如何解决如何填充一行文本框中的下一项
我是一名学生程序员,遇到一个问题,我真的可以使用一些建议。 基本上,我尝试制作一个大文本框,但它不起作用,因为 pygame.font.render() 不允许多行,所以我把它分成多个小框 (12),目前每个按钮都绑定到一个文本框.我有用于识别下一个空框的代码,但我一直坚持实际填充它。 使用的变量有以下目的: Item1 = 定义文本框中的文本 Empty_row = 定义下一个可用的空文本框 我知道很多,所以任何建议都非常感谢。我也知道有更好的模块可以使用,但我的评估需要 pygame
import pygame,sys
click = bool
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((1200,800),32)
font3 = pygame.font.SysFont(None,25)
Item1 = ''
Item2 = ''
Item1_rect = pygame.Rect(780,33,400,547)
Item2_rect = pygame.Rect(780,58,547)
Colour = pygame.Color(0,0)
found =False
keys = pygame.key.get_pressed()
click = pygame.MOUSEBUTTONDOWN
sc1_num = 0
sc1_price = 0
sc2_num = 0
sc2_price = 0
def Main_sales():
#this area of the code was reused from a prevIoUs file
#which is an example of the RAD approach.
#~~~~~~~~~~~~~~~~~Start Code applied from prevIoUs programs~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
global Item1
global Item2
global Item1_rect
global Item2_rect
global click
global sc1_num
global sc1_price
global sc2_num
global sc2_price
while True:
for event in pygame.event.get():
if event.type == QUIT:
print("Quit")
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
click = True
screen.fill((255,255,255))
text1_surface = font3.render(Item1,True,(0,0))
screen.blit(text1_surface,(Item1_rect.x+20,Item1_rect.y +100))
text2_surface = font3.render(Item2,0))
screen.blit(text2_surface,(Item2_rect.x+20,Item2_rect.y +100))
mx,my = pygame.mouse.get_pos()
b_w = 180
b_h = 70
b3_x = 55
b3_y = 200
b4_x = 275
b4_y = 200
button_3 = pygame.Rect( b3_x,b3_y,b_w,b_h)
button_4 = pygame.Rect( b4_x,b4_y,b_h)
if Item1 == '':
Empty_row = 1
elif Item2 == '':
Empty_row = 2
print(Empty_row)
if button_3.collidepoint(mx,my):
if click:
sc1_num = sc1_num+1
sc1_price = sc1_price+15
Item1 = (f"Scrunchie1 {sc1_num} ${sc1_price}")
print(" Button3")
if button_4.collidepoint(mx,my):
if click:
sc2_num = sc2_num+1
sc2_price = sc2_price+15
Item2 = (f"Scrunchie2 {sc2_num} ${sc2_price}")
print(" Button4")
pygame.draw.rect(screen,Colour,button_3,2)
pygame.draw.rect(screen,button_4,2)
screen.blit((font3.render("Scrunchie1",0))),(b3_x+20,b3_y+15))
screen.blit((font3.render("Scrunchie2",(b4_x+20,b4_y+15))
click = False
#update screen
pygame.display.update()
clock.tick(60)
def QUIT():
running = True
while running:
pygame.quit()
quit()
#run the main menu
Main_sales()
pygame.quit()
这基本上就是 2 个按钮的全部代码。我解决了不能长时间停留的问题,但潜在的问题仍然存在。如何让文本填充第一个文本框而不是分配给它的文本框?
# window ----------------------------------------
"""
This file is the executable file which calls all other files including the
full application.
