Start event when button is clicked with pygame

2019-03-07 07:23发布

问题:

Hey guys am new to pygame.I have developed a simple game in which the ball bounce each other.It works fine.

I have added a ui with buttons with options like new game,loadgame,options.

What I need is that when a user click on new game button he must see the ball bouncing. My code is

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)

When I tried this code the the ball bounce and the starting ui works fine but when I click on the new button icon it doesn’t show anything.

What I need is when a user click new game button it must redirect to the ball bouncing screen.

I have tried it with pygame.mouse.get_pressed but it didn’t helped me out.

Hope you guys can help me.

Thanx in advance

回答1:

So your problem is that, first you always draw the balls and second you don't check for a mouse click. An easy way to do this check is to call pygame.event.get([pygame.MOUSEBUTTONDOWN]) right where you check if the mouse position is over one of the options. If it returns something else than None stop displaying the options and start displaying the balls.

So you would do something like that: 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)