checking for mouse collison pygame.draw.circle() - pygame

I'm making a CheckButton Widget to be able to use in game menus.
Wondering how I might be able to check if the mouse is colliding with the circle?
Using the self.surface.get_rect() method doesn't seem to work. is there a way to calculate where the circle is based on its location in its surface object? I was just going to just draw a smaller black circle inside the circle when self.active == True then back to its default color if its False. should I be using Sprites for this?
class CheckButton():
"""add label?"""
def __init__(self, screen, pos,size=(10,10),color=GREY):
self.screen = screen
self.pos = pos
self.size = size
self.color = color
self.active = False
self.surface = pygame.surface.Surface(self.size)
self.rect = self.surface.get_rect()
self.center = (5,5)
def check_for_click(self):
pos = pygame.mouse.get_pos()
mouseClicked = pygame.mouse.get_pressed()
if self.rect.collidepoint(pos) and mouseClicked == (1,0,0):
self.active = True
print(self.active)
def draw(self):
self.surface.fill(BG_COLOR)
pygame.draw.circle(self.surface,self.color, self.center,5, 0)
self.screen.blit(self.surface, self.pos)

When using pygame, don't give your objects attributes like pos or center (if you don't have to for whatever reasons). Just use the pygame's Sprite and Rect classes, which will handle all these things for you.
Here's a running example. Note the comments for further explanations:
import pygame
from math import hypot
pygame.init()
screen = pygame.display.set_mode((400, 400))
BG_COLOR=(55,0,200)
# note that pygame comes with a lot of colors already defined in THECOLORS
GREY=pygame.color.THECOLORS['grey']
# pygame's Group is great for sprite handling, but it does not offer a function for event handling
# so we create our own simple Group
class EventAwareGroup(pygame.sprite.Group):
def handle(self, event):
for spr in self.sprites():
if hasattr(spr, 'handle'):
spr.handle(event)
class CheckButton(pygame.sprite.Sprite):
def __init__(self, pos, size=(10,10), color=(255,100,200)):
super().__init__()
self.image = pygame.surface.Surface(size)
# we use a random color as colorkey, which means this color acts
# as a substitute for 'transparent'; so we don't have to care about the
# actual background
self.image.set_colorkey((99,32,127))
self.image.fill((99,32,127))
self.rect = self.image.get_rect()
# our image is a simple circle
# note how we can use the attributes of Rect to easily find the center of our Surface
pygame.draw.circle(self.image, color, self.rect.center, size[0]//2, 0)
# when the checkbox is active, we want to show another image, so let's create it here
# we want to do the drawing once, so we do it in the __init__ function
self.toggle_image = self.image.copy()
pygame.draw.circle(self.toggle_image, (0, 0, 0), self.rect.center, size[0]//3, 0)
# now let's position our checkbox at 'pos'
self.rect.center = pos
self.active = False
def handle(self, event):
# since we want to toggle the active state of the checkbox when a mouse click occurs,
# it's better to listen for the MOUSEBUTTONDOWN event
if event.type == pygame.MOUSEBUTTONDOWN:
# to check if the mouse click was actually in the circle, we simple calculate the distance
d = hypot(event.pos[0] - self.rect.center[0], event.pos[1] - self.rect.center[1])
if d <= self.rect.width/2 and event.button == 1:
# now let's toggle the active flag and the images
self.active = not self.active
self.image, self.toggle_image = self.toggle_image, self.image
c = CheckButton([150, 100], [100, 100])
g = EventAwareGroup(c)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
g.handle(event)
# note how simple and clean our main loop is
# when we need other sprites, just add them to the g Group
# no need to change the main loop for that
screen.fill(BG_COLOR)
g.update()
g.draw(screen)
pygame.display.update()

Related

Trying to display an image and move it on a timer, but only while the camera the image is on [duplicate]

I've been searching for some good tutorial about making simple sprite animation from few images in Python using Pygame. I still haven't found what I'm looking for.
