即使使用KEYDOWN事件,这似乎也不完全是图形用户界面游戏,因为这个游戏的图形用户界面只用于输出(=打印),而不是输入。图形用户界面的输入是指关心特定位置的鼠标事件。制作两个按钮来增加或减少HP如何?

../../../../_images/AdvancedInputOutput1.gif
 1import sys, pygame
 2pygame.init()
 3
 4size = width, height = 320, 240
 5speed = [2, 2]
 6black = 0, 0, 0
 7
 8screen = pygame.display.set_mode(size)
 9
10ball = pygame.image.load("AdvancedInputOutput1.gif")
11ballrect = ball.get_rect()
12
13while True:
14    for event in pygame.event.get():
15        if event.type == pygame.QUIT: sys.exit()
16
17    ballrect = ballrect.move(speed)
18    if ballrect.left < 0 or ballrect.right > width:
19        speed[0] = -speed[0]
20    if ballrect.top < 0 or ballrect.bottom > height:
21        speed[1] = -speed[1]
22
23    screen.fill(black)
24    screen.blit(ball, ballrect)
25    pygame.display.flip()
../../../../_images/AdvancedInputOutput2.gif
 1import sys, pygame
 2pygame.init()
 3
 4size = width, height = 320, 240
 5speed = [2, 2]
 6black = 0, 0, 0
 7
 8screen = pygame.display.set_mode(size)
 9
10ball = pygame.image.load("AdvancedInputOutput2.gif")
11ballrect = ball.get_rect()
12
13while True:
14    for event in pygame.event.get():
15        if event.type == pygame.QUIT: sys.exit()
16
17    ballrect = ballrect.move(speed)
18    if ballrect.left < 0 or ballrect.right > width:
19        speed[0] = -speed[0]
20    if ballrect.top < 0 or ballrect.bottom > height:
21        speed[1] = -speed[1]
22
23    screen.fill(black)
24    screen.blit(ball, ballrect)
25    pygame.display.flip()

好的,做两个按钮很简单。看这个按钮,它们有独特的视觉形状。怎么可能呢?和之前的想法一样简单:第一,画 大广场 。第二,抽签 较小的正方形 它的宽度很小(这个正方形没有内色,所以可以显示大正方形的颜色),所以内部正方形和外部正方形看起来像是分开的。但这些按钮仍仅用于输出。我们需要为此创建点击区域。

../../../../_images/AdvancedInputOutput3.gif
 1import sys, pygame
 2pygame.init()
 3
 4size = width, height = 320, 240
 5speed = [2, 2]
 6black = 0, 0, 0
 7
 8screen = pygame.display.set_mode(size)
 9
10ball = pygame.image.load("AdvancedInputOutput3.gif")
11ballrect = ball.get_rect()
12
13while True:
14    for event in pygame.event.get():
15        if event.type == pygame.QUIT: sys.exit()
16
17    ballrect = ballrect.move(speed)
18    if ballrect.left < 0 or ballrect.right > width:
19        speed[0] = -speed[0]
20    if ballrect.top < 0 or ballrect.bottom > height:
21        speed[1] = -speed[1]
22
23    screen.fill(black)
24    screen.blit(ball, ballrect)
25    pygame.display.flip()
../../../../_images/AdvancedInputOutput4.gif
 1import sys, pygame
 2pygame.init()
 3
 4size = width, height = 320, 240
 5speed = [2, 2]
 6black = 0, 0, 0
 7
 8screen = pygame.display.set_mode(size)
 9
10ball = pygame.image.load("AdvancedInputOutput4.gif")
11ballrect = ball.get_rect()
12
13while True:
14    for event in pygame.event.get():
15        if event.type == pygame.QUIT: sys.exit()
16
17    ballrect = ballrect.move(speed)
18    if ballrect.left < 0 or ballrect.right > width:
19        speed[0] = -speed[0]
20    if ballrect.top < 0 or ballrect.bottom > height:
21        speed[1] = -speed[1]
22
23    screen.fill(black)
24    screen.blit(ball, ballrect)
25    pygame.display.flip()
../../../../_images/AdvancedInputOutput5.gif
 1import sys, pygame
 2pygame.init()
 3
 4size = width, height = 320, 240
 5speed = [2, 2]
 6black = 0, 0, 0
 7
 8screen = pygame.display.set_mode(size)
 9
10ball = pygame.image.load("AdvancedInputOutput5.gif")
11ballrect = ball.get_rect()
12
13while True:
14    for event in pygame.event.get():
15        if event.type == pygame.QUIT: sys.exit()
16
17    ballrect = ballrect.move(speed)
18    if ballrect.left < 0 or ballrect.right > width:
19        speed[0] = -speed[0]
20    if ballrect.top < 0 or ballrect.bottom > height:
21        speed[1] = -speed[1]
22
23    screen.fill(black)
24    screen.blit(ball, ballrect)
25    pygame.display.flip()

