我的代码有问题,特别是 pygame 和按钮
最初,我是手动添加按钮,但我决定改用类会更好。 但是,文本出现在我的按钮下方而不是上方。
如何让文本显示在按钮上方?
这是我的代码:
import pygame as P
import sys
P.init()
class MENU():
def __init__(self, BUTTON_COUNT, WINDOW, RESOLUTION, BUTTON_WIDTH, BUTTON_HEIGHT, BUTTON_PADDING_X, BUTTON_PADDING_Y):
self.WINDOW = WINDOW
self.BUTTON_COUNT = BUTTON_COUNT
self.RESOLUTION = RESOLUTION
self.BUTTON_WIDTH = BUTTON_WIDTH
self.BUTTON_HEIGHT = BUTTON_HEIGHT
self.BUTTON_PADDING_X = BUTTON_WIDTH + BUTTON_PADDING_X
self.BUTTON_PADDING_Y = BUTTON_HEIGHT + BUTTON_PADDING_Y
self.SETTINGS_ON = True
self.ONCE = False
self.FPS = P.time.Clock()
while self.SETTINGS_ON:
self.FPS.tick(30)
self.WINDOW.fill((0, 0, 0))
self.CENTER_X = RESOLUTION[0]//2
self.CENTER_Y = RESOLUTION[1]//2
self.TITLE_FONT = P.font.SysFont("calibri", 75)
self.MESSAGE_FONT = P.font.SysFont("calibri", 20)
self.BUTTON_FONT = P.font.SysFont("calibri", 25)
if self.ONCE == False:
self.CREATE_BUTTONS((127, 127, 127), (191, 191, 191), ("BUTTON 1", "BUTTON 2", "BUTTON 3"))
self.ONCE = True
if self.ONCE == True:
self.VIEW_BUTTONS()
event = P.event.wait()
if event.type == P.KEYDOWN and event.key == P.K_RETURN:
self.SETTINGS_ON = False
if event.type == P.MOUSEMOTION:
for i in range(0, self.BUTTON_COUNT):
if vars(self)["BTN"+str(i+1)+"_RECT"].collidepoint(event.pos):
vars(self)["BTN"+str(i+1)+"_CX"] = vars(self)["BTN"+str(i+1)+"_C1"]
else:
vars(self)["BTN"+str(i+1)+"_CX"] = vars(self)["BTN"+str(i+1)+"_C2"]
if event.type == P.MOUSEBUTTONDOWN:
for i in range(0, self.BUTTON_COUNT):
if vars(self)["BTN"+str(i+1)+"_RECT"].collidepoint(event.pos):
print("BUTTON CLICK")
P.display.update()
def CENTER_IT(self, text):
self.CENTERED = (self.CENTER_X-text.get_width()//2, self.CENTER_Y-text.get_height()//2)
def CREATE_BUTTONS(self, COLOR1, COLOR2, TEXTS):
for i in range(0, self.BUTTON_COUNT):
vars(self)["BTN"+str(i+1)+"_CX"] = COLOR1
vars(self)["BTN"+str(i+1)+"_C1"] = COLOR1
vars(self)["BTN"+str(i+1)+"_C2"] = COLOR2
vars(self)["BTN"+str(i+1)+"_RECT"] = P.Rect(self.CENTER_X-self.BUTTON_WIDTH//2, self.CENTER_Y-self.BUTTON_HEIGHT//2-self.BUTTON_PADDING_Y*(i-1), self.BUTTON_WIDTH, self.BUTTON_HEIGHT)
vars(self)["BTN"+str(i+1)+"_TEXT"] = self.BUTTON_FONT.render(TEXTS[i], True, (255, 255, 255))
def VIEW_BUTTONS(self):
for i in range(0, self.BUTTON_COUNT):
P.draw.rect(self.WINDOW, vars(self)["BTN"+str(i+1)+"_CX"], vars(self)["BTN"+str(i+1)+"_RECT"])
self.CENTER_IT(vars(self)["BTN"+str(i+1)+"_TEXT"])
self.WINDOW.blit(vars(self)["BTN"+str(i+1)+"_TEXT"], (self.CENTERED[0], self.CENTERED[1]+self.BUTTON_PADDING_Y*(i-1)))
class MainWindow():
def __init__(self):
self.RESOLUTION = (1024, 768)
self.WINDOW = P.display.set_mode(self.RESOLUTION)
self.Variables()
self.Main()
def Variables(self):
self.GAMEMODE = -1
self.ONCE = False
self.FPS = P.time.Clock()
def Main(self):
while True:
self.FPS.tick(30)
if self.GAMEMODE == -1:
if self.ONCE == False:
SETTINGS = MENU(3, self.WINDOW, self.RESOLUTION, 168, 64, 10, 10)
self.GAMEMODE = 2
if self.GAMEMODE != -1:
self.ONCE = False
P.display.update()
event = P.event.wait()
if __name__ == '__main__':
MainWindow()
P.quit()
exit()
最佳答案
因为这是你的全部代码,为了让我们双方都轻松,我将只演示如何创建一个带有文本的按钮
您可以使用freetype 模块
import pygame
import pygame.freetype # you have to do this import explicitly
您创建一个 Font 对象
my_font = pygame.freetypeFont(name='Arial', size=24)
然后你可以渲染它来创建一个文本表面以及一个具有相同大小的矩形
txt_surface, txt_rect = my_font.render(text='Press this Button',
fgcolor=pg.Color('Black'))
如果你有一个 Button 对象,它有一个图像和一个 rect 属性(它确实应该),那么你可以使用 txt_rect 来对齐中心,然后将它 blit 到按钮的图像上
txt_rect.center = my_button.rect.center
my_button.image.blit(txt_surface, txt_rect)
这样,带有“按下此按钮”的文本表面就会绘制到按钮的图像上。
关于python - 按钮下的 PyGame 文本,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/60625208/