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下面的代码绘制了黑色背景、白色框和文本。但是,似乎绘制顺序尚未确定,有时我的文本或矩形被背景矩形覆盖。我试图了解管理此问题的适当方法是什么?

import sdl2.ext
import sdl2.sdlttf
from sdl2 import SDL_Color, SDL_Init

WHITE = SDL_Color(255, 255, 255)

class Entity(sdl2.ext.Entity):
    def __init__(self, world, sprite, posx=0, posy=0):
        self.sprite = sprite
        self.sprite.position = posx, posy

sdl2.ext.init()

window = sdl2.ext.Window("PySDL2", size=(320, 240))
window.show()
world = sdl2.ext.World()

texture_renderer = sdl2.ext.Renderer(window)
spriterenderer = sdl2.ext.TextureSpriteRenderSystem(texture_renderer)
factory = sdl2.ext.SpriteFactory(sdl2.ext.TEXTURE, renderer=texture_renderer)

world.add_system(spriterenderer)

sdl2.sdlttf.TTF_Init()
font = sdl2.sdlttf.TTF_OpenFont('resources/Helvetica.dfont',32)
text_surface = sdl2.sdlttf.TTF_RenderText_Blended(font, 'test', WHITE).contents
sdl2.sdlttf.TTF_CloseFont(font)

bg = factory.from_color(sdl2.ext.Color(0, 0, 0), size = (320,240))
Entity(world, bg, 0, 0)

c = factory.from_color(sdl2.ext.Color(255, 255, 255), size = (50,50))
Entity(world, c, 100, 100)

text_sprite = factory.from_surface(text_surface)
text_entity = Entity(world, text_sprite, 50, 50)

def run():
    running = True
    while running:
        events = sdl2.ext.get_events()
        for event in events:
            if event.type == sdl2.SDL_QUIT:
                running = False
                break
        world.process()
run()
sdl2.ext.quit()
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1 回答 1

0

的默认实现TextureSpriteRenderSystem使用对象的depth属性Sprite来确定绘制顺序。如果所有精灵都具有相同的深度,则它们的绘制顺序是不确定的,这会导致您不想要的行为。

深度值为 0 的ASprite将绘制在Sprite具有更高深度值(例如 10)的 a 下面(或之前)。每个Sprite创建的默认深度为 0。您可以将背景和矩形设置depth为负值,以便执行绘图顺序:

bg = factory.from_color(sdl2.ext.Color(0, 0, 0), size = (320,240))
bg.depth = -99 # always below everything
Entity(world, bg, 0, 0)

c = factory.from_color(sdl2.ext.Color(255, 255, 255), size = (50,50))
c.depth = -1
Entity(world, c, 100, 100)

您可以在PySDL2 sprite 文档中阅读有关它的更多信息。

于 2015-02-23T11:46:48.847 回答