如何在pygame中添加闪烁光标?

2024-09-28 22:24:40 发布

您现在位置:Python中文网/ 问答频道 /正文

所以我尝试为我的文本添加闪烁光标。我不知道为什么光标只出现在y=0处,而不是每个文本框处。我试图在每个框处于活动状态时添加一个光标,在不处于活动状态时停止闪烁。我怀疑它出了问题,因为我把我的声明弄错了,或者是我的闪电部分弄错了。有人能指出哪里出了问题/如何解决吗?谢谢

import pygame
import datetime
import time

pygame.init()
clock = pygame.time.Clock()
pygame.font.init()

# Note
finish = 0
leftover = 0

# Font
numb_font = pygame.font.Font(Arial, 14)
text_font = pygame.font.Font(Arial, 16)

color = (233, 248, 215)
active = False

# screen resolution
Width = 800
Height = 600
#bg = pygame.image.load('opennote.png')
screen = pygame.display.set_mode((Width, Height))

# Time
time_box = pygame.Rect(250, 63, 50, 30)
date_box = pygame.Rect(221, 27, 50, 30)
# boxes numb
leftover_box = pygame.Rect(265, 105, 30, 30)
finish_box = pygame.Rect(325, 105, 30, 30)


class InputBox:

    def __init__(self, x, y, w, h, text=''):
        self.rect = pygame.Rect(x, y, w, h)
        self.color = color
        self.text = text
        self.txt_surface = text_font.render(text, True, self.color)
        self.active = False
        self.score = 1
        # Cursor declare
        self.txt_rect = self.txt_surface.get_rect()
        self.cursor = pygame.Rect(self.txt_rect.topright, (3, self.txt_rect.height + 2))

    def handle_event(self, event):
        if event.type == pygame.MOUSEBUTTONDOWN:
            # If the user clicked on the input_box rect.
            if self.rect.collidepoint(event.pos):
                # Toggle the active variable.
                self.active = not self.active
            else:
                self.active = False
        if event.type == pygame.KEYDOWN:
            if self.active:
                if event.key == pygame.K_RETURN:
                    print(self.text)
                    global leftover
                    leftover += self.score
                    self.score = 0
                    self.text = ''
                    self.active = False
                elif event.key == pygame.K_BACKSPACE:
                    self.text = self.text[:-1]
                else:
                    self.text += event.unicode
                    # Cursor

                    self.txt_rect.size = self.txt_surface.get_size()
                    self.cursor.topleft = self.txt_rect.topright

                    # Limit characters           -20 for border width
                    if self.txt_surface.get_width() > self.rect.w - 15:
                        self.text = self.text[:-1]

    def draw(self, screen):
        # Blit the text.
        screen.blit(self.txt_surface, (self.rect.x + 5, self.rect.y + 10))
        # Blit the rect.
        pygame.draw.rect(screen, self.color, self.rect, 1)
        # Blit the  cursor
        if time.time() % 1 > 0.5:
            pygame.draw.rect(screen, self.color, self.cursor)

    def update(self):
        # Re-render the text.
        self.txt_surface = text_font.render(self.text, True, self.color)


def main():
    clock = pygame.time.Clock()
    input_box1 = InputBox(115, 170, 250, 36)
    input_box2 = InputBox(115, 224, 250, 36)
    input_box3 = InputBox(115, 278, 250, 36)
    input_box4 = InputBox(115, 333, 250, 36)
    input_box5 = InputBox(115, 386, 250, 36)
    input_box6 = InputBox(115, 440, 250, 36)
    input_box7 = InputBox(115, 494, 250, 36)
    input_box8 = InputBox(440, 170, 250, 36)
    input_box9 = InputBox(440, 224, 250, 36)
    input_box10 = InputBox(440, 278, 250, 36)
    input_box11 = InputBox(440, 333, 250, 36)
    input_box12 = InputBox(440, 386, 250, 36)
    input_box13 = InputBox(440, 440, 250, 36)
    input_box14 = InputBox(440, 494, 250, 36)
    input_box15 = InputBox(440, 115, 250, 36)
    input_box16 = InputBox(440, 61, 250, 36)
    input_boxes = [input_box1, input_box2, input_box3, input_box4, input_box5, input_box6, input_box7, input_box8,
                   input_box9, input_box10, input_box11, input_box12, input_box13, input_box14, input_box15, input_box16]
    done = False

    while not done:
        # Background
        screen.fill((0, 0, 0))
        #screen.blit(bg, (0, 0))
        now = datetime.datetime.now()
        date_now = now.strftime("%d/%m/%Y")
        time_now = now.strftime("%H:%M:%S")
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True
            for box in input_boxes:
                box.handle_event(event)

        for box in input_boxes:
            box.update()

        for box in input_boxes:
            box.draw(screen)
            # Real Time
            # Date
        pygame.draw.rect(screen, 'white', date_box, -1)
        datebox_surface = numb_font.render(date_now, True, color)
        screen.blit(datebox_surface, (date_box.x + 5, date_box.y + 5))
        # Time
        pygame.draw.rect(screen, 'white', time_box, -1)
        timebox_surface = numb_font.render(time_now, True, color)
        screen.blit(timebox_surface, (time_box.x + 5, time_box.y + 5))

        # finish &Leftover
        # finish box
        pygame.draw.rect(screen, 'white', finish_box, -1)
        finishbox_surface = numb_font.render(str(finish), True, color)
        screen.blit(finishbox_surface, finish_box)
        # Leftover box
        pygame.draw.rect(screen, 'white', leftover_box, -1)
        leftover_box_surface = numb_font.render(str(leftover), True, color)
        screen.blit(leftover_box_surface, leftover_box)

        pygame.display.update()
        clock.tick(120)


if __name__ == '__main__':
    main()
    pygame.quit()

Tags: textrectselftxtboxeventinputtime
2条回答

您只需设置光标的位置。获取文本边框的右中心位置并设置光标的左中心位置:

class InputBox:
    # [...]

    def draw(self, screen):
        # Blit the text.
        screen.blit(self.txt_surface, (self.rect.x + 5, self.rect.y + 10))
        # Blit the rect.
        pygame.draw.rect(screen, self.color, self.rect, 1)
        # Blit the  cursor
        if time.time() % 1 > 0.5:

            # bounding rectangle of the text
            text_rect = self.txt_surface.get_rect(topleft = (self.rect.x + 5, self.rect.y + 10))

            # set cursor position
            self.cursor.midleft = text_rect.midright

            pygame.draw.rect(screen, self.color, self.cursor)

我相信你的问题出在你的InputBox班的__init__()

class InputBox:

    def __init__(self, x, y, w, h, text=''):
        self.rect = pygame.Rect(x, y, w, h)
        self.color = color
        self.text = text
        self.txt_surface = text_font.render(text, True, self.color)
        self.active = False
        self.score = 1
        # Cursor declare
        self.txt_rect = self.txt_surface.get_rect()
        self.cursor = pygame.Rect(self.txt_rect.topright, (3, self.txt_rect.height + 2))

self.text_surface是调用pygame.font.Font对象的.render方法的结果。此方法调用返回一个pygame.Surface对象。但是,返回的Surface对象还没有位置。因此,在有self.txt_rect = self.txt_surface.get_rect()的行中,返回的pygame.Rect对象的左上角坐标默认位于(0,0)(请参见the documentation

这很容易解决。您只需要将self.txt_rect = self.txt_surface.get_rect()替换为self.txt_rect = self.txt_surface.get_rect(topleft=(x, y))

相关问题 更多 >