My question is simple: how to make an animated sprite from few images (for an example: making few images of explosion with dimensions 20x20px to be as one but animated)
Any good ideas?
There are two types of animation: frame-dependent and time-dependent. Both work in similar fashion.
Before the main loop
Load all images into a list.
Create three variable:
index, that keeps track on the current index of the image list.
current_time or current_frame that keeps track on the current time or current frame since last the index switched.
animation_time or animation_frames that define how many seconds or frames should pass before switching image.
During the main loop
Increment current_time by the amount of seconds that has passed since we last incremented it, or increment current_frame by 1.
Check if current_time >= animation_time or current_frame >= animation_frame. If true continue with 3-5.
Reset the current_time = 0 or current_frame = 0.
Increment the index, unless if it'll be equal or greater than the amount of images. In that case, reset index = 0.
Change the sprite's image accordingly.
A full working example
import os
import pygame
pygame.init()
SIZE = WIDTH, HEIGHT = 720, 480
BACKGROUND_COLOR = pygame.Color('black')
FPS = 60
screen = pygame.display.set_mode(SIZE)
clock = pygame.time.Clock()
def load_images(path):
"""
Loads all images in directory. The directory must only contain images.
Args:
path: The relative or absolute path to the directory to load images from.
Returns:
List of images.
"""
images = []
for file_name in os.listdir(path):
image = pygame.image.load(path + os.sep + file_name).convert()
images.append(image)
return images
class AnimatedSprite(pygame.sprite.Sprite):
def __init__(self, position, images):
"""
Animated sprite object.
Args:
position: x, y coordinate on the screen to place the AnimatedSprite.
images: Images to use in the animation.
"""
super(AnimatedSprite, self).__init__()
size = (32, 32) # This should match the size of the images.
self.rect = pygame.Rect(position, size)
self.images = images
self.images_right = images
self.images_left = [pygame.transform.flip(image, True, False) for image in images] # Flipping every image.
self.index = 0
self.image = images[self.index] # 'image' is the current image of the animation.
self.velocity = pygame.math.Vector2(0, 0)
self.animation_time = 0.1
self.current_time = 0
self.animation_frames = 6
self.current_frame = 0
def update_time_dependent(self, dt):
"""
Updates the image of Sprite approximately every 0.1 second.
Args:
dt: Time elapsed between each frame.
"""
if self.velocity.x > 0: # Use the right images if sprite is moving right.
self.images = self.images_right
elif self.velocity.x < 0:
self.images = self.images_left
self.current_time += dt
if self.current_time >= self.animation_time:
self.current_time = 0
self.index = (self.index + 1) % len(self.images)
self.image = self.images[self.index]
self.rect.move_ip(*self.velocity)
def update_frame_dependent(self):
"""
Updates the image of Sprite every 6 frame (approximately every 0.1 second if frame rate is 60).
"""
if self.velocity.x > 0: # Use the right images if sprite is moving right.
self.images = self.images_right
elif self.velocity.x < 0:
self.images = self.images_left
self.current_frame += 1
if self.current_frame >= self.animation_frames:
self.current_frame = 0
self.index = (self.index + 1) % len(self.images)
self.image = self.images[self.index]
self.rect.move_ip(*self.velocity)
def update(self, dt):
"""This is the method that's being called when 'all_sprites.update(dt)' is called."""
# Switch between the two update methods by commenting/uncommenting.
self.update_time_dependent(dt)
# self.update_frame_dependent()
def main():
images = load_images(path='temp') # Make sure to provide the relative or full path to the images directory.
player = AnimatedSprite(position=(100, 100), images=images)
all_sprites = pygame.sprite.Group(player) # Creates a sprite group and adds 'player' to it.
running = True
while running:
dt = clock.tick(FPS) / 1000 # Amount of seconds between each loop.
