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问题:

pygame如何检查鼠标坐标[重复]

冀冯浩
2023-03-14

我正在用python和pygame制作一个选择题问答游戏。我有圆,你想要的是当你点击圆时,它会改变宽度,使圆充满。但我不知道有哪种python函数可以做到这一点

以下是我目前的代码:

    # Controls the width of the circles
    width_1 = 2
    width_2 = 2
    width_3 = 2
    width_4 = 2

    # Circles
    pygame.draw.circle(screen, BLACK, [250, 230], 7, width_1)
    pygame.draw.circle(screen, BLACK, [250, 260], 7, width_2)
    pygame.draw.circle(screen, BLACK, [250, 290], 7, width_3)
    pygame.draw.circle(screen, BLACK, [250, 320], 7, width_4)

    for event in pygame.event.get():
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:

我想有这样的东西,如果鼠标悬停在圆圈和鼠标按钮向下和event.button==1然后改变宽度为0(填写)

提前谢谢!

P. S.这不是我所有的代码

共有3个答案

孙德本
2023-03-14

首先,你需要鼠标坐标。你可以这样做:

mousex, mousey = pygame.mouse.get_pos()

然后,您需要一个函数来检查鼠标是否在圆圈内。要做到这一点,你需要一个圆圈的hitbox。圆形hitbox很难制作,所以你可以通过以下方法使用方形hitbox:

def check_pressed ():
    mousex, mousey = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()

    if click != (0, 0, 0):
        if mousex >= buttonx and mousex <= buttonx + button_width and 
        mousey >= buttony and mousey <= buttony + button_height:
            #run function to make button bigger and run a clicked event

将此check_pressed函数添加到主循环中。希望这有帮助!

禄豪
2023-03-14

您可以使用pygame。老鼠获取位置()(文档)

pygame。老鼠get_pos()获取鼠标光标位置get_pos()-

殷浩慨
2023-03-14

你可以做x,y=pygame。老鼠获取位置()然后打印(x,y)

假设我们想从一个位置飞到另一个位置。我们可以这样做

import pygame
from pygame import *
import sys, random, math, fractions

pygame.init()
Screen_Width = 800
Screen_Height = 600

Total_Display = pygame.display.set_mode((Screen_Width, Screen_Height))

clock = pygame.time.Clock()

class Blocks(pygame.sprite.Sprite):
    def __init__(self, width, height):
        super().__init__()
        all_sprite_list.add(self)
        block_list.add(self)
        self.image = pygame.Surface((32,32))
        self.rect = self.image.get_rect()
        self.change_y = 0
        self.change_x = 0

    def blockMove (self, cursor_pos_x, cursor_pos_y, player_pos_x, player_pos_y):

        block_vec_x = cursor_pos_x - player_pos_x
        block_vec_y = cursor_pos_y - player_pos_y
        vec_length = math.sqrt(block_vec_x ** 2 + block_vec_y ** 2)
        block_vec_y = (block_vec_y / vec_length) * 5
        block_vec_x = (block_vec_x / vec_length) * 5
        self.change_y += block_vec_y
        self.change_x += block_vec_x

    def update(self):

        self.rect.y += self.change_y
        self.rect.x += self.change_x

现在做一个简单的玩家类只是为了一个位置,以火块到鼠标位置,把这个权利在窗口的中间!

class Player(pygame.sprite.Sprite):
    def __init__(self):
        player_list.add(self)
        self.rect = Rect(400,300,16,16)
        self.image = pygame.surface((16,16))

all_sprite_list = pygame.sprite.Group()
player_list = pygame.sprite.Group()
block_list = pygame.sprite.Group()

block = Blocks(16,16)
player = Player()

running = True
while running:
    clock.tick(60)

    for e in pygame.event.get()
        if e == pygame.Quit:
            running = False
        if e.type == pygame.KEYDOWN and e.type == pygame.K_ESCAPE:
            running = False

这里是我们得到鼠标位置的地方,我们设置mouse_X和mouse_Y=mouse。get_pos(),它将输出(x,y)或Mouse_x=Mouse pos x和Mouse_y=Mouse pos y。您还可以通过添加打印(Mouse_x)输出鼠标的位置

    Mouse_x, Mouse_y = pygame.mouse.get_pos()
    key = pygame.key.get_pressed()
    if key[pygame.K_SPACE]:
        block = Blocks(16,16)
        block.blockMove(Mouse_x, Mouse_y, player.rect.x, player.rect.y)
        block.rect.x = player.rect.x
        block.rect.y = player.rect.y
    block.update()
    Total_Display.fill((255,0,0))
    for sprite in all_sprite_list:
        pygame.draw.rect(Total_Display,(0,0,0), sprite)
    for blocks in block_list:
        pygame.draw.rect(Total_Display, (0,0,0), block)
    
    pygame.display.flip()
import pygame
from pygame import *
import sys, random, math, fractions

pygame.init()
Screen_Width = 800
Screen_Height = 600

Total_Display = pygame.display.set_mode((Screen_Width, Screen_Height))

clock = pygame.time.Clock()

class Blocks(pygame.sprite.Sprite):
    def __init__(self, width, height):
        super().__init__()
        all_sprite_list.add(self)
        block_list.add(self)
        self.image = pygame.Surface((32,32))
        self.rect = self.image.get_rect()
        self.change_y = 0
        self.change_x = 0

    def blockMove (self, cursor_pos_x, cursor_pos_y, player_pos_x, player_pos_y):

        block_vec_x = cursor_pos_x - player_pos_x
        block_vec_y = cursor_pos_y - player_pos_y
        vec_length = math.sqrt(block_vec_x ** 2 + block_vec_y ** 2)
        block_vec_y = (block_vec_y / vec_length) * 5
        block_vec_x = (block_vec_x / vec_length) * 5
        self.change_y += block_vec_y
        self.change_x += block_vec_x

    def update(self):

        self.rect.y += self.change_y
        self.rect.x += self.change_x

class Player(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        player_list.add(self)
        all_sprite_list.add(self)
        self.rect = Rect(400,300,16,16)
        self.image = pygame.Surface((16,16))


all_sprite_list = pygame.sprite.Group()
player_list = pygame.sprite.GroupSingle()
block_list = pygame.sprite.Group()

block = Blocks(16,16)
player = Player()

running = True
while running:
    clock.tick(60)


    for e in pygame.event.get():
        if e == pygame.QUIT:
            Running = False
        if e.type == pygame.KEYDOWN and e.type == pygame.K_ESCAPE:
            running = False

    Mouse_x, Mouse_y = pygame.mouse.get_pos()
    key = pygame.key.get_pressed()
    if key[pygame.K_SPACE]:
        block = Blocks(16,16)
        block.update()
        block.blockMove(Mouse_x, Mouse_y, player.rect.x, player.rect.y)
        block.rect.x = player.rect.x
        block.rect.y = player.rect.y
    block.update()
    Total_Display.fill((255,0,0))
    for sprite in all_sprite_list:
        pygame.draw.rect(Total_Display,(0,0,0), sprite)
    for blocks in block_list:
        pygame.draw.rect(Total_Display, (0,0,0), block)
    
    pygame.display.flip()


        

            
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