下面的代码绘制一个黑色背景、一个白色框和文本。但是,绘图顺序似乎还没有确定,有时我有背景矩形所覆盖的文本或矩形。我在试着弄明白什么是处理这件事的合适方法?
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()发布于 2015-02-23 11:46:48
TextureSpriteRenderSystem的默认实现使用Sprite对象的depth属性来确定绘图顺序。如果所有的精灵都具有相同的深度,它们的绘制顺序是未定的,这会导致你不想要的行为。
深度值为0的Sprite将在深度值较高的Sprite下面(或之前)绘制,例如10。创建的每个Sprite的默认深度为0。可以将背景和矩形的depth设置为负值,以强制执行绘图顺序:
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)你可以在PySDL2精灵文档上读到更多关于它的信息。
https://stackoverflow.com/questions/28594587
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