您的主要问题是您的事件循环内有一个嵌套的事件循环:
while run: # outer loop
redrawWindow()
pygame.display.update()
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
Exit = False
while not Exit: # inner loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
print(event)
pygame.quit()
quit()
当执行到达这个内循环时,两者都没有redrawWindow()
or GrnBut.MouseOver(pos)
再次被调用。
只需摆脱它即可:
while run:
redrawWindow()
pygame.display.update()
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
if event.type == pygame.QUIT:
print(event)
pygame.quit()
quit()
可以通过使用 pygame 的一些功能来改进您的代码,例如Sprite
and Rect
类。
以下是如何创建更“pygamy”版本的示例Button
支持多个不同按钮的类:
import pygame
pygame.init()
display_width = 1200
display_height = 600
# use python style variable names (lowercase)
screen = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Log In')
clock = pygame.time.Clock()
# load the font only once instead of every frame
font = pygame.font.SysFont('comicsans', 20)
# class name should be singular
class Button(pygame.sprite.Sprite):
# 1) no need to have 4 parameters for position and size, use pygame.Rect instead
# 2) let the Button itself handle which color it is
# 3) give a callback function to the button so it can handle the click itself
def __init__(self, color, color_hover, rect, callback, text='', outline=None):
super().__init__()
self.text = text
# a temporary Rect to store the size of the button
tmp_rect = pygame.Rect(0, 0, *rect.size)
# create two Surfaces here, one the normal state, and one for the hovering state
# we create the Surfaces here once, so we can simple blit them and dont have
# to render the text and outline again every frame
self.org = self._create_image(color, outline, text, tmp_rect)
self.hov = self._create_image(color_hover, outline, text, tmp_rect)
# in Sprites, the image attribute holds the Surface to be displayed...
self.image = self.org
# ...and the rect holds the Rect that defines it position
self.rect = rect
self.callback = callback
def _create_image(self, color, outline, text, rect):
# function to create the actual surface
# see how we can make use of Rect's virtual attributes like 'size'
img = pygame.Surface(rect.size)
if outline:
# here we can make good use of Rect's functions again
# first, fill the Surface in the outline color
# then fill a rectangular area in the actual color
# 'inflate' is used to 'shrink' the rect
img.fill(outline)
img.fill(color, rect.inflate(-4, -4))
else:
img.fill(color)
# render the text once here instead of every frame
if text != '':
text_surf = font.render(text, 1, pygame.Color('black'))
# again, see how easy it is to center stuff using Rect's attributes like 'center'
text_rect = text_surf.get_rect(center=rect.center)
img.blit(text_surf, text_rect)
return img
def update(self, events):
# here we handle all the logic of the Button
pos = pygame.mouse.get_pos()
hit = self.rect.collidepoint(pos)
# if the mouse in inside the Rect (again, see how the Rect class
# does all the calculation for use), use the 'hov' image instead of 'org'
self.image = self.hov if hit else self.org
for event in events:
# the Button checks for events itself.
# if this Button is clicked, it runs the callback function
if event.type == pygame.MOUSEBUTTONDOWN and hit:
self.callback(self)
run = True
# we store all Sprites in a Group, so we can easily
# call the 'update' and 'draw' functions of the Buttons
# in the main loop
sprites = pygame.sprite.Group()
sprites.add(Button(pygame.Color('green'),
pygame.Color('red'),
pygame.Rect(150, 200, 90, 100),
lambda b: print(f"Button '{b.text}' was clicked"),
'Press',
pygame.Color('black')))
sprites.add(Button(pygame.Color('dodgerblue'),
pygame.Color('lightgreen'),
pygame.Rect(300, 200, 90, 100),
lambda b: print(f"Click me again!"),
'Another'))
while run:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
quit()
# update all sprites
# it now doesn't matter if we have one or 200 Buttons
sprites.update(events)
# clear the screen
screen.fill(pygame.Color('white'))
# draw all sprites/Buttons
sprites.draw(screen)
pygame.display.update()
# limit framerate to 60 FPS
clock.tick(60)
![enter image description here](https://i.stack.imgur.com/kw9wp.gif)