我在pygame中为点击事件制作了按钮,但存在一个问题。当我单击鼠标按钮并在按钮边界之间移动鼠标时,单击事件会重复自身。我只想单击一下,直到松开鼠标按钮。我该怎么做?
import pygame,time
pygame.init()
x,y = (200,300)
pencere = pygame.display.set_mode((x,y))
pygame.display.set_caption("Click")
white = (255,255,255)
black = (0,0,0)
black2 = (30,30,30)
class Counter:
count = 0
def click(self):
self.count += 1
number = Counter()
def text_objects(text, font, color):
textSurface = font.render(text, True, color)
return textSurface, textSurface.get_rect()
def button(msg,x,y,w,h,c,ic,action=None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
pygame.draw.rect(pencere, c,(x,y,w,h))
smallText = pygame.font.Font("freesansbold.ttf",20)
textSurf, textRect = text_objects(msg, smallText, white)
textRect.center = ( (x+(w/2)), (y+(h/2)) )
pencere.blit(textSurf, textRect)
if x+w > mouse[0] > x and y+h > mouse[1] > y:
pygame.draw.rect(pencere, ic,(x,y,w,h))
if click[0] == 1 != None:
action()
smallText = pygame.font.Font("freesansbold.ttf",20)
textSurf, textRect = text_objects(msg, smallText, white)
textRect.center = ( (x+(w/2)), (y+(h/2)) )
pencere.blit(textSurf, textRect)
def loop():
cikis = False
while not cikis:
for event in pygame.event.get():
if event.type == pygame.QUIT:
cikis = True
pygame.quit()
quit()
pencere.fill(white)
smallText = pygame.font.Font("freesansbold.ttf",50)
textSurf, textRect = text_objects(str(number.count), smallText, black)
textRect.center = ((x/2)), (30)
pencere.blit(textSurf, textRect)
button("Click",0,100,200,200,black,black2,number.click)
pygame.display.update()
loop()
pygame.quit()
quit()
有几件事需要改变:
图形和按钮代码不应在事件循环中,而应在外部while循环中。每次事件发生时(例如,如果鼠标移动),您都会调用按钮
函数。
按钮
函数做的太多了。它创建和分割文本表面,绘制矩形,检查冲突,并调用单击
方法。
您不应该使用pygame.mouse.get_pressed()
,而是处理事件循环中的MOUSEBUTTONDOWN
事件。mouse.get_pressed
只是检查是否按住了鼠标按钮,而不是单击一下发生了。
我将向您展示一个简单的解决方案,其中没有函数,按钮是rect。我处理碰撞并更新事件循环中的数字。如果你想创建几个按钮,我建议用面向对象的方式重写它(如果你愿意,我可以给你举个例子)。
import pygame
pygame.init()
width, height = (200,300)
screen = pygame.display.set_mode((width, height))
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GRAY = (30, 30, 30)
FONT = pygame.font.Font("freesansbold.ttf", 50)
def loop():
clock = pygame.time.Clock()
number = 0
# The button is just a rect.
button = pygame.Rect(0, 100, 200, 200)
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# This block is executed once for each MOUSEBUTTONDOWN event.
elif event.type == pygame.MOUSEBUTTONDOWN:
# 1 is the left mouse button, 2 is middle, 3 is right.
if event.button == 1:
# `event.pos` is the mouse position.
if button.collidepoint(event.pos):
# Increment the number.
number += 1
screen.fill(WHITE)
pygame.draw.rect(screen, GRAY, button)
text_surf = FONT.render(str(number), True, BLACK)
# You can pass the center directly to the `get_rect` method.
text_rect = text_surf.get_rect(center=(width/2, 30))
screen.blit(text_surf, text_rect)
pygame.display.update()
clock.tick(30)
loop()
pygame.quit()
附录:我建议使用一个面向对象的解决方案,其中包含一个Button
类,它是pygame.sprite.Sprite
的子类,可以添加到精灵组中。您可以将自己的图像传递给Button
类或使用默认图像。您还必须向每个按钮实例传递回调函数或方法,这些函数或方法将在handle_event
方法中被调用,以更新游戏类的特定属性(这里我有一个递增计数器的方法和另一个退出计数器的方法游戏)。
import pygame as pg
pg.init()
screen = pg.display.set_mode((800, 600))
FONT = pg.font.SysFont('Comic Sans MS', 32)
# Default button images/pygame.Surfaces.
IMAGE_NORMAL = pg.Surface((100, 32))
IMAGE_NORMAL.fill(pg.Color('dodgerblue1'))
IMAGE_HOVER = pg.Surface((100, 32))
IMAGE_HOVER.fill(pg.Color('lightskyblue'))
IMAGE_DOWN = pg.Surface((100, 32))
IMAGE_DOWN.fill(pg.Color('aquamarine1'))
# Button is a sprite subclass, that means it can be added to a sprite group.
# You can draw and update all sprites in a group by
# calling `group.update()` and `group.draw(screen)`.
class Button(pg.sprite.Sprite):
def __init__(self, x, y, width, height, callback,
font=FONT, text='', text_color=(0, 0, 0),
image_normal=IMAGE_NORMAL, image_hover=IMAGE_HOVER,
image_down=IMAGE_DOWN):
super().__init__()
# Scale the images to the desired size (doesn't modify the originals).
self.image_normal = pg.transform.scale(image_normal, (width, height))
self.image_hover = pg.transform.scale(image_hover, (width, height))
self.image_down = pg.transform.scale(image_down, (width, height))
self.image = self.image_normal # The currently active image.
