Pygame get information about mouse ball - pygame

Is there a way of getting information about the mouse ball, so if its being rolling up or down. Using pygame.mouse.get_pressed() or pygame.MOUSEBUTTONDOWN / UP gives only information about being the mouse clicked but not about the ball scrolling.

Each mouse button event can be called from the MOUSEBUTTONDOWN events button attribute. Including left/right/middle click and scroll up/scroll down
Example:
import pygame as py
py.init()
window = (400,400)
screen = py.display.set_mode(window)
clock = py.time.Clock()
done = False
while not done:
for event in py.event.get():
if event.type == py.QUIT:
done = True
elif event.type == py.MOUSEBUTTONDOWN:
if event.button == 4:
print "scrolled up"
elif event.button == 5:
print "scrolled down"
clock.tick(30)
py.quit()
This looks for pressed mouse buttons in the active window and prints upon a scroll up or down

Related

PYGAME two actions with one key press?

I'm trying to make the player shoot when I press the K_SPACE key and run when I hold it down.
Pseudo code:
speed = 5
if key_pressed(pygame.K_SPACE):
speed += 3
if key_pressed(pygame.K_SPACE) and speed <=5:
player shot
You can access the keyboard events in the pygame event loop (pygame.event.get()) or with pygame.key.get_pressed(). You can write a condition, which checks if the space bar got pressed and write as many lines of code after the condition as you want:
if space bar pressed:
speed += 3
...
if speed <=5:
player shot
...
Using the event loop (active when a key gets pressed):
speed = 5
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.button == pygame.K_SPACE:
speed += 3
if speed <= 5:
player shot
#if event.type == pygame.KEYUP: # (if needed)
Using pygame.key.get_pressed() (active while you hold a key):
speed = 5
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_SPACE]:
speed += 3
if keys_pressed[pygame.K_SPACE] and speed <= 5:
player shot
The pygame.eventpygame module for interacting with events and queues gets pygame.KEYDOWN and pygame.KEYUP events when the keyboard buttons are pressed and released. Both events have key and mod attributes.
Based on that knowledge I suggest you make it so you cannot shoot again and you keep running until the pygame.KEYUP occurs.

Move a sprite, but cannot delete the precedent image of it [duplicate]

I'm building a pong game trying to get better at programming but Im having trouble moving the ball. When the move_right method is called the ellipse stretches to the right instead of moving to the right. I've tried putting the ball variable in the init method but that just makes it not move at all even though the variables should be changing on account of the move_right method. I have also tried setting the x and y positions as parameters in the Ball class,but that just stretches it also.
I don't understand why when I run the following code the ball I'm trying to move stretches to the right instead of moves to the right. Can someone explain why this is happening? I have tried everything I can think of but i can't get it to do what I want.
import pygame,sys
import random
class Ball:
def __init__(self):
self.size = 30
self.color = light_grey
self.x_pos = width/2 -15
self.y_pos = height/2 -15
self.speed = 1
#self.ball = pygame.Rect(self.x_pos, self.y_pos,self.size,self.size)
def draw_ball(self):
ball = pygame.Rect(self.x_pos, self.y_pos,self.size,self.size)
pygame.draw.ellipse(screen,self.color,ball)
def move_right(self):
self.x_pos += self.speed
class Player:
def __init__(self,x_pos,y_pos,width,height):
self.x_pos = x_pos
self.y_pos = y_pos
self.width = width
self.height = height
self.color = light_grey
def draw_player(self):
player = pygame.Rect(self.x_pos,self.y_pos,self.width,self.height)
pygame.draw.rect(screen,self.color,player)
class Main:
def __init__(self):
self.ball=Ball()
self.player=Player(width-20,height/2 -70,10,140)
self.opponent= Player(10,height/2-70,10,140)
def draw_elements(self):
self.ball.draw_ball()
self.player.draw_player()
self.opponent.draw_player()
def move_ball(self):
self.ball.move_right()
pygame.init()
size = 30
clock = pygame.time.Clock()
pygame.display.set_caption("Pong")
width = 1000
height = 600
screen = pygame.display.set_mode((width,height))
bg_color = pygame.Color('grey12')
light_grey = (200,200,200)
main = Main()
#ball = pygame.Rect(main.ball.x_pos, main.ball.y_pos,main.ball.size,main.ball.size)
#player = pygame.Rect(width-20,height/2 -70,10,140)
#opponent = pygame.Rect(10,height/2-70,10,140)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#ball = pygame.Rect(main.ball.x_pos, main.ball.y_pos,main.ball.size,main.ball.size)
#pygame.draw.rect(screen,light_grey,player)
#pygame.draw.rect(screen,light_grey,opponent)
#pygame.draw.ellipse(screen,light_grey,ball)
main.draw_elements()
main.move_ball()
main.ball.x_pos += main.ball.speed
pygame.display.flip()
clock.tick(60)
You have to clear the display in every frame with pygame.Surface.fill:
while True:
# [...]
screen.fill(0) # <---
main.draw_elements()
main.move_ball()
main.ball.x_pos += main.ball.speed
pygame.display.flip()
# [...]
Everything that is drawn is drawn on the target surface. The entire scene is redraw in each frame. Therefore the display needs to be cleared at the begin of every frame in the application loop. The typical PyGame application loop has to:
handle the events by either pygame.event.pump() or pygame.event.get().
update the game states and positions of objects dependent on the input events and time (respectively frames)
clear the entire display or draw the background
draw the entire scene (blit all the objects)
update the display by either pygame.display.update() or pygame.display.flip()