"""
#The following imports are modules which have prewritten
#functions which I am able to use. They came predownloaded
#with python as well as downloading some from pygame.org
import pygame,sys
from collections import Counter as count
from datetime import datetime
import time
import string
#import read
mainClock = pygame.time.Clock()
#setting window
from pygame.locals import *
#The following are Constants which are defined here for easier maintanence
click = bool
pygame.init()
pygame.display.set_caption('LeVOGUE')
clock = pygame.time.Clock()
screen = pygame.display.set_mode((1200,32)
windowSurface = pygame.display.set_mode((1200,650),pygame.DOUBLEBUF)
run = 2
font = pygame.font.SysFont(None,35)
font2 = pygame.font.SysFont(None,70)
font3 = pygame.font.SysFont(None,25)
base_font = pygame.font.Font(None,50)
base_font2 = pygame.font.Font(None,160)
Item1 = ''
Item2 = ''
Item3 = ''
Item4 = ''
Item5 = ''
Item6 = ''
Item7 = ''
Item8 = ''
Item9 = ''
Item10 = ''
Item11 = ''
Item12 = ''
Item1_rect = pygame.Rect(780,547)
Item3_rect = pygame.Rect(780,83,547)
Item4_rect = pygame.Rect(780,108,547)
Item5_rect = pygame.Rect(780,133,547)
Item6_rect = pygame.Rect(780,158,547)
Item7_rect = pygame.Rect(780,183,547)
Item8_rect = pygame.Rect(780,208,547)
Item9_rect = pygame.Rect(780,233,547)
Item10_rect = pygame.Rect(780,258,547)
Item11_rect = pygame.Rect(780,283,547)
Item12_rect = pygame.Rect(780,308,547)
row = 1
Colour = pygame.Color(0,0)
found =False
#key_text_num = 2
s = " "
fh =open("user_info.txt","r")
keys = pygame.key.get_pressed()
click = pygame.MOUSEBUTTONDOWN
Volume = True
active = False
#tick_active = False
#This is responsible fo importing the mixer module
from pygame import mixer
#Load music file
mixer.music.load("MainMenuMusic.mp3")
#play music file
mixer.music.play()
sc1_num = 0
sc1_price = 0
sc2_num = 0
sc2_price = 0
sc3_num = 0
sc3_price = 0
sc4_num = 0
sc4_price = 0
sc5_num = 0
sc5_price = 0
sc6_num = 0
sc6_price = 0
sc7_num = 0
sc7_price = 0
sc8_num = 0
sc8_price = 0
sc9_num = 0
sc9_price = 0
sc10_num = 0
sc10_price = 0
sc11_num = 0
sc11_price = 0
sc12_num = 0
sc12_price = 0
def Main_sales():
#this area of the code was reused from a prevIoUs file
#which is an example of the RAD approach.
#~~~~~~~~~~~~~~~~~Start Code applied from prevIoUs programs~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
global Item1
global Item2
global Item3
global Item4
global Item5
global Item6
global Item7
global Item8
global Item9
global Item10
global Item11
global Item12
global Item1_rect
global Item2_rect
global Item3_rect
global Item4_rect
global Item5_rect
global Item6_rect
global Item7_rect
global Item8_rect
global Item9_rect
global Item10_rect
global Item11_rect
global Item12_rect
global click
global active
global bags
global current_time
global found
global count
global s
global fh
global i_a
global key_text_num
global sc1_num
global sc1_price
global sc2_num
global sc2_price
global sc3_num
global sc3_price
global sc4_num
global sc4_price
global sc5_num
global sc5_price
global sc6_num
global sc6_price
global sc7_num
global sc7_price
global sc8_num
global sc8_price
global sc9_num
global sc9_price
global sc10_num
global sc10_price
global sc11_num
global sc11_price
global sc12_num
global sc12_price
global row
