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使用它的两个实例时出现 Python_textinput 问题

转载 作者:太空宇宙 更新时间:2023-11-04 04:22:42 26 4
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我正在使用 python 开发一款基于选择的冒险游戏,我正在使用 pygame 为游戏创建一些图形。

当我尝试创建一个屏幕以便玩家可以输入他的真实姓名和主要角色名称时,我遇到了一个问题:当我尝试在同一屏幕上创建两个文本输入(使用 pygame_textinput module )时,它只是克隆我在其中一个中写的内容。

我以为我可以通过将另一个输入放在新屏幕上来解决这个问题,但是当我在第一个屏幕上按下回车键时,它只是通过了其余代码,而第二个输入保持为空。

我该如何解决这个问题?

#Imports
import contextlib
with contextlib.redirect_stdout(None):
import pygame
import pickle
import time
import random
import pygame_textinput.pygame_textinput as textinput

#Really messy, I know#

#Save Stuff
Choices = {}

def save(to_save, save_filepath):
pickle.dump(to_save, open(save_filepath, "wb"))

def load(save_filepath):
return pickle.load(open(save_filepath, "rb"))

#Initializations
pygame.init()

#Screen
scrWidth = 640
scrHeight = 480
screen = pygame.display.set_mode((scrWidth, scrHeight))
pygame.display.set_caption('Something')

#Images
startscreenbg = pygame.image.load('assets/Images/startscreen.jpg').convert()

#Text Input
real_nametxtinput = textinput.TextInput(text_color=(255,255,255))
char_nametxtinput = textinput.TextInput(text_color=(255,255,255))

#Clock
clock = pygame.time.Clock()

#Game Constants
next = False
real_name = ''
char_name = ''
real_name_done = False
char_name_done = False

##### Global Functions #####

#Buttons stuff
buttonTextFont = pygame.font.SysFont("comicsansms", 20)
def createButton(msg, msgcolor,x,y,width,height,color1,color2,action=None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if x+width > mouse[0] > x and y+height > mouse[1] > y:
pygame.draw.rect(screen, color2,(x,y,width,height))

if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(screen, color1,(x,y,width,height))

buttontext = buttonTextFont.render(msg, 1, msgcolor)
screen.blit(buttontext, (x + (width//2) - (buttontext.get_width()//2), (y + (height//2) - (buttontext.get_height()//2))))



##### Screens/Chapters #####
def update_next1():
global next
next = True

def start_screen():
screen.blit(startscreenbg, (0, 0))
new_game = createButton('New Game',(255,255,255), 80, 100, 200, 50, (0,180,0), (0,255,0), update_next1)
load_game = createButton('Load Game', (255,255,255), 360, 100, 200, 50, (0,0,180), (0,0,255))

#Names
def real_name_screen():
global real_name, real_name_done
screen.blit(startscreenbg, (0,0))
pygame.draw.rect(screen, (102, 255, 102), (150, 90, 200, 50))
screen.blit(real_nametxtinput.get_surface(), (150,100))
if real_nametxtinput.update(events):
real_name = real_nametxtinput.get_text()
real_name_done = True


def char_name_screen():
global char_name, char_name_done
screen.blit(startscreenbg, (0, 0))
pygame.draw.rect(screen, (255, 102, 255), (150, 90, 200, 50))
screen.blit(char_nametxtinput.get_surface(), (150, 100))
if char_nametxtinput.update(events):
char_name = char_nametxtinput.get_text()
if char_name != '':
char_name_done = True



run = True
while run:

clock.tick(27)

events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
run = False

if not next:
start_screen()
if next:
real_name_screen()
if real_name_done:
char_name_screen()
if char_name_done:
#This is just so I could test it
print(real_name, char_name)
run = False



pygame.display.update()

pygame.quit()
quit()

最佳答案

您需要一种方法来跟踪其中一个文本输入小部件是否处于事件状态,以及一种在所有小部件之间切换的方法。

我把这个例子拼凑在一起,根据需要进行调整(有很多可以改进的地方):

import os.path

import pygame
import pygame.locals as pl

pygame.font.init()

class WidgetManager:
def __init__(self):
self.widgets = []

def update(self, events, dt):
for e in events:
if e.type == pygame.MOUSEBUTTONDOWN:
for w in self.widgets:
w.active = False
if w.rect.collidepoint(e.pos):
w.active = True

for w in self.widgets:
w.update(events, dt)

def draw(self, surface):
for w in self.widgets:
surface.blit(w.surface, w.rect)

class TextInput:
"""
This class lets the user input a piece of text, e.g. a name or a message.
This class let's the user input a short, one-lines piece of text at a blinking cursor
that can be moved using the arrow-keys. Delete, home and end work as well.
"""
def __init__(
self,
initial_string="",
font_family="",
font_size=35,
antialias=True,
active=False,
text_color=(0, 0, 0),
rect=pygame.Rect(0, 0, 10, 10),
cursor_color=(0, 0, 1),
repeat_keys_initial_ms=400,
repeat_keys_interval_ms=35):
"""
:param initial_string: Initial text to be displayed
:param font_family: name or list of names for font (see pygame.font.match_font for precise format)
:param font_size: Size of font in pixels
:param antialias: Determines if antialias is applied to font (uses more processing power)
:param text_color: Color of text (duh)
:param cursor_color: Color of cursor
:param repeat_keys_initial_ms: Time in ms before keys are repeated when held
:param repeat_keys_interval_ms: Interval between key press repetition when helpd
"""

