pygame實現(xiàn)非圖片按鈕效果
本文實例為大家分享了pygame實現(xiàn)非圖片按鈕效果的具體代碼,供大家參考,具體內(nèi)容如下
按鈕類程序
# -*- coding=utf-8 -*- import threading import pygame from pygame.locals import MOUSEBUTTONDOWN class BFControlId(object): _instance_lock = threading.Lock() def __init__(self): self.id = 1 @classmethod def instance(cls, *args, **kwargs): if not hasattr(BFControlId, "_instance"): BFControlId._instance = BFControlId(*args, **kwargs) return BFControlId._instance def get_new_id(self): self.id += 1 return self.id CLICK_EFFECT_TIME = 100 class BFButton(object): def __init__(self, parent, rect, text='Button', click=None): self.x,self.y,self.width,self.height = rect self.bg_color = (225,225,225) self.parent = parent self.surface = parent.subsurface(rect) self.is_hover = False self.in_click = False self.click_loss_time = 0 self.click_event_id = -1 self.ctl_id = BFControlId().instance().get_new_id() self._text = text self._click = click self._visible = True self.init_font() def init_font(self): font = pygame.font.Font(None, 28) white = 100, 100, 100 self.textImage = font.render(self._text, True, white) w, h = self.textImage.get_size() self._tx = (self.width - w) / 2 self._ty = (self.height - h) / 2 @property def text(self): return self._text @text.setter def text(self, value): self._text = value self.init_font() @property def click(self): return self._click @click.setter def click(self, value): self._click = value @property def visible(self): return self._visible @visible.setter def visible(self, value): self._visible = value def update(self, event): if self.in_click and event.type == self.click_event_id: if self._click: self._click(self) self.click_event_id = -1 return x, y = pygame.mouse.get_pos() if x > self.x and x < self.x + self.width and y > self.y and y < self.y + self.height: self.is_hover = True if event.type == MOUSEBUTTONDOWN: pressed_array = pygame.mouse.get_pressed() if pressed_array[0]: self.in_click = True self.click_loss_time = pygame.time.get_ticks() + CLICK_EFFECT_TIME self.click_event_id = pygame.USEREVENT+self.ctl_id pygame.time.set_timer(self.click_event_id,CLICK_EFFECT_TIME-10) else: self.is_hover = False def draw(self): if self.in_click: if self.click_loss_time < pygame.time.get_ticks(): self.in_click = False if not self._visible: return if self.in_click: r,g,b = self.bg_color k = 0.95 self.surface.fill((r*k, g*k, b*k)) else: self.surface.fill(self.bg_color) if self.is_hover: pygame.draw.rect(self.surface, (0,0,0), (0,0,self.width,self.height), 1) pygame.draw.rect(self.surface, (100,100,100), (0,0,self.width-1,self.height-1), 1) layers = 5 r_step = (210-170)/layers g_step = (225-205)/layers for i in range(layers): pygame.draw.rect(self.surface, (170+r_step*i, 205+g_step*i, 255), (i, i, self.width - 2 - i*2, self.height - 2 - i*2), 1) else: self.surface.fill(self.bg_color) pygame.draw.rect(self.surface, (0,0,0), (0,0,self.width,self.height), 1) pygame.draw.rect(self.surface, (100,100,100), (0,0,self.width-1,self.height-1), 1) pygame.draw.rect(self.surface, self.bg_color, (0,0,self.width-2,self.height-2), 1) self.surface.blit(self.textImage, (self._tx, self._ty))
主要給按鈕實現(xiàn)了:
1.鼠標懸停效果
2.按鈕點擊效果
3.文本繪制效果
4.點擊后事件觸發(fā)效果
5.按鈕的隱藏和顯示控制
使用方法:
btn = BFButton(my_surface,my_rect,text=my_label,click=my_method)
在事件響應處
btn.update(event)
在繪圖處
btn.draw()
下面附一個例子
# -*- coding=utf-8 -*- import pygame from bf_button import BFButton pygame.init() screencaption = pygame.display.set_caption('bf control') screen = pygame.display.set_mode((400,400)) def do_click1(btn): pygame.display.set_caption('i click %s,ctl id is %s' % (btn._text,btn.ctl_id)) btn.text = 'be click' def do_click2(btn): btn.visible = False def do_click3(btn): pygame.quit() exit() button1 = BFButton(screen, (120,100,160,40)) button1.text = 'Play' button1.click = do_click1 button2 = BFButton(screen, (120,180,160,40),text='Hide',click=do_click2) button3 = BFButton(screen, (120,260,160,40),text='Quit',click=do_click3) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() button1.update(event) button2.update(event) button3.update(event) screen.fill((255,255,255)) button1.draw() button2.draw() button3.draw() pygame.display.update()
例子里有兩個按鈕
第一個按鈕事件是修改界面標題和按鈕上的文字
第二個按鈕事件是隱藏自己
第三個按鈕事件是退出
為方便按鈕管理,其實可以定一個ButtonGroup類
class BFButtonGroup(object): def __init__(self): self.btn_list = [] def add_button(self, button): self.btn_list.append(button) def make_button(self, screen, rect, text='Button', click=None): button = BFButton(screen, rect,text=text,click=click) self.add_button(button) def update(self, event): for button in self.btn_list: button.update(event) def draw(self): for button in self.btn_list: button.draw()
這樣使用的時候只需要對ButtonGroup進行update和draw
# -*- coding=utf-8 -*- import pygame from bf_button import BFButton,BFButtonGroup pygame.init() screencaption = pygame.display.set_caption('bf control') screen = pygame.display.set_mode((400,400)) def do_click1(btn): pygame.display.set_caption('i click %s,ctl id is %s' % (btn._text,btn.ctl_id)) btn.text = 'be click' def do_click2(btn): btn.visible = False def do_click3(btn): pygame.quit() exit() btn_group = BFButtonGroup() btn_group.make_button(screen, (120,100,160,40),text='Play',click=do_click1) btn_group.make_button(screen, (120,180,160,40),text='Hide',click=do_click2) btn_group.make_button(screen, (120,260,160,40),text='Quit',click=do_click3) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() btn_group.update(event) screen.fill((255,255,255)) btn_group.draw() pygame.display.update()
以上就是本文的全部內(nèi)容,希望對大家的學習有所幫助,也希望大家多多支持腳本之家。
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