#This checkBox is imported from a module found within the LeVOGUE folder
#The checkBox file is imported above and called with the function checkBox
while True:
#Defining Quit
for event in pygame.event.get():
if event.type == QUIT:
print("Quit")
pygame.quit()
sys.exit()
#~~~~~~~~~~~~~~~~~~~~~~~~End Code applied from tutorial~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#if key escape key is pressed,Quit
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
#if click,click is true
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
click = True
if click:
print(pygame.mouse.get_pos())
#Background colour
screen.fill((255,Item2_rect.y +100))
text3_surface = font3.render(Item3,0))
screen.blit(text3_surface,(Item3_rect.x+20,Item3_rect.y +100))
text4_surface = font3.render(Item4,0))
screen.blit(text4_surface,(Item4_rect.x+20,Item4_rect.y +100))
text5_surface = font3.render(Item5,0))
screen.blit(text5_surface,(Item5_rect.x+20,Item5_rect.y +100))
text6_surface = font3.render(Item6,0))
screen.blit(text6_surface,(Item6_rect.x+20,Item6_rect.y +100))
text7_surface = font3.render(Item7,0))
screen.blit(text7_surface,(Item7_rect.x+20,Item7_rect.y +100))
text8_surface = font3.render(Item8,0))
screen.blit(text8_surface,(Item8_rect.x+20,Item8_rect.y +100))
text9_surface = font3.render(Item9,0))
screen.blit(text9_surface,(Item9_rect.x+20,Item9_rect.y +100))
text10_surface = font3.render(Item10,0))
screen.blit(text10_surface,(Item10_rect.x+20,Item10_rect.y +100))
text11_surface = font3.render(Item11,0))
screen.blit(text11_surface,(Item11_rect.x+20,Item11_rect.y +100))
text12_surface = font3.render(Item12,0))
screen.blit(text12_surface,(Item12_rect.x+20,Item12_rect.y +100))
#mouse position
mx,my = pygame.mouse.get_pos()
#This section of code was applied from a tutorial which I followed
#It was used to allow me to create rectangular buttons although it was
#heavily modified to add functionality to different buttons
#~~~~~~~~~~~~~~Start code applied from tutorial ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#have each text Box be represented in an array and check the array for the next empty bucket
b_w = 180
b_h = 70
b2_x = 274
b2_y = 562
b3_x = 55
b3_y = 200
b4_x = 275
b4_y = 200
b5_x = 490
b5_y = 200
b6_x = 55
b6_y = 290
b7_x = 275
b7_y = 290
b8_x = 490
b8_y = 290
b9_x = 55
b9_y = 380
b10_x = 275
b10_y = 380
b11_x = 490
b11_y = 380
b12_x = 55
b12_y = 470
b13_x = 275
b13_y = 470
b14_x = 490
b14_y = 470
button_2 = pygame.Rect(b2_x,b2_y,b2_w,b2_h)
button_3 = pygame.Rect( b3_x,b_h)
button_5 = pygame.Rect( b5_x,b5_y,b_h)
button_6 = pygame.Rect( b6_x,b6_y,b_h)
button_7 = pygame.Rect( b7_x,b7_y,b_h)
button_8 = pygame.Rect( b8_x,b8_y,b_h)
button_9 = pygame.Rect( b9_x,b9_y,b_h)
button_10 = pygame.Rect( b10_x,b10_y,b_h)
button_11 = pygame.Rect( b11_x,b11_y,b_h)
button_12 = pygame.Rect( b12_x,b12_y,b_h)
button_13 = pygame.Rect( b13_x,b13_y,b_h)
button_14 = pygame.Rect( b14_x,b14_y,b_h)
#if Item1 == '':
# empty1 = true
# Item2 = ''
# Item3 = ''
# Item4 = ''
# Item5 = ''
# Item6 = ''
# Item7 = ''
# Item8 = ''
# Item9 = ''
# Item10 = ''
# Item11 = ''
# Item12 = ''
found = False
""""for x in range (1,12):
if found == False:
varName = "Item"+str(x)
v = globals()[varName]
print(v)
if v == '':
found = True
Empty_row = v
print("called")