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
player.velocity.x = 4
elif event.key == pygame.K_LEFT:
player.velocity.x = -4
elif event.key == pygame.K_DOWN:
player.velocity.y = 4
elif event.key == pygame.K_UP:
player.velocity.y = -4
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT:
player.velocity.x = 0
elif event.key == pygame.K_DOWN or event.key == pygame.K_UP:
player.velocity.y = 0
all_sprites.update(dt) # Calls the 'update' method on all sprites in the list (currently just the player).
screen.fill(BACKGROUND_COLOR)
all_sprites.draw(screen)
pygame.display.update()
if __name__ == '__main__':
main()
When to chose which
Time-dependent animation allows you to play the animation at the same speed, no matter how slow/fast the frame-rate is or slow/fast your computer is. This allows your program to freely change the framerate without affecting the animation and it'll also be consistent even if the computer cannot keep up with the framerate. If the program lags the animation will catch up to the state it should've been as if no lag had happened.
Although, it might happen that the animation cycle don't synch up with the framerate, making the animation cycle seem irregular. For example, say that we have the frames updating every 0.05 second and the animation switch image every 0.075 second, then the cycle would be:
Frame 1; 0.00 seconds; image 1
Frame 2; 0.05 seconds; image 1
Frame 3; 0.10 seconds; image 2
Frame 4; 0.15 seconds; image 1
Frame 5; 0.20 seconds; image 1
Frame 6; 0.25 seconds; image 2
And so on...
Frame-dependent can look smoother if your computer can handle the framerate consistently. If lag happens it'll pause in its current state and restart when the lag stops, which makes the lag more noticeable. This alternative is slightly easier to implement since you just need to increment current_frame with 1 on each call, instead of dealing with the delta time (dt) and passing it to every object.
Sprites
Result
You could try modifying your sprite so that it swaps out its image for a different one inside update. That way, when the sprite is rendered, it'll look animated.
Edit:
Here's a quick example I drew up:
import pygame
import sys
def load_image(name):
image = pygame.image.load(name)
return image
class TestSprite(pygame.sprite.Sprite):
def __init__(self):
super(TestSprite, self).__init__()
self.images = []
self.images.append(load_image('image1.png'))
self.images.append(load_image('image2.png'))
# assuming both images are 64x64 pixels
self.index = 0
self.image = self.images[self.index]
self.rect = pygame.Rect(5, 5, 64, 64)
def update(self):
'''This method iterates through the elements inside self.images and
displays the next one each tick. For a slower animation, you may want to
consider using a timer of some sort so it updates slower.'''
self.index += 1
if self.index >= len(self.images):
self.index = 0
self.image = self.images[self.index]
def main():
pygame.init()
screen = pygame.display.set_mode((250, 250))
my_sprite = TestSprite()
my_group = pygame.sprite.Group(my_sprite)
while True:
event = pygame.event.poll()
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(0)
# Calling the 'my_group.update' function calls the 'update' function of all
# its member sprites. Calling the 'my_group.draw' function uses the 'image'
# and 'rect' attributes of its member sprites to draw the sprite.
my_group.update()
my_group.draw(screen)
pygame.display.flip()
if __name__ == '__main__':
main()
It assumes that you have two images called image1.png and image2.png inside the same folder the code is in.
You should have all your sprite animations on one big "canvas", so for 3 20x20 explosion sprite frames you will have 60x20 image. Now you can get right frames by loading an area of the image.
Inside your sprite class, most likely in update method you should have something like this (hardcoded for simplicity, I prefer to have separate class to be responsible for picking the right animation frame). self.f = 0 on __init__.
def update(self):
images = [[0, 0], [20, 0], [40, 0]]
self.f += 1 if self.f < len(images) else 0
self.image = your_function_to_get_image_by_coordinates(images[i])
For an animated Sprite a list of images (pygame.Surface objects) must be generated. A different picture of the list is displayed in each frame, just like in the pictures of a movie. This gives the appearance of an animated object.
One way to get a list of images is to load an animated GIF (Graphics Interchange Format). Unfortunately, PyGame doesn't offer a function to load the frames of an animated GIF. However, there are several Stack Overflow answers that address this issue:
How can I load an animated GIF and get all of the individual frames in PyGame?
