这是一个运行示例,评论中有解释:
import pygame
pygame.init()
screen = pygame.display.set_mode((200, 200))
# the 'normal' font
base_font = pygame.font.SysFont('Arial', 20, 16)
# the 'mouse-over' font
mod_font = pygame.font.SysFont('Arial', 20, 16)
mod_font.set_underline(True)
# always use some kind of cache when rendering font
# font rendering is very expensive, and it *will*
# slow down your application if you render some text
cache = {}
def render(text, mod=False):
if not mod in cache:
cache[mod] = {}
if not text in cache[mod]:
cache[mod][text] = (mod_font if mod else base_font).render(text, True, (255, 255, 255))
return cache[mod][text]
# create a list of (text, Rect)-tuples
x, y = 10, 20
objetcs = [(t, render(t).get_rect()) for t in ('Hi', 'please', 'click', 'me')]
# just move some objects around
for (_, r) in objetcs:
r.top, r.left = y, x
x *= 2
y += 35
# always use a Clock to keep your framerate constant
clock = pygame.time.Clock()
run = True
while run:
# clear the screen
screen.fill((0, 0, 0))
# draw all objects
for (t, r) in objetcs:
# decide if we want to render the text with or without the underline
# based on the result of collidepoint(pygame.mouse.get_pos())
# note that collidepoint is a method of Rect, not Surface
screen.blit(render(t, r.collidepoint(pygame.mouse.get_pos())), r)
# check which item is clicked
if pygame.event.get(pygame.MOUSEBUTTONDOWN):
# calling 'render' over and over again is cheap now, since the resut is cached
for text in [t for (t, r) in objetcs if r.collidepoint(pygame.mouse.get_pos())]:
print "'{}' was clicked".format(text)
# draw the screen ONCE
pygame.display.flip()
if pygame.event.get(pygame.QUIT): run = False
# clear all unwanted events
pygame.event.clear()
clock.tick(60)