print(Empty_row)
else:
x=x+1
#print(f"{varName} is empty")"""
if Item1 == '':
Empty_row = 1
elif Item2 == '':
Empty_row = 2
elif Item3 == '':
Empty_row = 3
elif Item4 == '':
Empty_row = 4
elif Item5 == '':
Empty_row = 5
elif Item6 == '':
Empty_row = 6
elif Item7 == '':
Empty_row = 7
elif Item8 == '':
Empty_row = 8
elif Item9 == '':
Empty_row = 9
elif Item10 == '':
Empty_row = 10
elif Item11 == '':
Empty_row = 11
elif Item12 == '':
Empty_row = 12
print(Empty_row)
#What happens if the mouse click is over buttons listed above
if button_2.collidepoint(mx,my):
if click:
print("button2")
import CheckoutMenu
if button_3.collidepoint(mx,my):
if click:
# if (f"Scrunchie1 {sc1_num} ${sc1_price}") in Item1:
# Item1 = Item1[:-50]
#Try an array of strings
#when added/modified update array and reprint everything
#if that doesnt work have everything on the screen and have 0 qty and delete everything
#and reprint with new variables to the screen
sc1_num = sc1_num+1
sc1_price = sc1_price+15
Item1 = (f"Scrunchie1 {sc1_num} ${sc1_price}")
print(" Button3")
if button_4.collidepoint(mx,my):
if click:
sc2_num = sc2_num+1
sc2_price = sc2_price+15
Item2 = (f"Scrunchie2 {sc2_num} ${sc2_price}")
print(" Button4")
if button_5.collidepoint(mx,my):
if click:
if (f"Scrunchie3 {sc3_num} ${sc3_price}") in Item3:
Item3 = Item3[:-50]
sc3_num = sc3_num+1
sc3_price = sc3_price+15
Item3 = Item3 + (f"Scrunchie3 {sc3_num} ${sc3_price}")
print(" Button5")
if button_6.collidepoint(mx,my):
if click:
if (f"Scrunchie4 {sc4_num} ${sc4_price}") in Item4:
Item4 = Item4[:-100]
sc4_num = sc4_num+1
sc4_price = sc4_price+15
Item4 = Item4 + (f"Scrunchie4 {sc4_num} ${sc4_price}")
print(" Button6")
if button_7.collidepoint(mx,my):
if click:
if (f"Scrunchie5 {sc5_num} ${sc5_price}") in Item5:
Item5 = Item4[:-100]
sc5_num = sc5_num+1
sc5_price = sc5_price+15
Item5 = Item5 + (f"Scrunchie5 {sc5_num} ${sc5_price}")
print(" Button7")
if button_8.collidepoint(mx,my):
if click:
if (f"Shirt6 {sc6_num} ${sc6_price}") in Item6:
Item6 = Item6[:-100]
sc6_num = sc6_num+1
sc6_price = sc6_price+15
Item6 = Item6 + (f"Shirt6 {sc6_num} ${sc6_price}")
print(" Button8")
if button_9.collidepoint(mx,my):
if click:
if (f"Scrunchie7 {sc7_num} ${sc7_price}") in Item7:
Item7 = Item7[:-100]
sc7_num = sc7_num+1
sc7_price = sc7_price+15
Item7 = Item7 + (f"Scrunchie7 {sc7_num} ${sc7_price}")
print(" Button9")
if button_10.collidepoint(mx,my):
if click:
if (f"Scrunchie8 {sc8_num} ${sc8_price}") in Item8:
Item8 = Item8[:-100]
sc8_num = sc8_num+1
sc8_price = sc8_price+15
Item8 = Item8 + (f"Scrunchie8 {sc8_num} ${sc8_price}")
print(" Button10")
if button_11.collidepoint(mx,my):
if click:
if (f"Scrunchie9 {sc9_num} ${sc9_price}") in Item9:
Item9 = Item9[:-100]
sc9_num = sc9_num+1
sc9_price = sc9_price+15
Item9 = Item9 + (f"Scrunchie9 {sc9_num} ${sc9_price}")
print(" Button11")
if button_12.collidepoint(mx,my):
if click:
if (f"Scrunchie10 {sc10_num} ${sc10_price}") in Item10:
Item10 = Item10[:-100]
sc10_num = sc10_num+1
sc10_price = sc10_price+15
Item10 = Item10 + (f"Scrunchie10 {sc10_num} ${sc10_price}")
print(" Button12")
if button_13.collidepoint(mx,my):
if click:
if (f"Scrunchie11 {sc11_num} ${sc11_price}") in Item11:
Item11 = Item11[:-100]
sc11_num = sc11_num+1
sc11_price = sc11_price+15
