上一篇
在上面的例子实现放置按钮。首先我们优化一下代码
就是这段
def SetPo(self): #设置位置 set position #
screen.blit(self.mouse_cursor,self.vertex)
screen是在if name == “main”:下定义的
screen = pygame.display.set_mode((640, 480), 0, 32)
这个坏处是很可能定义其它的screen,类似于新的screen
screen1 = pygame.display.set_mode((400, 300), 0, 32)而在我们的类里定义一个self.screen也是不妥的,因为很多情况都是在一个screen下画图,如果每实例化一次继承一个screen是资源的的浪费,所以这里需要加入变量。修改后的代码
def SetPo(self,objscreen): #设置位置 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
调用的时候需要修改为 s=DrawButton(“screen”)
在这里我们添加鼠标点击事件,思路是获得鼠标点击的(x,y)值看在不在我们的按钮范围内,ButtonDict作为全局变量存储了图标的位置。返回控件的值。代码如下
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断程序,定义自己的_click()处理程序
def butto1_click():
print("button1鼠标单击")
def butto2_click():
print("button2鼠标单击")
MyactiveC=AtContr(x, y)
for event in pygame.event.get():
if event.type == QUIT:
# 接收到退出事件后退出程序
exit()
if MyactiveC:
if event.type == KEYDOWN:
print(MyactiveC)
print("this is KEYDOWN")
elif event.type == MOUSEBUTTONDOWN:
exec("{}_click()".format(MyactiveC)) # 注意这条可以简化
elif event.type == MOUSEMOTION:
pass
elif event.type == MOUSEBUTTONUP:
pass
完整代码如下
# coding: utf8
import pygame
#导入pygame库
from pygame.locals import *
#导入一些常用的函数和常量
from sys import exit
import pickle
import DVerctor
ButtonDict={}
class JCon():
def __init__(self,vertex,mouse_image_filename):
self.vertex=vertex #设置按钮顶点 set button vertex (left,top)格式
self.mouse_cursor = pygame.image.load(mouse_image_filename).convert_alpha()
self.count=0 #用于计数
self.BoPo =DVerctor.Vec2d(vertex)+DVerctor.Vec2d(self.mouse_cursor.get_width(),self.mouse_cursor.get_height())
#获得范围left+width,top+height (x,y)+(x1,y1)
def SetPo(self,objscreen): #设置位置 set position #
objscreen.blit(self.mouse_cursor,self.vertex)
def SetPoMuoseup(self,newPlace:tuple):
self.vertex=newPlace
class Jbutton(JCon):
pass
def TextPygame(): #测试模块是否存在和版本号
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: #打开需要用'wb'
for i in args:
pickle.dump(i, fw,-1) #为了保护数据protocol=-1,设为0可以看到数据
def grabTree(filename):
Mylist=[] #返回变量的列表
with open(filename,'rb') as fr:
while True: #这里用try最简单,不用定义循环次数
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鼠标单击")
def butto2_click():
print("button2鼠标单击")
if __name__ == "__main__":
background_image_filename = 'sushiplate.jpg'
# 指定图像文件名称
pygame.init()
# 初始化pygame,为使用硬件做准备
screen = pygame.display.set_mode((640, 480), 0, 32)
# 创建了一个窗口
pygame.display.set_caption("Hello, World!") # 设置窗口标题
background = pygame.image.load(background_image_filename).convert()
#在这里添加按钮
ButtonDict["butto1"] = [(12, 13), 'feid1.png'] #全局变量,判定
ButtonDict["butto2"] = [(52, 73), 'feid1.png']
s=CreateButton()
# RunStr(s) 这里不能调用函数
for i in s:
exec(i)
print("ButtonDict=",ButtonDict)
#修改ButtonDict
while True:
# 游戏主循环
x, y = pygame.mouse.get_pos()
# 获得鼠标位置
# 计算光标的左上角位置
#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:
# 接收到退出事件后退出程序
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)) # 将背景图画上去
# 把光标画上去
s=DrawButton("screen")
for i in s:
exec(i)
pygame.display.update()
# 刷新一下画面
点击图标输出:
button2鼠标单击
button1鼠标单击
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