在pygame中在透明表面上呈现抗锯齿文本

发布于 2021-01-29 18:00:04

我在做一个函数,它接受一个字符串,把它分成几行
返回一个曲面,其中每一行渲染在前一行的下方。
例如:
第1行\n第2行
渲染为:

Line1
Line2

不管怎样,我的问题是我不能返回一个完全透明的表面
调用函数。我试过使用颜色键,但它不适用于
抗锯齿文本。有办法吗?谢谢你的回答。
我的代码:(当前在文本周围留下一个丑陋的紫色阴影)

def render_message(messages):
    surfaces = []
    height = 0
    max_width = 0

    for message in messages.split('\n'):
        surf = FONT.render(message, True, (0, 0, 0))
        surfaces.append(surf)
        height += surf.get_height() + 5
        if surf.get_width() > max_width:
            max_width = surf.get_width()

    result = pygame.Surface((max_width, height))
    result.fill((255, 0, 255))
    result.set_colorkey((255, 0, 255))

    top = 0
    for surface in surfaces:
        result.blit(surface, (max_width/2-surface.get_width()/2, top))
        top += surface.get_height() + 5

    return result
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1 个回答
  • 面试哥
    面试哥 2021-01-29
    为面试而生,有面试问题,就找面试哥。

    发布了第二个答案,因为这更复杂,人们可能想看看
    两者都有

    • 1 , 2 decrease/increase font size
    • space toggle BG

    I left text wrapping out. Edit parse_text() to create a list of text you
    want.

    import pygame
    from pygame import Surface
    from pygame.locals import *
    # Todo: remove font object from TextLine() , to TextWall(). Then share a list of font's with any line.
    
    """Example of multi-line text class, with alpha transparency."""
    lorem = """Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed aliquet
    tellus eros, eu faucibus dui. Phasellus eleifend, massa id ornare sodales, est urna
    congue tellus, vitae varius metus nunc non enim. Mauris elementum, arcu vitae tempor euismod, justo turpis malesuada est, sed dictum nunc nulla nec mauris. Cras felis eros, elementum vitae sollicitudin in, elementum et augue. Proin eget nunc at dui congue pretium. Donec ut ipsum ut lacus mollis tristique. In pretium varius dui eu dictum.
    
    Proin pulvinar metus nec mi semper semper. Pellentesque habitant morbi tristique
    senectus et netus et malesuada fames ac turpis egestas. Proin in diam odio. Vestibulum
    at neque sed ante sodales eleifend quis id dui. Mauris sollicitudin, metus a semper consectetur,
    est lectus varius erat, sit amet ultrices tortor nisi id justo. Aliquam elementum vestibulum dui ut auctor. Mauris commodo sapien vitae augue tempus sagittis. Morbi a nibh lectus, sed porta nibh. Donec et est ac dui sodales aliquet tristique et arcu. Nullam enim felis, posuere vel rutrum eu, euismod a purus. Morbi porta cursus libero, id rutrum elit lacinia vitae.
    
    In condimentum ultrices ipsum, ut convallis odio egestas et. Cras at egestas elit. Morbi
    quis neque ligula. Sed tempor, sem at fringilla rhoncus, diam quam mollis nisi, vitae semper
    mi massa sit amet tellus. Vivamus congue commodo ornare. Morbi et mi non sem malesuada rutrum. Etiam est purus, interdum ut placerat sit amet, tempus eget eros. Duis eget augue quis diam facilisis blandit. Ut vulputate adipiscing eleifend. """
    
    class TextLine(object):
        # Manages drawing and caching a single line of text
        # You can make font size, .color_fg etc be properties so they *automatically* toggle dirty bool.
        def __init__(self, font=None, size=16, text="hi world"):        
            self.font_name = font
            self.font_size = size
            self.color_fg = Color("white")
            self.color_bg = Color("gray20")
    
            self._aa = True 
            self._text = text                
            self.font = pygame.font.Font(font, size)
            self.screen = pygame.display.get_surface()
    
            self.dirty = True
            self.image = None
            self._render()
    
        def _render(self):
            # render for cache
            """no AA = automatic transparent. With AA you need to set the color key too"""
            self.dirty = False        
            self.image = self.font.render(self._text, self.aa, self.color_fg)            
            self.rect = self.image.get_rect()
    
        def draw(self):
            # Call this do draw, always prefers to use cache
            if self.dirty or (self.image is None): self._render()
            self.screen.blit(self.image, self.rect)
    
        @property
        def text(self):
            return self._text
    
        @text.setter
        def text(self, text):
            self.dirty = True
            self._text = text
    
        @property
        def aa(self): return self._aa
    
        @aa.setter
        def aa(self, aa):
            self.dirty = True
            self._aa = aa
    
    class TextWall(object):
        # Manages multiple lines of text / paragraphs.
        def __init__(self, font=None, size=16):
            self.font = font
            self.font_size = size        
            self.offset = Rect(20,20,1,1) # offset of whole wall
    
            self.screen = pygame.display.get_surface()
            self.dirty = True
            self.text_lines = []
            self._text_paragraph = "Empty\nText"
            self._render()
    
        def _render(self):
            # render list 
            self.dirty = False
            self.text_lines = [ TextLine(self.font, self.font_size, line) for line in self._text_paragraph ]
    
            # offset whole paragraph
            self.text_lines[0].rect.top = self.offset.top
    
            # offset the height of each line
            prev = Rect(0,0,0,0)        
            for t in self.text_lines:
                t.rect.top += prev.bottom
                t.rect.left = self.offset.left
                prev = t.rect
    
        def parse_text(self, text):
            # parse raw text to something usable
            self._text_paragraph = text.split("\n")
            self._render()
    
        def draw(self):
            # draw with cached surfaces    
            if self.dirty: self._render()
            for text in self.text_lines: text.draw()
    
        @property
        def font_size(self):
            return self._font_size
    
        @font_size.setter
        def font_size(self, size):
            self.dirty = True
            self._font_size = size
    
        @property
        def text(self):
            return self._text_paragraph
    
        @text.setter
        def text(self, text_paragraph):
            self.dirty = True
            self.parse_text(text_paragraph)
    
    class Game():
        done = False
        def __init__(self):
            pygame.init()
            self.screen = pygame.display.set_mode ((640,480))
            self.text = Surface([200,100])
    
            self.text_wall = TextWall()
            self.toggle_bg = True
    
            self.text_wall.parse_text(lorem)
    
        def loop(self):
            while not self.done:
                self.handle_events()
                self.draw()
    
        def draw(self):
            if self.toggle_bg: bg = Color("gray60")
            else: bg = Color("gray20")
    
            self.screen.fill(bg)        
            self.text_wall.draw()        
            pygame.display.update()
    
        def handle_events(self):
            for event in pygame.event.get():
                if event.type == pygame.QUIT: self.done = True
    
                elif event.type == KEYDOWN:
                    if event.key == K_ESCAPE: self.done = True                
                    elif event.key == K_SPACE: self.toggle_bg = not self.toggle_bg
                    elif event.key == K_1: self.text_wall.font_size -= 3
                    elif event.key == K_2: self.text_wall.font_size += 3
    
    if __name__ == "__main__":
        g = Game()
        g.loop()
    


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