How do I make a sprite as a gif in pygame?
Pygame and Numpy Animations
One way is to use the popular Pillow library (pip install Pillow). The following function loads the frames of an animated GIF and generates a list of pygame.Surface objects:
from PIL import Image, ImageSequence
def loadGIF(filename):
pilImage = Image.open(filename)
frames = []
for frame in ImageSequence.Iterator(pilImage):
frame = frame.convert('RGBA')
pygameImage = pygame.image.fromstring(
frame.tobytes(), frame.size, frame.mode).convert_alpha()
frames.append(pygameImage)
return frames
Create a pygame.sprite.Sprite class that maintains a list of images. Implement an update method that selects a different image in each frame.
Pass the list of images to the class constructor. Add an index attribute that indicates the index of the current image in the list. Increase the index in the Update method. Reset the index if it is greater than or equal to the length of the image list (or use the modulo (%) operator). Get the current image from the list by subscription:
class AnimatedSpriteObject(pygame.sprite.Sprite):
def __init__(self, x, bottom, images):
pygame.sprite.Sprite.__init__(self)
self.images = images
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom = (x, bottom))
self.image_index = 0
def update(self):
self.image_index += 1
if self.image_index >= len(self.images):
self.image_index = 0
self.image = self.images[self.image_index]
See also Load animated GIF and Sprite
Example GIF (from Animated Gifs, Animated Image):
Minimal example: repl.it/#Rabbid76/PyGame-SpriteAnimation
import pygame
from PIL import Image, ImageSequence
def loadGIF(filename):
pilImage = Image.open(filename)
frames = []
for frame in ImageSequence.Iterator(pilImage):
frame = frame.convert('RGBA')
pygameImage = pygame.image.fromstring(
frame.tobytes(), frame.size, frame.mode).convert_alpha()
frames.append(pygameImage)
return frames
class AnimatedSpriteObject(pygame.sprite.Sprite):
def __init__(self, x, bottom, images):
pygame.sprite.Sprite.__init__(self)
self.images = images
self.image = self.images[0]
self.rect = self.image.get_rect(midbottom = (x, bottom))
self.image_index = 0
def update(self):
self.image_index += 1
self.image = self.images[self.image_index % len(self.images)]
self.rect.x -= 5
if self.rect.right < 0:
self.rect.left = pygame.display.get_surface().get_width()
pygame.init()
window = pygame.display.set_mode((300, 200))
clock = pygame.time.Clock()
ground = window.get_height() * 3 // 4
gifFrameList = loadGIF('stone_age.gif')
animated_sprite = AnimatedSpriteObject(window.get_width() // 2, ground, gifFrameList)
all_sprites = pygame.sprite.Group(animated_sprite)
run = True
while run:
clock.tick(20)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_sprites.update()
window.fill((127, 192, 255), (0, 0, window.get_width(), ground))
window.fill((255, 127, 64), (0, ground, window.get_width(), window.get_height() - ground))
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
exit()

What's the most convenient way to add buttons in pygame with text

Following up my last question, for my school assignment, I am developing a game. My concept includes the uses of buttons in this game so I was wondering what is the most convenient way to add buttons in pygame? Also, if you have suggestions for resources which can help me in cases like this, please let me know. Thanks
Here's my Code:
# Program: Import Library, Pygame, for initialization of this program
import pygame
# Initialize the game engine
pygame.init()
# Define Colours
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
GREEN = ( 0, 255, 0)
RED = ( 255, 0, 0)
BLUE = ( 0, 0, 255)
display_width = 1080
display_height = 720
size = (display_width, display_height)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("MiniConomy Trivia, for Adults")
# Button Program
class Button:
def __init__(self, size, text, pos, bgColor=(0, 255, 0), textColor=(0, 0, 0)):
self.pos = pos
self.size = size
self.text = text
self.font = pygame.font.Font(pygame.font.get_default_font(), size[1])
self.textSurf = self.font.render(f"{text}", True, textColor)
self.button = pygame.Surface((size[0], size[1])).convert()
self.button.fill(bgColor)
def render(self, window):
window.blit(self.button, (self.pos[0], self.pos[1]))
window.blit(self.textSurf, (self.pos[0]+1, self.pos[1]+5))
def clicked(self, events):
mousePos = pygame.mouse.get_pos()# get the mouse position
for event in events:
if self.button.get_rect(topleft=self.pos).collidepoint(mousePos[0], mousePos[1]):
if event.type == pygame.MOUSEBUTTONDOWN:
return True
return False
# Setting a Title Screen
def text_objects(text, font):
textSurface = font.render(text, True, BLACK)
