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嘿,伙计们是 pygame 的新手。我开发了一个简单的游戏,其中的球互相弹跳。它工作得很好。

我添加了一个带有按钮的 ui,其中包含new game, loadgame,等选项options

我需要的是,当用户点击时,new game button他必须看到球弹跳。我的代码是

import pygame
import math
from itertools import cycle

def magnitude(v):
return math.sqrt(sum(v[i]*v[i] for i in range(len(v))))

def add(u, v):
return [ u[i]+v[i] for i in range(len(u)) ]

def sub(u, v):
return [ u[i]-v[i] for i in range(len(u)) ]    

def dot(u, v):
return sum(u[i]*v[i] for i in range(len(u)))

def normalize(v):
vmag = magnitude(v)
return [ v[i]/vmag  for i in range(len(v)) ]

screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()  



class Ball(object):
def __init__(self, path):
    self.x, self.y = (0, 0)
    self.img = pygame.image.load('ball.jpg')
    self.speed = 2.5
    self.color = (200, 200, 200)
    self.path = cycle(path)
    self.set_target(next(self.path))
    self.sound = pygame.mixer.music.load('yeah.mp3')


@property
def pos(self):
    return self.x, self.y

# for drawing, we need the position as tuple of ints
# so lets create a helper property
@property
def int_pos(self):
    return map(int, self.pos)

@property
def target(self):
    return self.t_x, self.t_y

@property
def int_target(self):
    return map(int, self.target)   

def next_target(self):
    self.set_target(self.pos)
    self.set_target(next(self.path))

def set_target(self, pos):
    self.t_x, self.t_y = pos

def update(self):
    # if we won't move, don't calculate new vectors
    if self.int_pos == self.int_target:
        return self.next_target()

    target_vector = sub(self.target, self.pos) 

    # a threshold to stop moving if the distance is to small.
    # it prevents a 'flickering' between two points
    if magnitude(target_vector) < 2: 
        return self.next_target()

    # apply the balls's speed to the vector
    move_vector = [c * self.speed for c in normalize(target_vector)]

    # update position
    self.x, self.y = add(self.pos, move_vector)

def draw(self):
    screen.blit(self.img, self.int_pos)
    pygame.mixer.music.play()

class Option:


hovered = False

def __init__(self, text, pos):
    self.text = text
    self.pos = pos
    self.set_rect()
    self.draw()

def draw(self):
    self.set_rend()
    screen.blit(self.rend, self.rect)

def set_rend(self):
    self.rend = menu_font.render(self.text, True, self.get_color())

def get_color(self):
    if self.hovered:
        return (255, 255, 255)
    else:
        return (100, 100, 100)

def set_rect(self):
    self.set_rend()
    self.rect = self.rend.get_rect()
    self.rect.topleft = self.pos

pygame.init()
quit = False
path = [(26, 43),(105, 110),(45, 225),(145, 295),(266, 211),(178, 134),(250,5)(147,12)] 

path2 = [(26, 43),(105, 10),(45, 125),(150, 134),(150, 26),(107, 12)]


ball = Ball(path)

ball.speed = 1.9

ball2 = Ball(path2)

ball2.color = (200, 200, 0)

balls = [ball, ball2]


screen = pygame.display.set_mode((480, 320))

menu_font = pygame.font.Font(None, 40)

options = [Option("NEW GAME", (140, 105)), Option("LOAD GAME", (135, 155)),
       Option("OPTIONS", (145, 205))]

while not quit:

pygame.event.pump()
screen.fill((0, 0, 0))
for option in options:
    if option.rect.collidepoint(pygame.mouse.get_pos()):
        option.hovered = True
    else:
        option.hovered = False
    option.draw()
pygame.display.update()

quit = pygame.event.get(pygame.QUIT)
pygame.event.poll()

map(Ball.update, balls)

screen.fill((0, 0, 0))

map(Ball.draw, balls)

pygame.display.flip()
clock.tick(60)

当我尝试此代码时,球弹起并且启动 ui 工作正常,但是当我单击新按钮图标时,它不显示任何内容。

我需要的是当用户单击new game按钮时,它必须重定向到球弹跳屏幕。

我已经尝试过了,pygame.mouse.get_pressed但它并没有帮助我。

希望你们能帮助我。

提前感谢

4

1 回答 1

0

所以你的问题是,首先你总是画球,其次你不检查鼠标点击。pygame.event.get([pygame.MOUSEBUTTONDOWN])进行此检查的一种简单方法是在您检查鼠标位置是否超过其中一个选项的位置调用right。如果它返回的不是None停止显示选项并开始显示球。

