Drag multiple sprites with different “update ()” methods from the same Sprite class in Pygame

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执念已碎
执念已碎 2020-12-12 03:10

I\'m trying to make multiple sprites that all come from the same pygame sprite class.

class animatedSprites(pygame.sprite.Sprite):
    def __init__(self, spri         


        
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  • 2020-12-12 03:44

    I recommend to create a class DragOperator which can drag an pygame.Rect object:

    class DragOperator:
        def __init__(self, rect):
            self.rect = rect
            self.dragging = False
            self.rel_pos = (0, 0)
        def update(self, event_list):
            for event in event_list:
                if event.type == pygame.MOUSEBUTTONDOWN:
                    self.dragging = self.rect.collidepoint(event.pos)
                    self.rel_pos = event.pos[0] - self.rect.x, event.pos[1] - self.rect.y
                if event.type == pygame.MOUSEBUTTONUP:
                    self.dragging = False
                if event.type == pygame.MOUSEMOTION and self.dragging:
                    self.rect.topleft = event.pos[0] - self.rel_pos[0], event.pos[1] - self.rel_pos[1]
    

    The dragging of the rectangle is implemented in the update method. Use this class in a pygame.sprite.Sprite object. Pass the list of events to the update method of the Sprite and delegate it to the drag operator:

    class animatedSprites(pygame.sprite.Sprite):
        def __init__(self, spriteName):
            # [...]
    
            self.drag = DragOperator(self.rect)
    
        def update(self, event_list):
            self.drag.update(event_list) 
    

    Pass the list of event form the main application loop to the pygame.sprite.Group:

    all_sprites = pygame.sprite.Group()
    all_sprites.add(animatedSprites("my_sprite"))
    
    run = True
    while run:
        event_list = pygame.event.get()
        for event in event_list:
            if event.type == pygame.QUIT:
                run = False
    
        all_sprites.update(event_list)
    
        # [...]
    

    Minmal example: repl.it/@Rabbid76/PyGame-MouseDrag

    import pygame
    
    class DragOperator:
        def __init__(self, rect):
            self.rect = rect
            self.dragging = False
            self.rel_pos = (0, 0)
        def update(self, event_list):
            for event in event_list:
                if event.type == pygame.MOUSEBUTTONDOWN:
                    self.dragging = self.rect.collidepoint(event.pos)
                    self.rel_pos = event.pos[0] - self.rect.x, event.pos[1] - self.rect.y
                if event.type == pygame.MOUSEBUTTONUP:
                    self.dragging = False
                if event.type == pygame.MOUSEMOTION and self.dragging:
                    self.rect.topleft = event.pos[0] - self.rel_pos[0], event.pos[1] - self.rel_pos[1]
    
    class SpriteObject(pygame.sprite.Sprite):
        def __init__(self, x, y, color):
            super().__init__() 
            self.original_image = pygame.Surface((50, 50), pygame.SRCALPHA)
            pygame.draw.circle(self.original_image, color, (25, 25), 25)
            self.drag_image = pygame.Surface((50, 50), pygame.SRCALPHA)
            pygame.draw.circle(self.drag_image, color, (25, 25), 25)
            pygame.draw.circle(self.drag_image, (255, 255, 255), (25, 25), 25, 4)
            self.image = self.original_image 
            self.rect = self.image.get_rect(center = (x, y))
            self.drag = DragOperator(self.rect)
        def update(self, event_list):
            self.drag.update(event_list) 
            self.image = self.drag_image if self.drag.dragging else self.original_image
    
    pygame.init()
    window = pygame.display.set_mode((300, 300))
    clock = pygame.time.Clock()
    
    sprite_object = SpriteObject(*window.get_rect().center, (255, 255, 0))
    group = pygame.sprite.Group([
        SpriteObject(window.get_width() // 3, window.get_height() // 3, (255, 0, 0)),
        SpriteObject(window.get_width() * 2 // 3, window.get_height() // 3, (0, 255, 0)),
        SpriteObject(window.get_width() // 3, window.get_height() * 2 // 3, (0, 0, 255)),
        SpriteObject(window.get_width() * 2// 3, window.get_height() * 2 // 3, (255, 255, 0)),
    ])
    
    run = True
    while run:
        clock.tick(60)
        event_list = pygame.event.get()
        for event in event_list:
            if event.type == pygame.QUIT:
                run = False
    
        group.update(event_list)
    
        window.fill(0)
        group.draw(window)
        pygame.display.flip()
    
    pygame.quit()
    exit()
    
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  • 2020-12-12 03:51

    For sprite management, a Sprite Group will help you.

    So during setup, do something like:

    all_sprites = pygame.sprite.Group()
    # create five initial sprites
    for number in range(5):
        new_sprite = animatedSprites(f"Sprite {number}")
        all_sprites.add(new_sprite)
    

    Then during your event handling:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            # set termination condition here
            …
        elif event.type == pygame.MOUSEBUTTONDOWN:
            # use the click position in the name
            new_sprite = animatedSprites(f"Sprite X: {event.pos[0]} Y: {event.pos[1]}")
            all_sprites.add(new_sprite)
    

    After processing events:

    # update game state
    all_sprites.update()
    # draw background
    …
    # draw sprites
    all_sprites.draw()
    # update display
    pygame.display.update()
    
    
                
    
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