return textSurface, textSurface.get_rect()
largeText = pygame.font.Font('freesansbold.ttf', 90)
# Creating a Title Screen
TextSurf, TextRect = text_objects("MiniConomy", largeText)
TextRect.center = (540,150)
# Play Button
button = Button([280,50], "Let's Begin", [380,302])
button2 = Button([280, 50], "Second Button", [380, 302])
#Loop until the user clicks the close button
done = False
# -------- Main Program Loop -----------
while done == False:
events = pygame.event.get()
for event in events: # User did something
if event.type == pygame.QUIT: # If user clicked close
done = True # Flag that we are done so we exit this loop
# Set the screen background
screen.fill(BLUE)
screen.blit(TextSurf, TextRect)
while True:
# Button 1 Control
button.render(screen)
if button.clicked(events):
print("Game Logic goes here")
pygame.display.flip()
button2.render(screen)
if button2.clicked(events):
print("Game Logic Here")
pygame.display.flip()
pygame.quit()
quit()
The most convenient way to add a button would be to make a button class. I know you are not using OOP with your code, but taking a class approach would allow you to make multiple buttons with a single class acting as a template for each button.
Lets start by making a class.
Fist we will make an init function to initialise all the attribute variables of our button.
class Button:
def __init__(self, size, text, pos):
self.pos = pos
self.size = size
self.text = text
self.font = pygame.font.Font(pygame.font.get_default_font(), size/2)
self.button = pygame.Surface(size[0], size[1]).convert()
Then we will add methods to our class to give our class some behaviour. We want to render our button, then we want to be able to click our button.
def render(self, window):
window.blit(self.button, (self.pos[0], self.pos[1]))
window.blit(self.textSurf, (self.pos[0]+1, self.pos[1]+5))
def clicked(self, events):
mousePos = pygame.mouse.get_pos()# get the mouse position
for event in events:
if self.button.get_rect(topleft=self.pos).collidepoint(mousePos[0], mousePos[1]):
if event.type == pygame.MOUSEBUTTONDOWN:
return True
return False
With this implemented, your code becomes:
# Program: Import Library, Pygame, for initialization of this program
import pygame
# Initialize the game engine
pygame.init()
# Define Colours
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
GREEN = ( 0, 255, 0)
RED = ( 255, 0, 0)
BLUE = ( 0, 0, 255)
display_width = 1080
display_height = 720
size = (display_width, display_height)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("MiniConomy Trivia, for Adults")
class Button:
def __init__(self, size, text, pos, bgColor=(255, 255, 255), textColor=(0, 0, 0)):
self.pos = pos
self.size = size
self.text = text
self.font = pygame.font.Font(pygame.font.get_default_font(), size[1])
self.textSurf = self.font.render(f"{text}", True, textColor)
self.button = pygame.Surface((size[0], size[1])).convert()
self.button.fill(bgColor)
def render(self, window):
window.blit(self.button, (self.pos[0], self.pos[1]))
window.blit(self.textSurf, (self.pos[0]+1, self.pos[1]+5))
def clicked(self, events):
mousePos = pygame.mouse.get_pos()# get the mouse position
for event in events:
if self.button.get_rect(topleft=self.pos).collidepoint(mousePos[0], mousePos[1]):
if event.type == pygame.MOUSEBUTTONDOWN:
return True
return False
# Setting a Title Screen
def text_objects(text, font):
textSurface = font.render(text, True, BLACK)
return textSurface, textSurface.get_rect()
largeText = pygame.font.Font('freesansbold.ttf', 100)
# Creating a Title Screen
TextSurf, TextRect = text_objects("MiniConomy", largeText)
TextRect.center = (540,150)
# Play Button
button = Button([250, 50], "A button", [50, 50])
#Loop until the user clicks the close button
done = False
# -------- Main Program Loop -----------
while done == False:
events = pygame.event.get()
for event in events: # User did something
if event.type == pygame.QUIT: # If user clicked close
done = True # Flag that we are done so we exit this loop
# Set the screen background
screen.fill(BLUE)
screen.blit(TextSurf, TextRect)
button.render(screen)
if button.clicked(events):
print("Your game start logic goes here")
pygame.display.flip()
Now obviously, there is a lot of potential to add extra features to our button class, like color changing when mouse is over the button and things like that. Just to show you the benefits of using a class. Now if you want another button, you can simply make another instance of button class
anotherButton = Button([300, 500], "Second Button", [500, 500])
and in main loop call:
while True:
anotherButton.render(screen)
anotherButton.clicked(events)
And BOOM, you have a second button. Hope i could help.