Pygame Text Button Gone wrong

So I'm making an rpg project in Pygame and I need a button class that has text. This is my Code so far. I tried to use some code examples online and on this site but I couldn't make them work in the way I wanted. ;-;
What I want is a button that can drawn to my GameWindow that includes text. I'll figure out the event handling later on.
It would be greatly appreciated if someone could give me an explanation of how a button class that utilises text would work in pygame and explain it in a way I could implement in my Button Class. Previously I have tried simply placing text in the centre of the screen by dividing the width and height by two and placing coloured rects adjacent to the text to try and label the rects so I could use them as buttons. However I realised this wasn't a practical solution, as I would be needing many buttons throughout my game and this method took up large portions of my screen.
I do not understand how to blit a message onto a rect using a class. The Button class below is where I attempted to place text onto top of a rect but I found this very hard.
Ideally my goal here is to be able to call an instance of my button class which I can use as a button.
BTW asking here was a last resort. I spent almost three hours trying to figure this out and its bad for me to stare at a screen for that long.
import pygame, random, sys, math, time
from pygame.locals import *
pygame.init()
FPS = 30
fpsClock = pygame.time.Clock()
GameWindow = pygame.display.set_mode((650,520))
#Variables
Blue = (0,0,255)
Green = (0,255,0)
Red = (255,0,0)
White = (255,255,255)
Black = (0,0,0)
def Button():
def__init__(self, surface, x, y, width, height, colour, message, action=None)
self.x = x
self.y = y
self.width = width
self.height = height
self.font = pygame.font.Font(None, 20)
self.message = message
background_image = pygame.image.load('map.JPG')
title_image = pygame.image.load('title.PNG')
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
GameWindow.blit(background_image, [0,0])
GameWindow.blit(title_image, [100,0])
pygame.display.flip()
fpsClock.tick(FPS)
Here is a button class:
class Button(object):
global screen_width,screen_height,screen
def __init__(self,x,y,width,height,text_color,background_color,text):
self.rect=pygame.Rect(x,y,width,height)
self.x=x
self.y=y
self.width=width
self.height=height
self.text=text
self.text_color=text_color
self.background_color=background_color
self.angle=0
def check(self):
return self.rect.collidepoint(pygame.mouse.get_pos())
def draw(self):
pygame.draw.rect(screen, self.background_color,(self.rect),0)
drawTextcenter(self.text,font,screen,self.x+self.width/2,self.y+self.height/2,self.text_color)
pygame.draw.rect(screen,self.text_color,self.rect,3)
Use the check function to see if your button is clicked on, and the draw function to draw your button.
Implemented into your main loop:
button=Button(x,y,width,height,text_color,background_color,text)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type==pygame.MOUSEBUTTONDOWN:
if button.check()==True:
#do what you want to do when button is pressed
GameWindow.blit(background_image, [0,0])
GameWindow.blit(title_image, [100,0])
pygame.display.flip()
fpsClock.tick(FPS)
I also recommend using these functions to draw text:
def drawTextcenter(text,font,screen,x,y,color):
textobj=font.render(text,True,color)
textrect=textobj.get_rect(center=(x,y))
screen.blit(textobj,textrect)
def drawText(text, font, surface, x, y,color):
textobj=font.render(text, 1, color)
textrect=textobj.get_rect()
textrect.topleft=(x, y)
surface.blit(textobj, textrect)
While you're question is still a bit confusing, I can tell you how you blit your text near or in your button. So what you just do is just place the location of the text near the button, basing the texts x and y variables on the buttons x and y variable.
Copied from your code:
def Button():
def__init__(self, surface, x, y, width, height, colour, message, action=None)
self.x = x
self.y = y
self.width = width
self.height = height
self.font = pygame.font.Font(None, 20)
self.message = message
self.font = pygame.font.SysFont('Comic Sans MS', 30) #Example Font
def draw_button(self):
pygame.draw.rect(GameWindow, Red, (self.x, self.y, self.width, self.height))
self.text = myfont.render(message, False, (0, 0, 0))
GameWindow.blit(self.text, (self.x + self.width/2, self.y + self.height/2)) #Displays text at coordinates at middle of the button.
This draws the button (it still doesn't do anything), but also displays the text in the button. HOWEVER, since the text is displayed at the top-left corner of the surface it is on, it will not be exactly in the middle, and will look odd. You can modify the exact location if you want.
I hope this answers your question.