Item11 = Item11 + (f"Scrunchie11 {sc11_num} ${sc11_price}")
print(" Button13")
if button_14.collidepoint(mx,my):
if click:
if (f"Scrunchie12 {sc12_num} ${sc12_price}") in Item12:
Item12 = Item12[:-100]
sc12_num = sc12_num+1
sc12_price = sc12_price+15
Item12 = Item12 + (f"Scrunchie12 {sc12_num} ${sc12_price}")
print(" Button14")
Total_Items = sc1_price + sc2_price + sc3_price + sc4_price + sc5_price + sc6_price + sc7_price + sc8_price + sc9_price + sc10_price + sc11_price + sc12_price
Total_Qty = sc1_num + sc2_num + sc3_num + sc4_num + sc5_num + sc6_num + sc7_num + sc8_num + sc9_num + sc10_num + sc11_num + sc12_num
text_surface_Cart = font.render("Cart",0))
text_surface_Item = font.render( "Item Qty Price",0))
screen.blit(text_surface_Cart,(790,50))
screen.blit(text_surface_Item,100))
#for Button 2
text_surface_Enter = font2.render("Enter",0))
screen.blit(text_surface_Enter,pygame.Rect((280,565),(120,70)))
text_surface_Items = font.render(f"${Total_Items}",0))
screen.blit(text_surface_Items,pygame.Rect((1110,530),70)))
text_surface_Enter = font.render(f"{Total_Qty}",pygame.Rect((1022,70)))
#Cart
pygame.draw.rect(screen,pygame.Rect(780,30,550),2)
#button 2; Enter
pygame.draw.rect(screen,button_2,2)
#Draw Boxes for the number buttons
pygame.draw.rect(screen,button_5,button_6,button_7,button_8,button_9,button_10,button_11,button_12,button_13,button_14,2)
screen.blit((font3.render("Scrunchie1",b4_y+15))
screen.blit((font3.render("Scrunchie3",(b5_x+20,b5_y+15))
screen.blit((font3.render("Scrunchie4",(b6_x+20,b6_y+15))
screen.blit((font3.render("Scrunchie5",(b7_x+20,b7_y+15))
screen.blit((font3.render("Shirt6",(b8_x+20,b8_y+15))
screen.blit((font3.render("Shirt7",(b9_x+20,b9_y+15))
screen.blit((font3.render("Shirt8",(b10_x+20,b10_y+15))
screen.blit((font3.render("Shirt9",(b11_x+20,b11_y+15))
screen.blit((font3.render("Pants10",(b12_x+20,b12_y+15))
screen.blit((font3.render("Pants11",(b13_x+20,b13_y+15))
screen.blit((font3.render("Pants11",(b14_x+20,b14_y+15))
#~~~~~~~~~~~~~~~~~~ End Code applied from tutorial~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ButtonBolt = pygame.image.load("LionsHEAD.png")
ButtonBolt = pygame.transform.scale(ButtonBolt,120))
screen.blit(ButtonBolt,(20,15))
text_surface_LeVOGUE = font2.render("LeVOGUE",0))
screen.blit(text_surface_LeVOGUE,(140,55))
Key_Rect = pygame.Rect(260,125,230,40)
pygame.draw.rect(screen,0),Key_Rect,2)
Left_select_Rect = pygame.Rect(208,40,Left_select_Rect,2)
text_surface_Left_select = font2.render("<",0))
screen.blit(text_surface_Left_select,(215,118))
Right_select_Rect = pygame.Rect(502,Right_select_Rect,2)
text_surface_Left_select = font2.render(">",(510,118))
#CART
pygame.draw.rect(screen,2)
click = False
#update screen
pygame.display.update()
pygame.display.flip()
mainClock.tick(60)
#The following code was derived from a tutorial which allows the application
#to quit without causing any error codes.
#~~~~~~~~~~~~Start code applied from tutorial~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def Quit():
running = True
while running:
pygame.quit()
quit()
#~~~~~~~~~~~ End Code applied from tutorial~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#run the main menu
Main_sales()
pygame.quit()
sys.exit()
版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。