Edit: Answer to the difficulties you were having. Couple of things.
First, Both buttons are in the same position. Change that.
button = Button([280,50], "Let's Begin", [380,302])
button2 = Button([280, 50], "Second Button", [380, 302])
Third argument is position and as you can see, they are the same.
Second, You already have a while True loop so there is no reason why you should add another while True loop. Just use the first while loop, that is why it is called a game loop
Third, You call pygame.display.flip() twice. This function is responsible for updating the screen every frame. Calling it twice means you are trying to update it twice every frame, which can cause unwanted problems.
while not done:
events = pygame.event.get()
for event in events: # User did something
if event.type == pygame.QUIT: # If user clicked close
done = True # Flag that we are done so we exit this loop
# Set the screen background
screen.fill(BLUE)
screen.blit(TextSurf, TextRect)
# Button 1 Control
button.render(screen)
if button.clicked(events):
print("Game Logic goes here")
button2.render(screen)
if button2.clicked(events):
print("Game Logic Here")
pygame.display.flip()

Change colour of sprite rect from group

I have a group of rects, they display in a row. I want them to change their colour when they have been clicked, until they are clicked again
I have this code so far to create the sprites:
class DrawableRect(pygame.sprite.Sprite):
def __init__(self,color,width,height,value=0):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
self.value = value
self.x = 0
self.y = 0
def change_value(self,color,value):
self.image.fill(color)
self.value=value
def DrawRects(start_x, start_y, rect_spacing, colour_list):
current_x_pos = start_x
for rect_num in range(0,8):
rect = DrawableRect(colour_list[rect_num], boxW, boxH)
rect.rect.x = current_x_pos
rect.rect.y = start_y
current_x_pos = current_x_pos + rect.rect.width + rect_spacing
rects.add(rect)
rects.draw(screen)
The idea of the app is for each rectangle to represent a bit, and when pressed it alternates between 0 and 1, the makeup of each bit displays the decimal equivalent somewhere.
I read that groups are unordered therefore indexing wouldn't work, is that true?
Here's an example I've modified to suit your purposes. I have a bunch of sprites (coloured rectangles) in a sprite group and I change* the colour of any sprite that collides with the mouse pointer when a mouse button is pressed.
Here's the code, you're probably most interested in the change_color() method and the MOUSEBUTTONUP event handling code.
import random
import pygame
screen_width, screen_height = 640, 480
def get_random_position():
"""return a random (x,y) position in the screen"""
return (random.randint(0, screen_width - 1), #randint includes both endpoints.
