我对 pygame 几乎一无所知,所以我无法提供比这更多的帮助......但我认为你正在做的总是在你的圈子里拉回。试试这个:
pygame.init()
screen = pygame.display.set_mode((640, 480))
screen.fill((0,0,0))
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == MOUSEBUTTONDOWN:
# draw background first (however)
screen.fill((0,0,0))
# draw your other layers (mouse image)
# draw the circle
color = (255,255,255)
posx,posy = pygame.mouse.get_pos()
pygame.draw.circle(screen, color, (posx,posy), 50)
pygame.display.update()
基本上,您的示例中发生的情况是,当您按下鼠标事件进行绘制时,您将再次使用背景绘制它。我不确定是什么mousec
,但每次都会在背景上绘制。因此,您将永远不会看到通过鼠标单击绘制的圆圈
我的例子开始填充背景一次,然后当鼠标按下时,它会再次填充背景以绘制之前的状态,然后绘制圆圈。
使用您的确切示例的另一种方法是仅在检查事件时记录鼠标位置,并将圆的绘制推迟到您的图层之后。您将“记住”最后一个鼠标位置,以便在每个循环上不断重绘该圆圈:
last_mouse_pos = None
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit
if event.type == MOUSEBUTTONDOWN:
last_mouse_pos = pygame.mouse.get_pos()
elif event.type == KEYDOWN and event.unicode == 'c':
# clear the circle when pressing the 'c' key
last_mouse_pos = None
screen.blit(background,(0,0))
x,y = pygame.mouse.get_pos()
x -= mousec.get_width()/2
y -= mousec.get_height()/2
screen.blit(mousec, (x,y))
if last_mouse_pos:
color = (100,100,100)
posx,posy = last_mouse_pos
pygame.draw.circle(screen, color, (posx,posy), 50)
pygame.display.update()
这种方法的不同之处在于,您总是在每个循环上绘制所有内容,而不是仅响应事件的变化。
更新
为了回答您在评论中的问题...修改第二个示例以保留所有鼠标点击的方法是将它们保存在 a 中set
并每次将它们拉回来。
mouse_clicks = set()
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit
if event.type == MOUSEBUTTONDOWN:
mouse_clicks.add(pygame.mouse.get_pos())
elif event.type == KEYDOWN and event.unicode == 'c':
# clear the circle when pressing the 'c' key
mouse_clicks.clear()
screen.blit(background,(0,0))
x,y = pygame.mouse.get_pos()
x -= mousec.get_width()/2
y -= mousec.get_height()/2
screen.blit(mousec, (x,y))
for pos in mouse_clicks:
color = (100,100,100)
posx,posy = pos
pygame.draw.circle(screen, color, (posx,posy), 50)
pygame.display.update()