如何在pygame中围绕精灵或图像绘制边框?
问题描述:
我想画一个图像的红色边框,但不知道如何。如何在pygame中围绕精灵或图像绘制边框?
我试图填充Hero
sprite的图像,并将colorkey设置为红色self.image.set_colorkey(red)
,但这会使图像不可见。
在图像上绘制一个红色矩形,完全填充它:pygame.draw.rect(self.image, red, [0, 0, width, height])
。
我只是想要一个红色的边框,这将有助于未来的碰撞检测。
在main.py代码:
import pygame
from pygame import *
import sprites
from sprites import *
pygame.init()
width = 640
height = 480
color = (255, 255, 255) #white
x = 0
y = 0
speed = 3
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("Mushroom")
icon = pygame.image.load('icon.bmp')
pygame.display.set_icon(icon)
sprites_list = pygame.sprite.Group()
hero = Hero('mushroom.png', 48, 48)
hero.rect.x = 200;
hero.rect.y = 300;
sprites_list.add(hero)
running = True
clock = pygame.time.Clock()
while running:
sprites_list.update()
screen.fill((color))
sprites_list.draw(screen)
hero.draw(screen)
pygame.display.flip()
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
hero.left(speed)
if key[pygame.K_RIGHT]:
hero.right(speed)
if key[pygame.K_UP]:
hero.up(speed)
if key[pygame.K_DOWN]:
hero.down(speed)
clock.tick(60)
中的代码sprites.py:
import pygame
from pygame import *
red = (255, 0, 0)
class Hero(pygame.sprite.Sprite):
def __init__(self, color, width, height):
super().__init__()
self.image = pygame.image.load('mushroom.png')
self.image = pygame.Surface((width, height))
self.image.fill(red)
self.image.set_colorkey(red)
pygame.draw.rect(self.image, red, [0, 0, width, height])
self.rect = self.image.get_rect()
def draw(self, screen):
screen.blit(self.image, self.rect)
def right(self, pixels):
self.rect.x += pixels
def left(self, pixels):
self.rect.x -= pixels
def up(self, pixels):
self.rect.y -= pixels
def down(self, pixels):
self.rect.y += pixels
答
你有两个选择:
- 画一个红色的,在蘑菇图像/表面上未填充的矩形。
- 在
draw
方法中绘制矩形的每一帧。
如果你想有一个非填充矩形,你必须通过一个int作为最后一个参数(行width
)到pygame.draw.rect
。
import pygame
pygame.init()
white = (255, 255, 255)
red = (255, 0, 0)
# The original
hero_img = pygame.Surface((48, 48), pygame.SRCALPHA)
pygame.draw.circle(hero_img, (30, 90, 170), (24, 24), 20)
# ---Solution 1---
# You could create a copy of the original image and
# then draw the rect onto it.
hero_img_with_border = hero_img.copy()
# Draw the red border. Pass an int as the last argument (width)
# to draw a non-filled rect. For 2 pixel linewidth the rect has
# to be one pixel smaller.
pygame.draw.rect(hero_img_with_border, red, (0, 0, 47, 47), 2)
class Hero(pygame.sprite.Sprite):
def __init__(self, position):
super().__init__()
self.image = hero_img
self.rect = self.image.get_rect(center=position)
self.speed = 3
def draw(self, screen):
# ---Solution 2---
# Just draw the non-filled rect here.
pygame.draw.rect(screen, red, self.rect, 2)
def right(self):
self.rect.x += self.speed
def left(self):
self.rect.x -= self.speed
def up(self):
self.rect.y -= self.speed
def down(self):
self.rect.y += self.speed
screen = pygame.display.set_mode((640, 480))
sprites_list = pygame.sprite.Group()
# You can pass the coords and change the rect in the __init__ method.
hero = Hero((200, 300))
sprites_list.add(hero)
running = True
clock = pygame.time.Clock()
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
hero.left()
if key[pygame.K_RIGHT]:
hero.right()
if key[pygame.K_UP]:
hero.up()
if key[pygame.K_DOWN]:
hero.down()
sprites_list.update()
screen.fill(white)
sprites_list.draw(screen)
# If you use solution 1, you don't need the draw method, since
# sprites_list.draw blits the image already.
hero.draw(screen)
screen.blit(hero_img, (100, 100))
pygame.display.flip()
clock.tick(60)
我已经改变了几件事:speed
可能是精灵的属性,你可以通过与坐标元组到__init__
方法,然后把它传递给get_rect为center
或topleft
的说法。
self.image.get_rect(center=position)
这是不是很清楚你想要做什么。你为什么要填写图像'self.image.fill(red)',然后设置'self.image.set_colorkey(red)'颜色键?这使得图像不可见。你是否试图让“mushroom.png”图像的背景透明?或者你想在图像周围绘制红色边框? – skrx
是的,我想在图像周围绘制红色边框以便将来进行碰撞检查。图像不显示,但会显示红色矩形。 –
你能告诉我们你的mushroom.png文件吗?另外,如果你总是想在你的精灵周围有一个红色的矩形,那么就不需要用一个新的'pygame.Surface'来替换'self.image',并且丢失刚刚加载的所有图像数据。 – CodeSurgeon