pygame.Surface.set_at() 如何在 for 循环中工作?
How does pygame.Surface.set_at() work in a for loop?
我正在为像素艺术编写代码,并将 Surface 另存为文件。但是 .set_at() 方法似乎不起作用。
class SelectRect:
def __init__(self, xpos: int, ypos: int, w: int, h: int, rect_colour: tuple or list):
self.rect = pygame.Rect(xpos, ypos, w, h)
self.colour = rect_colour
self.x = xpos
self.y = ypos
def render(self, surf):
pygame.draw.rect(surf, self.colour, self.rect)
selected_rects = []
colour_rects = []
for i in range(15):
colour_rects.append(SelectRect(512, 16 * i, TILE_SIZE, TILE_SIZE, colours[i]))
colour = WHITE
l_mouse_down = False
r_mouse_down = False
export_surf = pygame.Surface((32, 32))
export_surf.set_at((32, 32), CYAN)
rects = []
y = 0
for i in range(32):
x = 0
for o in range(32):
rects.append(SelectRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE, None))
x += 1
y += 1
while True:
screen.fill((32, 32, 32))
mx, my = pygame.mouse.get_pos()
if l_mouse_down:
for rect in rects:
if rect.rect.collidepoint(mx, my):
if rect not in selected_rects:
selected_rects.append(rect)
rect.colour = colour
for rect in colour_rects:
if rect.rect.collidepoint(mx, my):
colour = rect.colour
if r_mouse_down:
for rect in rects:
if rect.rect.collidepoint(mx, my):
if rect in selected_rects:
selected_rects.remove(rect)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == pygame.KEYUP:
if event.key == pygame.K_e: # todo, export in jpeg or png, sup2
for rect in selected_rects:
export_surf.set_at((rect.x, rect.y), rect.colour)
if event.key == pygame.K_c:
selected_rects.clear()
if event.key == pygame.K_f:
for rect in rects:
selected_rects.append(rect)
rect.colour = colour
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
l_mouse_down = True
if event.button == 3:
r_mouse_down = True
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
l_mouse_down = False
if event.button == 3:
r_mouse_down = False
for rect in rects:
if rect not in selected_rects:
pygame.draw.rect(screen, (64, 64, 64), rect.rect)
else:
rect.render(screen)
for rect in colour_rects:
rect.render(screen)
pygame.draw.rect(screen, colour, [512, 496, 16, 16])
screen.blit(export_surf, (0, 0))
pygame.display.update()
clock.tick(framerate)
tl;博士:
我有一个矩形网格(实际上是 SelectRects),它存储一种颜色。当我导出时,我循环遍历这些矩形并将 export_surface 上的相应像素更改为该颜色。
这似乎不起作用。我试过画一个半径为1的圆,还是不行。
如果曲面的大小为32 x 32,则坐标(32, 32)越界。左上角像素坐标为(0, 0),右下角像素坐标为(31, 31):
export_surf.set_at((32, 32), CYAN)
export_surf = pygame.Surface((32, 32))
export_surf.set_at((31, 31), CYAN)
坐标(rect.x
, rect.y
)也越界了,因为rect
指定了屏幕上的位置
您必须将 (rect.x
, rect.y
) 除以瓷砖的大小:
export_surf.set_at((rect.x // TILE_SIZE, rect.y // TILE_SIZE), rect.colour)
export_surf.set_at((rect.x, rect.y), rect.colour)
我正在为像素艺术编写代码,并将 Surface 另存为文件。但是 .set_at() 方法似乎不起作用。
class SelectRect:
def __init__(self, xpos: int, ypos: int, w: int, h: int, rect_colour: tuple or list):
self.rect = pygame.Rect(xpos, ypos, w, h)
self.colour = rect_colour
self.x = xpos
self.y = ypos
def render(self, surf):
pygame.draw.rect(surf, self.colour, self.rect)
selected_rects = []
colour_rects = []
for i in range(15):
colour_rects.append(SelectRect(512, 16 * i, TILE_SIZE, TILE_SIZE, colours[i]))
colour = WHITE
l_mouse_down = False
r_mouse_down = False
export_surf = pygame.Surface((32, 32))
export_surf.set_at((32, 32), CYAN)
rects = []
y = 0
for i in range(32):
x = 0
for o in range(32):
rects.append(SelectRect(x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE, None))
x += 1
y += 1
while True:
screen.fill((32, 32, 32))
mx, my = pygame.mouse.get_pos()
if l_mouse_down:
for rect in rects:
if rect.rect.collidepoint(mx, my):
if rect not in selected_rects:
selected_rects.append(rect)
rect.colour = colour
for rect in colour_rects:
if rect.rect.collidepoint(mx, my):
colour = rect.colour
if r_mouse_down:
for rect in rects:
if rect.rect.collidepoint(mx, my):
if rect in selected_rects:
selected_rects.remove(rect)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
if event.type == pygame.KEYUP:
if event.key == pygame.K_e: # todo, export in jpeg or png, sup2
for rect in selected_rects:
export_surf.set_at((rect.x, rect.y), rect.colour)
if event.key == pygame.K_c:
selected_rects.clear()
if event.key == pygame.K_f:
for rect in rects:
selected_rects.append(rect)
rect.colour = colour
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
l_mouse_down = True
if event.button == 3:
r_mouse_down = True
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
l_mouse_down = False
if event.button == 3:
r_mouse_down = False
for rect in rects:
if rect not in selected_rects:
pygame.draw.rect(screen, (64, 64, 64), rect.rect)
else:
rect.render(screen)
for rect in colour_rects:
rect.render(screen)
pygame.draw.rect(screen, colour, [512, 496, 16, 16])
screen.blit(export_surf, (0, 0))
pygame.display.update()
clock.tick(framerate)
tl;博士:
我有一个矩形网格(实际上是 SelectRects),它存储一种颜色。当我导出时,我循环遍历这些矩形并将 export_surface 上的相应像素更改为该颜色。 这似乎不起作用。我试过画一个半径为1的圆,还是不行。
如果曲面的大小为32 x 32,则坐标(32, 32)越界。左上角像素坐标为(0, 0),右下角像素坐标为(31, 31):
export_surf.set_at((32, 32), CYAN)
export_surf = pygame.Surface((32, 32))
export_surf.set_at((31, 31), CYAN)
坐标(rect.x
, rect.y
)也越界了,因为rect
指定了屏幕上的位置
您必须将 (rect.x
, rect.y
) 除以瓷砖的大小:
export_surf.set_at((rect.x // TILE_SIZE, rect.y // TILE_SIZE), rect.colour)
export_surf.set_at((rect.x, rect.y), rect.colour)