现在是新活动 MOUSEBUTTONUP 在事件语句中添加。请注意,鼠标向上与按键向下是相同的。如果激活了MOUSEBUTTONUP, event.pos 将被记录为x和y。这意味着,点击点。因此,通过检查来确定点击点是否需要在某个直角区域内 collidepoint 。如果在里面,那就意味着“ 用户点击了某个属于某个区域的点 然后,需要适当的过程(更新价值)。请注意,有两个用于输入的区域: (270,425,45,45)(325,425,45,45) At Event语句。请注意,还有两个用于输出的区域。 (margin, height - r -10 , r, r)(margin + r + r_margin, height - r - 10, r, r) 在DrawButton。如果是按钮,则按钮的输入和输出区域必须为 完全相同 。(否则,此按钮将具有欺骗性!)最好将此数据设置为相同的值,而不将函数(用于输出)的确切位置计算为常量(用于输入)。没有特定的功能来连接这个区域,所以你必须注意这一点。

<参考代码>::

import pygame, sys
from pygame.locals import*

maxHP = 10
white = (255,255,255)
gray = (127,127,127)
black = (0,0,0)
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
pygame.init()
pygame.display.set_caption("Array buttons Project")
width = 640
height = 480
myScreen = pygame.display.set_mode((width, height))
myTextFont = pygame.font.Font("HoonWhitecatR.ttf", 32)
myText = myTextFont.render((str(maxHP) + "/" + str(maxHP)), True, red, gray)
myTextArea = myText.get_rect()
myTextArea.center = (width/2, height/2)
fpsClock = pygame.time.Clock()

def main():
    HP = 5

    while True:
        myText = myTextFont.render((str(HP) + "/" + str(maxHP)), True, red, gray)

        myScreen.fill(gray)

        myScreen.blit(myText, myTextArea)
        drawHP(HP)
        drawButtons()

        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == KEYDOWN:
                if event.key == K_UP:
                    if HP != 10:
                        HP = HP + 1
                elif event.key == K_DOWN:
                    if HP != 0:
                        HP = HP - 1
            elif event.type == MOUSEBUTTONUP: #1
                x, y = event.pos
                if pygame.Rect(270, 425, 45, 45).collidepoint(x, y):
                    if HP != 10:
                        HP = HP + 1
                elif pygame.Rect(325, 425, 45, 45).collidepoint(x, y):
                    if HP != 0:
                        HP = HP - 1

        pygame.display.update()
        fpsClock.tick(60)

def drawHP(HP):
    r = int((height - 40) / maxHP)

    pygame.draw.rect(myScreen, black, (20, 20, 20, 20 + ((maxHP - 0.5) * r)))

    for i in range(maxHP):
        if HP >= (maxHP - i):
            pygame.draw.rect(myScreen, red, (20, 20 + (i * r), 20, r))
        pygame.draw.rect(myScreen, white, (20, 20 + (i * r), 20, r), 1)

    return

def drawButtons():
    r = 45
    r_margin = 10
    colors = [red, black]

    num = 2
    margin = int((width - ((r * num) + (r_margin * (num - 1)))) / 2)
    for i in range(0, num):
        left = margin + (i * r) + (i * r_margin)
        up = height - r - 10
        pygame.draw.rect(myScreen, colors[i], (left, up, r, r))
        pygame.draw.rect(myScreen, gray, (left + 2, up + 2, r - 4, r - 4), 2)

if __name__ == '__main__':
    main()



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