如何将输入值存储为 Pygame 中的变量
How to store an input value as a variable in Pygame
我在 Pygame 中有一个输入框 class,我只在其中输入数字和我想要的,每次我按 ENTER 时,这个值都会存储在一个变量中以供使用来自另一个函数。谢谢大家。
这是输入框代码:
class InputBox:
def __init__(self, x, y, w, h, text=''):
self.rect = pg.Rect(x, y, w, h)
self.color = COLOR_INACTIVE
self.text = text
self.txt_surface = FONT.render(text, True, self.color)
self.active = False
def handle_event(self, event):
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if self.rect.collidepoint(event.pos):
self.active = not self.active
else:
self.active = False
self.color = COLOR_ACTIVE if self.active else COLOR_INACTIVE
if event.type == pg.KEYDOWN:
if self.active:
if event.key == pg.K_RETURN:
print(self.text)
self.text = ''
elif event.key == pg.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
self.txt_surface = FONT.render(self.text, True, self.color)
def update(self):
width = max(200, self.txt_surface.get_width()+10)
self.rect.w = width
def draw(self, screen):
screen.blit(self.txt_surface, (self.rect.x+5, self.rect.y+5))
pg.draw.rect(screen, self.color, self.rect, 2)
def main():
...
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
for box in input_boxes:
box.handle_event(event)
for box in input_boxes:
box.update()
screen.fill((30, 30, 30))
for box in input_boxes:
box.draw(screen)
pg.display.flip()
clock.tick(30)
此示例是否有助于您理解概念:
user_input = {'user_input': []}
class UserInput:
def __init__(self):
self.input_ = input('Input something: ')
user_input['user_input'].append(self.input_)
ask = UserInput()
print(user_input)
如果您想在函数中使用字典中的值,您可以这样访问该值:
dict_name['key_name']
将访问可以是列表、整数、元组、另一个字典、字符串的值,基本上变量名就是上面看到的,所以在函数中它可以像这样使用:
your_func(user_input['user_input'][0])
例如,如果函数的第一个参数是附加到 user_input['user_input']
列表的第一个项目,在这种情况下就是用户输入的内容
将列表属性添加到 class InputBox
并将新输入附加到列表:
class InputBox:
def __init__(self, x, y, w, h, text=''):
# [...]
self.input_list = []
def handle_event(self, event):
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if self.rect.collidepoint(event.pos):
self.active = not self.active
else:
self.active = False
self.color = COLOR_ACTIVE if self.active else COLOR_INACTIVE
if event.type == pg.KEYDOWN:
if self.active:
if event.key == pg.K_RETURN:
input_list.appned(self.text)
print(self.text)
self.text = ''
elif event.key == pg.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
self.txt_surface = FONT.render(self.text, True, self.color)
您可以访问每个框的输入列表:
last_inout = input_boxes[0].input_list[-1]
我在 Pygame 中有一个输入框 class,我只在其中输入数字和我想要的,每次我按 ENTER 时,这个值都会存储在一个变量中以供使用来自另一个函数。谢谢大家。 这是输入框代码:
class InputBox:
def __init__(self, x, y, w, h, text=''):
self.rect = pg.Rect(x, y, w, h)
self.color = COLOR_INACTIVE
self.text = text
self.txt_surface = FONT.render(text, True, self.color)
self.active = False
def handle_event(self, event):
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if self.rect.collidepoint(event.pos):
self.active = not self.active
else:
self.active = False
self.color = COLOR_ACTIVE if self.active else COLOR_INACTIVE
if event.type == pg.KEYDOWN:
if self.active:
if event.key == pg.K_RETURN:
print(self.text)
self.text = ''
elif event.key == pg.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
self.txt_surface = FONT.render(self.text, True, self.color)
def update(self):
width = max(200, self.txt_surface.get_width()+10)
self.rect.w = width
def draw(self, screen):
screen.blit(self.txt_surface, (self.rect.x+5, self.rect.y+5))
pg.draw.rect(screen, self.color, self.rect, 2)
def main():
...
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
for box in input_boxes:
box.handle_event(event)
for box in input_boxes:
box.update()
screen.fill((30, 30, 30))
for box in input_boxes:
box.draw(screen)
pg.display.flip()
clock.tick(30)
此示例是否有助于您理解概念:
user_input = {'user_input': []}
class UserInput:
def __init__(self):
self.input_ = input('Input something: ')
user_input['user_input'].append(self.input_)
ask = UserInput()
print(user_input)
如果您想在函数中使用字典中的值,您可以这样访问该值:
dict_name['key_name']
将访问可以是列表、整数、元组、另一个字典、字符串的值,基本上变量名就是上面看到的,所以在函数中它可以像这样使用:
your_func(user_input['user_input'][0])
例如,如果函数的第一个参数是附加到 user_input['user_input']
列表的第一个项目,在这种情况下就是用户输入的内容
将列表属性添加到 class InputBox
并将新输入附加到列表:
class InputBox:
def __init__(self, x, y, w, h, text=''):
# [...]
self.input_list = []
def handle_event(self, event):
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if self.rect.collidepoint(event.pos):
self.active = not self.active
else:
self.active = False
self.color = COLOR_ACTIVE if self.active else COLOR_INACTIVE
if event.type == pg.KEYDOWN:
if self.active:
if event.key == pg.K_RETURN:
input_list.appned(self.text)
print(self.text)
self.text = ''
elif event.key == pg.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
self.txt_surface = FONT.render(self.text, True, self.color)
您可以访问每个框的输入列表:
last_inout = input_boxes[0].input_list[-1]