所以你会做这样的事情: import pygame import math from itertools import cycle

OPTIONS = 0
BALLS = 1

def magnitude(v):
    return math.sqrt(sum(v[i]*v[i] for i in range(len(v))))

def add(u, v):
    return [ u[i]+v[i] for i in range(len(u)) ]

def sub(u, v):
    return [ u[i]-v[i] for i in range(len(u)) ]    

def dot(u, v):
    return sum(u[i]*v[i] for i in range(len(u)))

def normalize(v):
    vmag = magnitude(v)
    return [ v[i]/vmag  for i in range(len(v)) ]

screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()  



class Ball(object):
    def __init__(self, path):
        self.x, self.y = (0, 0)
        self.img = pygame.image.load('/home/wastl/Documents/DSC_0051.JPG')
        self.speed = 2.5
        self.color = (200, 200, 200)
        self.path = cycle(path)
        self.set_target(next(self.path))
        #self.sound = pygame.mixer.music.load('yeah.mp3')


    @property
    def pos(self):
        return self.x, self.y

# for drawing, we need the position as tuple of ints
# so lets create a helper property
    @property
    def int_pos(self):
        return map(int, self.pos)

    @property
    def target(self):
        return self.t_x, self.t_y

    @property
    def int_target(self):
        return map(int, self.target)   

    def next_target(self):
        self.set_target(self.pos)
        self.set_target(next(self.path))

    def set_target(self, pos):
        self.t_x, self.t_y = pos

    def update(self):
    # if we won't move, don't calculate new vectors
        if self.int_pos == self.int_target:
            return self.next_target()

        target_vector = sub(self.target, self.pos) 

    # a threshold to stop moving if the distance is to small.
    # it prevents a 'flickering' between two points
        if magnitude(target_vector) < 2: 
            return self.next_target()

    # apply the balls's speed to the vector
        move_vector = [c * self.speed for c in normalize(target_vector)]

    # update position
        self.x, self.y = add(self.pos, move_vector)

    def draw(self):
        screen.blit(self.img, self.int_pos)
        #pygame.mixer.music.play()

class Option:



    def __init__(self, text, pos):
        self.hovered = False
        self.text = text
        self.pos = pos
        self.set_rect()
        self.draw()

    def draw(self):
        self.set_rend()
        screen.blit(self.rend, self.rect)

    def set_rend(self):
        self.rend = menu_font.render(self.text, True, self.get_color())

    def get_color(self):
        if self.hovered:
            return (255, 255, 255)
        else:
            return (100, 100, 100)

    def set_rect(self):
        self.set_rend()
        self.rect = self.rend.get_rect()
        self.rect.topleft = self.pos

pygame.init()
quit = False
path = [(26, 43),(105, 110),(45, 225),(145, 295),(266, 211),(178, 134),(250,5),(147,12)] 

path2 = [(26, 43),(105, 10),(45, 125),(150, 134),(150, 26),(107, 12)]


ball = Ball(path)

ball.speed = 1.9

ball2 = Ball(path2)

ball2.color = (200, 200, 0)

balls = [ball, ball2]


screen = pygame.display.set_mode((480, 320))

menu_font = pygame.font.Font(None, 40)

options = [Option("NEW GAME", (140, 105)), Option("LOAD GAME", (135, 155)),
       Option("OPTIONS", (145, 205))]

STATE = OPTIONS

while not quit:

    pygame.event.pump()
    screen.fill((0, 0, 0))

    if STATE == OPTIONS:

        for option in options:
            if option.rect.collidepoint(pygame.mouse.get_pos()):
                option.hovered = True
                if pygame.event.get([pygame.MOUSEBUTTONDOWN]) and option.text == "NEW GAME":
                    STATE = BALLS
            else:
                option.hovered = False
            option.draw()
            pygame.display.update()

    elif STATE == BALLS:
        map(Ball.update, balls)

        screen.fill((0, 0, 0))

        map(Ball.draw, balls)

        pygame.display.flip()


    quit = pygame.event.get(pygame.QUIT)
    pygame.event.poll()

    clock.tick(60)
于 2014-07-02T07:47:32.980 回答