我将从简单地复制并粘贴我的大量代码开始:
# Libraries #
import pygame
from pygame.locals import *
import ResolutionMenu
# Classes #
class GuiSettings:
def __init__(self):
self.TextSize = 20
self.button_color = (35, 65, 145)
self.button_color_hover = (70, 105, 150)
class Button():
def __init__(self, x, y, width, height, outline, settings, text = "", action = None):
self.x = x
self.y = y
self.width = width
self.height = height
self.text = text
self.settings = settings
self.action = action
self.outline = outline
def draw(self, screen, outline = None):
if self.outline:
pygame.draw.rect(screen, self.outline, (self.x - 2, self.y - 2, self.width + 4, self.height + 4), 0)
color = self.settings.button_color if not self.isOver(pygame.mouse.get_pos()) else self.settings.button_color_hover
pygame.draw.rect(screen, color, (self.x, self.y, self.width, self.height), 0)
if self.text != "":
font = pygame.font.SysFont('segoeuisemibold', self.settings.TextSize)
text = font.render(self.text, 1, (0, 0, 0))
screen.blit(text, (self.x + (self.width / 2 - text.get_width() / 2), self.y + (self.height / 2 - text.get_height() / 2)))
def update(self, events):
for event in events:
if event.type == pygame.MOUSEBUTTONDOWN and self.isOver(pygame.mouse.get_pos()) and self.action:
self.action()
def isOver(self, pos):
if pos[0] > self.x and pos[0] < self.x + self.width:
if pos[1] > self.y and pos[1] < self.y + self.height:
return True
return False
# Variables #
settings = GuiSettings()
Click = False
Clock = pygame.time.Clock()
H, W = ResolutionMenu.resolution
pygame.init()
pygame.display.set_caption("Main Menu")
font = pygame.font.SysFont(None, settings.TextSize)
screen = pygame.display.set_mode((ResolutionMenu.resolution))
# Functions #
def draw_text_center(text, font, colour, surface):
textobj = font.render(text, 1, colour)
textrect = textobj.get_rect()
textrect.center = ((H / 2), (W / 10))
surface.blit(textobj, textrect)
def draw_text(text, font, colour, surface, XandY):
textobj = font.render(text, 1, colour)
textrect = textobj.get_rect()
textrect.topleft = (XandY)
surface.blit(textobj, textrect)
def MainMenu():
while True:
if ResolutionMenu.resolution == (800, 600):
screen.fill ((0, 0, 0))
draw_text_center("Main Menu Navigation", font, (255, 255, 255), screen)
mx, my = pygame.mouse.get_pos()
button1 = pygame.Rect((W/10), (H/5), (W/3), (H/15))
button2 = pygame.Rect((W/10), (H/2), (W/3), (H/15))
if button1.collidepoint((mx, my)):
if Click:
game()
if button2.collidepoint((mx, my)):
if Click:
OptionsMenu()
pygame.draw.rect(screen, (255, 0, 0), button1)
pygame.draw.rect(screen, (255, 0, 0,), button2)
Click = False
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
Click = True
pygame.display.update()
Clock.tick(60)
def game():
running = True
while running:
screen.fill((0,0,0))
draw_text('Test 1', font, (255, 255, 255), screen, (20, 20))
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
pygame.display.update()
Clock.tick(60)
def OptionsMenu():
screen = pygame.display.set_mode((800, 600))
settings = GuiSettings()
buttons = [
Button(100, 150, 200, 50, (0, 0, 0), settings, "Set Text Size: 14", lambda: settings.__setattr__('TextSize', 14)),
Button(500, 150, 200, 50, (0, 0, 0), settings, "Set Text Size: 16", lambda: settings.__setattr__('TextSize', 16)),
Button(100, 300, 200, 50, (0, 0, 0), settings, "Set Text Size: 18", lambda: settings.__setattr__('TextSize', 18)),
Button(500, 300, 200, 50, (0, 0, 0), settings, "Set Text Size: 20", lambda: settings.__setattr__('TextSize', 20))
]
running = True
while running:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
return
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
for button in buttons:
button.update(events)
screen.fill((100, 100, 100))
for button in buttons:
button.draw(screen)
pygame.display.flip()
MainMenu()
正如你所看到的,最近我一直在尝试为游戏制作一个主菜单导航面板,到目前为止一切进展顺利。然而,我遇到了一个问题。
问题是这样的:我创建了一个类,其中保存文本大小、按钮颜色和按钮悬停颜色的设置(当鼠标位置位于按钮区域内时,按钮的颜色将会改变)。
class GuiSettings:
def __init__(self):
self.TextSize = 20
self.button_color = (35, 65, 145)
self.button_color_hover = (70, 105, 150)
当我在 OptionMenu() 函数内部时,这完全可以正常工作,但是当通过按 esc 并返回到 MainMenu() 函数来中断该函数时,“主菜单导航”文本的文本大小 (<尽管使用“settings.TextSize”作为大小变量,但下面的代码)并没有改变。我不确定为什么会出现这种情况,因为选项菜单上使用 lambda 函数来更改文本大小的值。
buttons = [
Button(100, 150, 200, 50, (0, 0, 0), settings, "Set Text Size: 14", lambda: settings.__setattr__('TextSize', 14)),
Button(500, 150, 200, 50, (0, 0, 0), settings, "Set Text Size: 16", lambda: settings.__setattr__('TextSize', 16)),
Button(100, 300, 200, 50, (0, 0, 0), settings, "Set Text Size: 18", lambda: settings.__setattr__('TextSize', 18)),
Button(500, 300, 200, 50, (0, 0, 0), settings, "Set Text Size: 20", lambda: settings.__setattr__('TextSize', 20))
]
抱歉,这是一个很长的问题,感谢您的阅读,我希望比我更擅长这方面的人可以给我一些帮助。
最佳答案
您可以在主应用程序循环之前使用字体大小 settings.TextSize
创建字体对象。当您随后更改 settings.TextSize
时,此 font
对象不会神奇地发生变化。字体大小用于光栅化字体中的字形。离开OptionsMenu
函数后,您需要创建一个具有新大小的新字体对象。
此外,您需要使用 global
statement ,因为 font
和 settings
是全局命名空间中的变量。
def MainMenu():
global font # font is a variable in global namespace
while True:
if ResolutionMenu.resolution == (800, 600):
# [...]
if button2.collidepoint((mx, my)):
if Click:
OptionsMenu()
# create new font with new size
font = pygame.font.SysFont(None, settings.TextSize)
# [...]
def OptionsMenu():
global settings # settings is a variable in global namespace
screen = pygame.display.set_mode((800, 600))
# settings = GuiSettings() # <--- DELETE use the existing object instead
# [...]
关于python - 文本大小变化持久性,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/64679912/