问题
I made the second code separate from the first and I wanted to implement the same functionality as the second which is to draw a line with the mouse I made the second code separate from the first and I wanted to implement the same functionality of the second which is to draw a line with the mouse
SCREEN_WIDTH = 1500
SCREEN_HEIGHT = 750
background = pygame.image.load(r'C:\Users\ga-sa\Downloads\honeycomb.png')
background = pygame.transform.scale(BACKGROUND, (SCREEN_WIDTH, SCREEN_HEIGHT))
img1 = pygame.image.load(r"C:\Users\ga-sa\Downloads\As.png")
img2 = pygame.image.load(r"C:\Users\ga-sa\Downloads\AssetsXOR.png")
img3 = pygame.image.load(r"C:\Users\ga-sa\Downloads\AssetsNOT.png")
img4 = pygame.image.load(r"C:\Users\ga-sa\Downloads\AssetsAND.png")
images = [img1, img2, img3, img4]
current_image = -1
img_rects = [images[i].get_rect(topleft=(20 + 40 * i, 20)) for i in range(len(images))]
img_angles = [0 for _ in range(len(images))]
LeftButton = 0
while 1:
for e in pygame.event.get():
if e.type == QUIT:
pygame.quit()
exit(0)
if e.type == pygame.MOUSEBUTTONDOWN:
mouse_rect = pygame.Rect(e.pos, (1, 1))
current_image = mouse_rect.collidelist(img_rects)
if e.type == MOUSEMOTION:
if e.buttons[LeftButton]:
rel = e.rel
if 0 <= current_image < len(images):
img_rects[current_image].x += rel[0]
img_rects[current_image].y += rel[1]
keys = pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
img_angles[current_image] -= 1
if keys[pygame.K_LEFT]:
img_angles[current_image] += 1
screen.blit(background, (0,0))
for i in range(len(images)):
rotated_image = pygame.transform.rotate(images[i], img_angles[i])
rotated_rect = rotated_image.get_rect(center=img_rects[i].center)
screen.blit(rotated_image, rotated_rect)
pygame.display.flip()
how i can add a line like in the code below in this code ?
def main()
pygame.init()
pygame.display.set_caption("Mouse Draw")
surface = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()
rect = surface.get_rect()
fps = 60
line_surface = pygame.Surface(rect.size, pygame.SRCALPHA)
line_surface.fill((0, 0, 0, 0))
mouse_position = None
display_line = None
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEMOTION:
if mouse_position:
display_line = mouse_position, event.pos
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
if mouse_position:
pygame.draw.line(line_surface, pygame.Color("red"), mouse_position, event.pos)
mouse_position = None
display_line = None
else:
mouse_position = event.pos
surface.fill(pygame.Color('black'))
surface.blit(line_surface, (0, 0))
if display_line:
pygame.draw.line(surface, pygame.Color('lawngreen'), *display_line)
pygame.display.update()
clock.tick(fps)
main ()
I would like to put the def main in the first code but I don’t always see a black screen or it gives an error and I would be very grateful if someone could help me. in fact i would like to join the two codes, but i don't know how to adapt the to fit the first
回答1:
If you do not want to draw lines with a click and click, you have to save the starting position with the first click and end the line with the second click. The lines have to be stored to a list. Add a list of liens and a variable line_start
and initialize it by None
:
lines = []
line_start = None
Set the start with the first click and end the line with the second click (MOUSEBUTTONDOWN
). Add the finished line to the list of lines:
if e.type == pygame.MOUSEBUTTONDOWN:
