print("button1鼠標單擊")
def butto2_click():
print("button2鼠標單擊")
if __name__ == "__main__":
background_image_filename = 'sushiplate.jpg'
# 指定圖像文件名稱
pygame.init()
# 初始化pygame,爲使用硬件做準備
screen = pygame.display.set_mode((640, 480), 0, 32)
# 創建了一個窗口
pygame.display.set_caption("Hello, World!") # 設置窗口標題
background = pygame.image.load(background_image_filename).convert()
#在這裏添加按鈕
ButtonDict["butto1"] = [(12, 13), 'feid1.png'] #全局變量,判定
ButtonDict["butto2"] = [(52, 73), 'feid1.png']
s=CreateButton()
# RunStr(s) 這裏不能調用函數
for i in s:
exec(i)
print("ButtonDict=",ButtonDict)
#修改ButtonDict
while True:
# 遊戲主循環
x, y = pygame.mouse.get_pos()
# 獲得鼠標位置
# 計算光標的左上角位置
#看x,y是否在控件位置上
MyactiveC=AtContr(x, y)
for event in pygame.event.get():
if event.type == QUIT:
# 接收到退出事件後退出程序
exit()
if MyactiveC:
if event.type == KEYDOWN:
print(MyactiveC)
print("this is KEYDOWN")
elif event.type == MOUSEBUTTONDOWN:
exec("{}_click()".format(MyactiveC))
elif event.type == MOUSEMOTION:
pass
elif event.type == MOUSEBUTTONUP:
pass
screen.blit(background, (0, 0)) # 將背景圖畫上去
# 把光標畫上去
s=DrawButton("screen")
for i in s:
exec(i)
pygame.display.update()
# 刷新一下畫面
點擊圖標輸出:
button2鼠標單擊
button1鼠標單擊