random.randint(0, screen_height - 1))
color_list = ["red", "orange", "yellow", "green", "cyan", "blue", "blueviolet"]
colors = [pygame.color.Color(c) for c in color_list]
class PowerUp(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
width, height = 64, 32
self.image = pygame.Surface([width, height])
self.clicked = False # track whether we've been clicked or not
# initialise color
self.color = random.choice(colors)
self.image.fill(self.color)
# Fetch the rectangle object that has the dimensions of the image
self.rect = self.image.get_rect()
# then move to a random position
self.update()
def update(self):
#move to a random position
self.rect.center = get_random_position()
def random_color(self):
# randomise color
self.clicked = not self.clicked
if self.clicked:
color = random.choice(colors)
else:
color = self.color
self.image.fill(color)
if __name__ == "__main__":
pygame.init()
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption('Sprite Color Switch Demo')
clock = pygame.time.Clock() #for limiting FPS
FPS = 60
exit_demo = False
pygame.key.set_repeat(300, 200)
#create a sprite group to track the power ups.
power_ups = pygame.sprite.Group()
for _ in range(10):
power_ups.add(PowerUp()) # create a new power up and add it to the group.
# main loop
while not exit_demo:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit_demo = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
exit_demo = True
elif event.key == pygame.K_SPACE:
power_ups.update()
elif event.type == pygame.MOUSEBUTTONUP:
# check for collision
for p in power_ups:
if p.rect.collidepoint(event.pos): # maybe use event?
p.random_color()
screen.fill(pygame.Color("black")) # use black background
power_ups.draw(screen)
pygame.display.update()
clock.tick(FPS)
pygame.quit()
quit()
Let me know if you have any questions. Obviously this doesn't do row alignment of the sprites, I think you have a handle on that. I would suggest that you have all of your screen drawing operations in one place so your code can be clearer.
*The new colour is randomised from a short list, so there's a 14% chance it won't change from the starting colour.

How to blit numbers in pygame?

Currently, I am working on a game in which you are asked a mathematical question such as 2 + 1 and numbers will fall from the top of the screen. The player has to click the right answer before it falls below the screen. However, I don't want to download images of the numbers because it would waste lots of time. Is there a way to draw or blit numbers instead? If there is, can the numbers be in a circle shape instead of a rectangle?
EDIT: I could create the numbers by displaying them as text. However, that would mean I have to create hundreds of different rectangles for each possible answer. My question then is, is there a way for me to tell Python to generate numbers and place them on a rectangle without me having to do it manually?
One solution would be to create a class in which you store the actual answer, the text surface and the rect for the collision detection. I use a pygame.sprite.Sprite subclass here, but you can do the same with a normal class. When a new question gets asked, you can just create a bunch of instances and add them to a sprite group, so that you can update them altogether in the main loop. You can use the pygame.Rect.collidepoint method for the collision detection.
import random
import pygame as pg
from pygame.math import Vector2
pg.init()
BLUE = pg.Color('dodgerblue1')
FONT = pg.font.Font(None, 42)
class Answer(pg.sprite.Sprite):
def __init__(self, pos, number):
super().__init__()
# Store the actual number, so that we can compare it
# when the user clicks on this object.
self.number = number
# Render the new text image/surface.
self.image = FONT.render(str(number), True, BLUE)
# A rect with the size of the surface, used for collision
# detection and rendering.
self.rect = self.image.get_rect(topleft=pos)
self.vel = Vector2(0, random.uniform(1, 4))
self.pos = Vector2(pos)
def update(self):
self.pos += self.vel
self.rect.center = self.pos
if self.rect.top > 480: # Screen bottom.
self.kill() # Remove the sprite from all groups.
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.MOUSEBUTTONDOWN:
if event.button == 3: # Right mouse button.
# Add 20 numbers (Answer objects).
for _ in range(20):
number = random.randrange(100)
all_sprites.add(Answer((random.randrange(620), -20), number))
elif event.button == 1: # Left mouse button.
# See if the user clicked on a number.
for answer in all_sprites:
# event.pos is the mouse position.
if answer.rect.collidepoint(event.pos):
print(answer.number)
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
(Right click to spawn the numbers, left click to touch single numbers.)

How to cycle 3 images on a rect button?