# [...]
if line_start:
lines.append((line_start, e.pos))
line_start = None
else:
line_start = e.pos
Draw the lines in a loop. If a line is started bunt not finished draw a line form the start position to the current mouse position:
for line in lines:
pygame.draw.line(screen, pygame.Color('lawngreen'), *line)
if line_start:
pygame.draw.line(screen, pygame.Color('lawngreen'), line_start, pygame.mouse.get_pos())
Minimal example:
import pygame
pygame.init()
SCREEN_WIDTH = 1500
SCREEN_HEIGHT = 750
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
clock = pygame.time.Clock()
background = pygame.image.load(r'C:\Users\ga-sa\Downloads\honeycomb.png')
background = pygame.transform.scale(BACKGROUND, (SCREEN_WIDTH, SCREEN_HEIGHT))
img1 = pygame.image.load(r"C:\Users\ga-sa\Downloads\As.png")
img2 = pygame.image.load(r"C:\Users\ga-sa\Downloads\AssetsXOR.png")
img3 = pygame.image.load(r"C:\Users\ga-sa\Downloads\AssetsNOT.png")
img4 = pygame.image.load(r"C:\Users\ga-sa\Downloads\AssetsAND.png")
images = [img1, img2, img3, img4]
current_image = -1
img_rects = [images[i].get_rect(topleft=(20 + 80 * i, 20)) for i in range(len(images))]
img_angles = [0 for _ in range(len(images))]
lines = []
line_start = None
LeftButton = 0
while 1:
clock.tick(60)
for e in pygame.event.get():
if e.type == pygame.QUIT:
pygame.quit()
exit(0)
if e.type == pygame.MOUSEBUTTONDOWN:
mouse_rect = pygame.Rect(e.pos, (1, 1))
current_image = mouse_rect.collidelist(img_rects)
if line_start:
lines.append((line_start, e.pos))
line_start = None
else:
line_start = e.pos
if e.type == pygame.MOUSEMOTION:
if e.buttons[LeftButton]:
rel = e.rel
if 0 <= current_image < len(images):
img_rects[current_image].x += rel[0]
img_rects[current_image].y += rel[1]
keys = pygame.key.get_pressed()
if 0 <= current_image < len(img_angles):
if keys[pygame.K_RIGHT]:
img_angles[current_image] -= 1
if keys[pygame.K_LEFT]:
img_angles[current_image] += 1
screen.blit(background,(0,0))
for line in lines:
pygame.draw.line(screen, pygame.Color('lawngreen'), *line)
if line_start:
pygame.draw.line(screen, pygame.Color('lawngreen'), line_start, pygame.mouse.get_pos())
for i in range(len(images)):
rotated_image = pygame.transform.rotate(images[i], img_angles[i])
rotated_rect = rotated_image.get_rect(center = img_rects[i].center)
screen.blit(rotated_image, rotated_rect)
pygame.display.flip()
If you want to draw a rubber line while dragging an icon, you must save the start of the line. Add a variable line_start
and initialize it by `None:
line_start = None
Set the start position when the mouse is pressed (MOUSEBUTTONDOWN
):
if e.type == pygame.MOUSEBUTTONDOWN:
mouse_rect = pygame.Rect(e.pos, (1, 1))
current_image = mouse_rect.collidelist(img_rects)
line_start = e.pos
Set the line_start = None
when the mouse is released (MOUSEBUTTONUP
):
if e.type == pygame.MOUSEBUTTONUP:
line_start = None
If line_start
is set, draw a line from the start position ot the current mouse position:
if line_start:
pygame.draw.line(screen, pygame.Color('lawngreen'), line_start, pygame.mouse.get_pos())
Minimal example:
import pygame
pygame.init()
SCREEN_WIDTH = 1500
SCREEN_HEIGHT = 750
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
clock = pygame.time.Clock()
background = pygame.image.load(r'C:\Users\ga-sa\Downloads\honeycomb.png')
background = pygame.transform.scale(BACKGROUND, (SCREEN_WIDTH, SCREEN_HEIGHT))
img1 = pygame.image.load(r"C:\Users\ga-sa\Downloads\As.png")
img2 = pygame.image.load(r"C:\Users\ga-sa\Downloads\AssetsXOR.png")
img3 = pygame.image.load(r"C:\Users\ga-sa\Downloads\AssetsNOT.png")
img4 = pygame.image.load(r"C:\Users\ga-sa\Downloads\AssetsAND.png")
images = [img1, img2, img3, img4]
current_image = -1
img_rects = [images[i].get_rect(topleft=(20 + 80 * i, 20)) for i in range(len(images))]
img_angles = [0 for _ in range(len(images))]
line_start = None
LeftButton = 0
while 1:
clock.tick(60)
for e in pygame.event.get():
if e.type == pygame.QUIT:
pygame.quit()
exit(0)
if e.type == pygame.MOUSEBUTTONDOWN:
mouse_rect = pygame.Rect(e.pos, (1, 1))
current_image = mouse_rect.collidelist(img_rects)
line_start = e.pos
if e.type == pygame.MOUSEBUTTONUP:
