rect ( Surface, color, Rect, width = 0)
第一个参数为 Surface,确定是要绘制在哪个 Surface 对象上。
第二个参数 color 指定边框的颜色;
第三个参数 Rect 指定矩形的范围;
第四个参数 width 指定边框的大小,默认值为0,表示填充矩形,如果设为1,就表示边框为1像素的大小。
capture = screen.subsurface(select_rect).copy()
无法用 tranform 模块的 chop() 方法来裁剪,可以使用 subsurface() 方法,就相当于创建 surface 的一个子图像,然后将它 copy 出来。
简单粗暴贴代码:
import pygame
import sys
from pygame.locals import *
pygame.init()
size = width, height = 400, 400
bg = (255, 255, 255)
clock = pygame.time.Clock()
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Python Demo")
turtle = pygame.image.load("turtle2.png")
# 0 -> 未选择,1 -> 选择中,2 -> 完成选择
select = 0
select_rect = pygame.Rect(0, 0, 0, 0)
# 0 -> 未拖拽,1 -> 拖拽中,2 -> 完成拖拽
drag = 0
position = turtle.get_rect()
position.center = width // 2, height // 2
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
# 第一次点击,选择范围
if select == 0 and drag == 0:
pos_start = event.pos
select = 1
# 第二次点击,推拽图像
elif select == 2 and drag == 0:
capture = screen.subsurface(select_rect).copy()
cap_rect = capture.get_rect()
drag = 1
# 第三次点击,初始化
elif select == 2 and drag == 2:
select = 0
drag = 0
elif event.type == MOUSEBUTTONUP:
if event.button == 1:
# 第一次释放,结束选择
if select == 1 and drag == 0:
pos_stop = event.pos
select = 2
# 第二次释放,结束拖拽
if select == 2 and drag == 1:
drag = 2
screen.fill(bg)
screen.blit(turtle, position)
# 实时绘制选择框
if select:
mouse_pos = pygame.mouse.get_pos()
if select == 1:
pos_stop = mouse_pos
select_rect.left, select_rect.top = pos_start
select_rect.width, select_rect.height = pos_stop[0] - pos_start[0], pos_stop[1] - pos_start[1]
pygame.draw.rect(screen, (0, 0, 0), select_rect,1)#(0,0,0)代表黑线,像素为1,注意此处有BUG,只能向右下角裁剪
# 拖拽裁剪的图像
if drag:
if drag == 1:
cap_rect.center = mouse_pos
screen.blit(capture, cap_rect)
pygame.display.flip()
clock.tick(30)