forked from zhiyuan/Project1
场景获取事件:主循环获取事件后,事件被移除,在场景中再次获取将为空。所以在主循环获取时发送事件给场景类。
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@@ -3,3 +3,9 @@ import pygame
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class BaseScene:
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class BaseScene:
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def __init__(self, screen: pygame.Surface):
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def __init__(self, screen: pygame.Surface):
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self.screen = screen
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self.screen = screen
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def update(self):
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pass
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def handle_event(self, events):
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pass
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@@ -4,6 +4,17 @@ from src.scenes.base_scene import BaseScene
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class MainMenuScene(BaseScene):
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class MainMenuScene(BaseScene):
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def __init__(self, screen):
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super().__init__(screen)
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self.button_status = False
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def update(self):
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def update(self):
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pygame.draw.rect(self.screen, Color.white, [10,20,30,40])
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pygame.draw.rect(self.screen, Color.white, [10,20,30,40])
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if self.button_status:
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pygame.draw.rect(self.screen, Color.white, [50,20,30,40])
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def handle_event(self, event):
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if event.type == pygame.KEYDOWN:
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self.button_status = True
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if event.type == pygame.KEYUP:
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self.button_status = False
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@@ -16,6 +16,9 @@ class Game:
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# 设置标题
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# 设置标题
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pygame.display.set_caption(GameConfig.game_name)
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pygame.display.set_caption(GameConfig.game_name)
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# 当前场景
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self.scene = MainMenuScene(self.screen)
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# 运行循环
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# 运行循环
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self.running = True
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self.running = True
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self.run()
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self.run()
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@@ -23,16 +26,16 @@ class Game:
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def run(self):
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def run(self):
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while self.running:
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while self.running:
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# 事件处理
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# 事件处理
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for event in pygame.event.get():
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for event in pygame.event.get(): # 这里已经获取了事件,事件队列被清空,在场景的update中再次获取将没有事件
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# 检查是否关闭
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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self.running = False
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self.running = False
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self.scene.handle_event(event) # 当前场景接收事件
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# 清屏
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# 清屏
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self.screen.fill(GameConfig.bg_color)
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self.screen.fill(GameConfig.bg_color)
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# 场景每帧更新逻辑运行
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# 场景每帧更新逻辑运行
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MainMenuScene(self.screen).update()
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self.scene.update()
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# 更新显示
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# 更新显示
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pygame.display.update()
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pygame.display.update()
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