line_start = None
if e.type == pygame.MOUSEMOTION:
if e.buttons[LeftButton]:
rel = e.rel
if 0 <= current_image < len(images):
img_rects[current_image].x += rel[0]
img_rects[current_image].y += rel[1]
keys = pygame.key.get_pressed()
if 0 <= current_image < len(img_angles):
if keys[pygame.K_RIGHT]:
img_angles[current_image] -= 1
if keys[pygame.K_LEFT]:
img_angles[current_image] += 1
screen.blit(background,(0,0))
if line_start:
pygame.draw.line(screen, pygame.Color('lawngreen'), line_start, pygame.mouse.get_pos())
for i in range(len(images)):
rotated_image = pygame.transform.rotate(images[i], img_angles[i])
rotated_rect = rotated_image.get_rect(center = img_rects[i].center)
screen.blit(rotated_image, rotated_rect)
pygame.display.flip()
If you want to draw lines along the way the icons are dragged, you need a list of lines. Each line is a list of points:
lines = []
Start a new list when the mouse is pressed (MOUSEMOTION
):
if e.type == pygame.MOUSEBUTTONDOWN:
mouse_rect = pygame.Rect(e.pos, (1, 1))
current_image = mouse_rect.collidelist(img_rects)
lines.append([e.pos]) # <---
Add a point to the last line in the list of lines when the mouse is moved (MOUSEMOTION
):
if e.type == pygame.MOUSEMOTION:
if e.buttons[LeftButton]:
rel = e.rel
if 0 <= current_image < len(images):
img_rects[current_image].x += rel[0]
img_rects[current_image].y += rel[1]
lines[-1].append(e.pos) # <---
Draw the lines in a loop, unsing pygame.draw.lines:
for line in lines:
if len(line) > 1:
pygame.draw.lines(screen, pygame.Color('lawngreen'), False, line)
If you want straight lines, you have to replace the 2nd point of the line with the new mouse position when you move the mouse:
while 1:
clock.tick(60)
for e in pygame.event.get():
# [...]
if e.type == pygame.MOUSEMOTION:
if e.buttons[LeftButton]:
rel = e.rel
if 0 <= current_image < len(images):
img_rects[current_image].x += rel[0]
img_rects[current_image].y += rel[1]
# lines[-1].append(e.pos)
if len(lines[-1]) < 2:
lines[-1].append(e.pos)
else:
lines[-1][1] = e.pos
Minimal example:
You can switch between the two implementations by changing the value of straight_lines
.
import pygame
pygame.init()
SCREEN_WIDTH = 1500
SCREEN_HEIGHT = 750
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
clock = pygame.time.Clock()
background = pygame.image.load(r'C:\Users\ga-sa\Downloads\honeycomb.png')
background = pygame.transform.scale(BACKGROUND, (SCREEN_WIDTH, SCREEN_HEIGHT))
img1 = pygame.image.load(r"C:\Users\ga-sa\Downloads\As.png")
img2 = pygame.image.load(r"C:\Users\ga-sa\Downloads\AssetsXOR.png")
img3 = pygame.image.load(r"C:\Users\ga-sa\Downloads\AssetsNOT.png")
img4 = pygame.image.load(r"C:\Users\ga-sa\Downloads\AssetsAND.png")
images = [img1, img2, img3, img4]
current_image = -1
img_rects = [images[i].get_rect(topleft=(20 + 80 * i, 20)) for i in range(len(images))]
img_angles = [0 for _ in range(len(images))]
lines = []
# straight_lines = False
straight_lines = True
LeftButton = 0
while 1:
clock.tick(60)
for e in pygame.event.get():
if e.type == pygame.QUIT:
pygame.quit()
exit(0)
if e.type == pygame.MOUSEBUTTONDOWN:
mouse_rect = pygame.Rect(e.pos, (1, 1))
current_image = mouse_rect.collidelist(img_rects)
lines.append([e.pos])
if e.type == pygame.MOUSEMOTION:
if e.buttons[LeftButton]:
rel = e.rel
if 0 <= current_image < len(images):
img_rects[current_image].x += rel[0]
img_rects[current_image].y += rel[1]
if len(lines[-1]) < 2 or not straight_lines:
lines[-1].append(e.pos)
else:
lines[-1][1] = e.pos
keys = pygame.key.get_pressed()
if 0 <= current_image < len(img_angles):
if keys[pygame.K_RIGHT]:
img_angles[current_image] -= 1
if keys[pygame.K_LEFT]:
img_angles[current_image] += 1
screen.blit(background,(0,0))
for line in lines:
if len(line) > 1:
pygame.draw.lines(screen, pygame.Color('lawngreen'), False, line)
for i in range(len(images)):
rotated_image = pygame.transform.rotate(images[i], img_angles[i])
rotated_rect = rotated_image.get_rect(center = img_rects[i].center)
screen.blit(rotated_image, rotated_rect)
pygame.display.flip()
来源:https://stackoverflow.com/questions/64880962/how-do-i-add-a-rubber-band-for-mouse-dragging-in-pygame