self.rect = self.image.get_rect(topleft=(x, y))
# To center the text rect.
image_center = self.image.get_rect().center
text_surf = font.render(text, True, text_color)
text_rect = text_surf.get_rect(center=image_center)
# Blit the text onto the images.
for image in (self.image_normal, self.image_hover, self.image_down):
image.blit(text_surf, text_rect)
# This function will be called when the button gets pressed.
self.callback = callback
self.button_down = False
def handle_event(self, event):
if event.type == pg.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
self.image = self.image_down
self.button_down = True
elif event.type == pg.MOUSEBUTTONUP:
# If the rect collides with the mouse pos.
if self.rect.collidepoint(event.pos) and self.button_down:
self.callback() # Call the function.
self.image = self.image_hover
self.button_down = False
elif event.type == pg.MOUSEMOTION:
collided = self.rect.collidepoint(event.pos)
if collided and not self.button_down:
self.image = self.image_hover
elif not collided:
self.image = self.image_normal
class Game:
def __init__(self, screen):
self.done = False
self.clock = pg.time.Clock()
self.screen = screen
# Contains all sprites. Also put the button sprites into a
# separate group in your own game.
self.all_sprites = pg.sprite.Group()
self.number = 0
# Create the button instances. You can pass your own images here.
self.start_button = Button(
320, 70, 170, 65, self.increment_number,
FONT, 'Increment', (255, 255, 255),
IMAGE_NORMAL, IMAGE_HOVER, IMAGE_DOWN)
# If you don't pass images, the default images will be used.
self.quit_button = Button(
320, 240, 170, 65, self.quit_game,
FONT, 'Quit', (255, 255, 255))
# Add the button sprites to the sprite group.
self.all_sprites.add(self.start_button, self.quit_button)
def quit_game(self):
"""Callback method to quit the game."""
self.done = True
def increment_number(self):
"""Callback method to increment the number."""
self.number += 1
print(self.number)
def run(self):
while not self.done:
self.dt = self.clock.tick(30) / 1000
self.handle_events()
self.run_logic()
self.draw()
def handle_events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
for button in self.all_sprites:
button.handle_event(event)
def run_logic(self):
self.all_sprites.update(self.dt)
def draw(self):
self.screen.fill((30, 30, 30))
self.all_sprites.draw(self.screen)
pg.display.flip()
if __name__ == '__main__':
pg.init()
Game(screen).run()
pg.quit()
附录2:具有按钮作为字典的中间解决方案。也可以使用列表,但字典更具可读性。
import pygame
pygame.init()
WHITE = (255, 255, 255)
ACTIVE_COLOR = pygame.Color('dodgerblue1')
INACTIVE_COLOR = pygame.Color('dodgerblue4')
FONT = pygame.font.Font(None, 50)
def draw_button(button, screen):
"""Draw the button rect and the text surface."""
pygame.draw.rect(screen, button['color'], button['rect'])
screen.blit(button['text'], button['text rect'])
def create_button(x, y, w, h, text, callback):
"""A button is a dictionary that contains the relevant data.
Consists of a rect, text surface and text rect, color and a
callback function.
"""
# The button is a dictionary consisting of the rect, text,
# text rect, color and the callback function.
text_surf = FONT.render(text, True, WHITE)
button_rect = pygame.Rect(x, y, w, h)
text_rect = text_surf.get_rect(center=button_rect.center)
button = {
'rect': button_rect,
'text': text_surf,
'text rect': text_rect,
'color': INACTIVE_COLOR,
'callback': callback,
}
return button
def main():
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
done = False
number = 0
def increment_number(): # A callback function for the button.
"""Increment the `number` in the enclosing scope."""
nonlocal number
number += 1
print(number)
def quit_game(): # A callback function for the button.
nonlocal done
done = True
button1 = create_button(100, 100, 250, 80, 'Click me!', increment_number)
button2 = create_button(100, 200, 250, 80, 'Me too!', quit_game)
# A list that contains all buttons.
button_list = [button1, button2]
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# This block is executed once for each MOUSEBUTTONDOWN event.
elif event.type == pygame.MOUSEBUTTONDOWN:
# 1 is the left mouse button, 2 is middle, 3 is right.
if event.button == 1:
for button in button_list:
# `event.pos` is the mouse position.
if button['rect'].collidepoint(event.pos):
# Increment the number by calling the callback
# function in the button list.
button['callback']()
elif event.type == pygame.MOUSEMOTION:
# When the mouse gets moved, change the color of the
# buttons if they collide with the mouse.
for button in button_list:
if button['rect'].collidepoint(event.pos):
button['color'] = ACTIVE_COLOR
else:
button['color'] = INACTIVE_COLOR
screen.fill(WHITE)
for button in button_list:
draw_button(button, screen)
pygame.display.update()
clock.tick(30)
main()
pygame.quit()
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