# Text related vars:
self.antialias = antialias
self.text_color = text_color
self.font_size = font_size
self.input_string = initial_string # Inputted text
self.active = active
self.rect = rect

if not os.path.isfile(font_family):
font_family = pygame.font.match_font(font_family)

self.font_object = pygame.font.Font(font_family, font_size)

# Text-surface will be created during the first update call:
self.surface = pygame.Surface((1, 1))
self.surface.set_alpha(0)

# Vars to make keydowns repeat after user pressed a key for some time:
self.keyrepeat_counters = {} # {event.key: (counter_int, event.unicode)} (look for "***")
self.keyrepeat_intial_interval_ms = repeat_keys_initial_ms
self.keyrepeat_interval_ms = repeat_keys_interval_ms

# Things cursor:
self.cursor_surface = pygame.Surface((int(self.font_size/20+1), self.font_size))
self.cursor_surface.fill(cursor_color)
self.cursor_position = len(initial_string) # Inside text
self.cursor_visible = True # Switches every self.cursor_switch_ms ms
self.cursor_switch_ms = 500 # /|\
self.cursor_ms_counter = 0

def update(self, events, dt):
for event in events:
if event.type == pygame.KEYDOWN and self.active:
self.cursor_visible = True # So the user sees where he writes

# If none exist, create counter for that key:
if event.key not in self.keyrepeat_counters:
self.keyrepeat_counters[event.key] = [0, event.unicode]

if event.key == pl.K_BACKSPACE:
self.input_string = (
self.input_string[:max(self.cursor_position - 1, 0)]
+ self.input_string[self.cursor_position:]
)

# Subtract one from cursor_pos, but do not go below zero:
self.cursor_position = max(self.cursor_position - 1, 0)
elif event.key == pl.K_DELETE:
self.input_string = (
self.input_string[:self.cursor_position]
+ self.input_string[self.cursor_position + 1:]
)

elif event.key == pl.K_RETURN:
return True

elif event.key == pl.K_RIGHT:
# Add one to cursor_pos, but do not exceed len(input_string)
self.cursor_position = min(self.cursor_position + 1, len(self.input_string))

elif event.key == pl.K_LEFT:
# Subtract one from cursor_pos, but do not go below zero:
self.cursor_position = max(self.cursor_position - 1, 0)

elif event.key == pl.K_END:
self.cursor_position = len(self.input_string)

elif event.key == pl.K_HOME:
self.cursor_position = 0

else:
# If no special key is pressed, add unicode of key to input_string
self.input_string = (
self.input_string[:self.cursor_position]
+ event.unicode
+ self.input_string[self.cursor_position:]
)
self.cursor_position += len(event.unicode) # Some are empty, e.g. K_UP

elif event.type == pl.KEYUP:
# *** Because KEYUP doesn't include event.unicode, this dict is stored in such a weird way
if event.key in self.keyrepeat_counters:
del self.keyrepeat_counters[event.key]

# Update key counters:
for key in self.keyrepeat_counters:
self.keyrepeat_counters[key][0] += dt # Update clock

# Generate new key events if enough time has passed:
if self.keyrepeat_counters[key][0] >= self.keyrepeat_intial_interval_ms:
self.keyrepeat_counters[key][0] = (
self.keyrepeat_intial_interval_ms
- self.keyrepeat_interval_ms
)

event_key, event_unicode = key, self.keyrepeat_counters[key][1]
pygame.event.post(pygame.event.Event(pl.KEYDOWN, key=event_key, unicode=event_unicode))

# Re-render text surface:
self.surface = pygame.Surface(self.rect.size)
self.surface.blit(self.font_object.render(self.input_string, self.antialias, self.text_color), (0, 0))
pygame.draw.rect(self.surface, self.text_color, (0, 0, *self.rect.size), 1)

# Update self.cursor_visible
self.cursor_ms_counter += dt
if self.cursor_ms_counter >= self.cursor_switch_ms:
self.cursor_ms_counter %= self.cursor_switch_ms
self.cursor_visible = not self.cursor_visible

if self.cursor_visible and self.active:
cursor_y_pos = self.font_object.size(self.input_string[:self.cursor_position])[0]
# Without this, the cursor is invisible when self.cursor_position > 0:
if self.cursor_position > 0:
cursor_y_pos -= self.cursor_surface.get_width()
self.surface.blit(self.cursor_surface, (cursor_y_pos, 0))

return False

def get_surface(self):
return self.surface

def get_text(self):
return self.input_string

def get_cursor_position(self):
return self.cursor_position

def set_text_color(self, color):
self.text_color = color

def set_cursor_color(self, color):
self.cursor_surface.fill(color)

def clear_text(self):
self.input_string = ""
self.cursor_position = 0

def main():
screen = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()
manager = WidgetManager()
manager.widgets.append(TextInput(text_color=pygame.Color('grey'), cursor_color=pygame.Color('grey'), rect=pygame.Rect(5, 5, 790, 35)))
manager.widgets.append(TextInput(text_color=pygame.Color('orange'), cursor_color=pygame.Color('orange'), rect=pygame.Rect(5, 55, 790, 35), active=True))
dt = 0
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
screen.fill((30, 30, 30))
manager.draw(screen)
manager.update(events, dt)
dt = clock.tick()
pygame.display.update()

if __name__ == '__main__':
main()

您会看到 TextInput 现在有一个 active 标志。如果未设置,则忽略键输入。此外,我们将 TextInput 的位置和大小存储在新属性 rect 中,因此新类 WidgetManager 可以通过单击一个小部件在小部件之间切换用鼠标。

我还从 TextInput 类中删除了 Clock,因为调用 self.clock.tick() 是主循环应该做的事情.

enter image description here

关于使用它的两个实例时出现 Python_textinput 问题,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/54147943/

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