Just started learning Python/Pygame watching videos and reading to learn . I would like to see a example code to cycle 3 images on a rect button from a mouse press and return to first image. Really I want the pictures to be three options and return different results. So be able to cycle image be able to select option and option when triggered execute choice.
Example
import pygame
pygame.init()
screen = pygame.display.set_mode((300,200))
# three images
images = [
pygame.Surface((100,100)),
pygame.Surface((100,100)),
pygame.Surface((100,100)),
]
images[0].fill((255,0,0))
images[1].fill((0,255,0))
images[2].fill((0,0,255))
# image size and position
images_rect = images[0].get_rect()
# starting index
index = 0
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
# check mouse position and pressed button
if event.button == 1 and images_rect.collidepoint(event.pos):
# cycle index
index = (index+1) % 3
screen.blit(images[index], images_rect)
pygame.display.flip()
pygame.quit()
Example using class - to create many buttons
import pygame
class Button(object):
def __init__(self, position, size):
self._images = [
pygame.Surface(size),
pygame.Surface(size),
pygame.Surface(size),
]
self._images[0].fill((255,0,0))
self._images[1].fill((0,255,0))
self._images[2].fill((0,0,255))
self._rect = pygame.Rect(position, size)
self._index = 0
def draw(self, screen):
screen.blit(self._images[self._index], self._rect)
def event_handler(self, event):
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1 and self._rect.collidepoint(event.pos):
self._index = (self._index+1) % 3
pygame.init()
screen = pygame.display.set_mode((320,110))
button1 = Button((5, 5), (100, 100))
button2 = Button((110, 5), (100, 100))
button3 = Button((215, 5), (100, 100))
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
button1.event_handler(event)
button2.event_handler(event)
button3.event_handler(event)
button1.draw(screen)
button2.draw(screen)
button3.draw(screen)
pygame.display.flip()
pygame.quit()
If I understood the question correctly, you need a single button that changes the look every time you click on it, and changes its relative function accordingly.
You should be able to solve your problem by creating a class that takes two list and a counter
1) list of images
2) list of functions
3) the counter tells you which image/function is selected.
The functions needs to be built in the class, but you can provide the image that you want in the class argument (actually, you could pass them as arguments, but I don't think is worth it).
Here is the code, I commented some lines with their intended meaning (in line comments)
import pygame
import sys
pygame.init()
width = 600
height = 400
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("Magic Buttons")
background = pygame.Surface(screen.get_size())
clock = pygame.time.Clock()
class Buttons:
def __init__(self, posX, posY, image1, image2, image3):
self.image_list = [image1, image2, image3] # static list of images
self.function_list = [self.button_function_1,self.button_function_2,self.button_function_3 ]
self.rect_position = (posX, posY) # this is a tuple to identify the upper left corner of the rectangle of the image
self.button_type = 0 # initial value of the button, both for the function and the image
self.image = pygame.image.load(self.image_list[0]) #default image, index number 0 of image_list
self.rect = pygame.Rect(posX, posY, self.image.get_width(), self.image.get_height()) # create a rectangle object same size of the images
def check(self, pos):
if self.rect.collidepoint(pos) ==True:
self.change_button()
else:
pass
def change_button(self):
self.button_type = (self.button_type +1)%3
self.image = pygame.image.load(self.image_list[self.button_type ]) # load the image relative to button_type
self.function_list[self.button_type -1]() # execute the function relative to the new value of button_type
self.draw_button()
def draw_button(self):
screen.blit(self.image, self.rect_position) # blit the new button image
def button_function_1(self):
print ("function 1 in action")
def button_function_2(self):
print ("function 2 in action")
def button_function_3(self):
print ("function 3 in action")
multibutton = Buttons(100,100,"button1.png","button2.png","button3.png") # create an istance of the button in the x=100, y = 100, with the three image button
while True:
background.fill((0,0,0))
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONUP:
pos = pygame.mouse.get_pos() # fetch the position of the mouse
multibutton.check(pos) # check if the mouse is on the button
multibutton.draw_button()
pygame.display.flip()