Rotating an image on a mouse button click in pygame

I am trying to rotate this image constantly while the MOUSEBUTTONCLICK is activated, but when I run the MOUSEBUTTONCLICK nothing is happening. Here is the code that I have tried.
while True:
'RotatingImg'
image_surf = pygame.image.load('imagefile')
image_surf = pygame.transform.scale(image_surf, (810,810))
image_surfpos = image_surf.get_rect()
screen.blit(image_surf, image_surfpos)
degree = 0
pygame.display.update()
for event in pygame.event.get():
'''Quit Button'''
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
## if mouse is pressed get position of cursor ##
screen.blit(target1, target1pos)
'RotatingImg'
image_surf = pygame.image.load('C:\\Users\Leyton\Documents\Coding Stuff\Python\Apps\Fan_blades.png')
image_surf = pygame.transform.scale(image_surf, (810,810))
image_surfpos = image_surf.get_rect()
screen.blit(image_surf, image_surfpos)
degree = 0
blittedRect = screen.blit(image_surf, image_surfpos)
'Get center of surf for later'
oldCenter = blittedRect.center
'rotate surf by amount of degrees'
rotatedSurf = pygame.transform.rotate(image_surf, degree)
'Get the rect of the rotated surf and set its center to the old center'
rotRect = rotatedSurf.get_rect()
rotRect.center = oldCenter
'Draw rotatedSurf with the corrected rect so it gets put in proper spot'
screen.blit(rotatedSurf, rotRect)
'Change the degree of rotation'
degree += 5
if degree > 0:
degree = 0
'Show the screen Surface'
pygame.display.flip()
'Wait 0 ms for loop to restart'
pygame.time.wait(0)
elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
screen.blit(target, targetpos)
if name =='main':
Game()
1: Don't load images in the event loop. You'll want to keep an non-rotated version around, then rotate it on demand.
2: pygame.MOUSEBUTTONDOWN only fires off when you first click the mouse button down. Holding the button down will not keep firing off the event.
3: You're resetting degree twice; first, you set it to 0, then you set it to 0 if it's greater than 0.
There's probably other issues as well.

Pygame blit part of an image(background image)

I have a pygame menu where i have drawn some buttons, which represent the level difficulty of my game. For user convenience, i have made a sprite which indicates which level-button is selected(think of it as a light green frame around the button). Now, if i have a solid color as my background, i can just fill the frame with the bg color. But i wanna have a custom image. However i am not sure how to do the deleting stuff with this image. I dont want to have to do a surface.blit(bgImage, surface.get_rect())
in every while-loop. Is there any way to tell pygame to blit just part of the image? So the end-result is still fine-looking. Here is my code when i have a color as the background
(please note that my question does not apply only to this scenario, its more of a general way as to blitting part of an image, without having to rely on cropping the image using 3rd party software like paint(net), photoshop etc.):
#class for the highlight sprite that appears when a level button is clicked
class HighLightImage(Sprite):
def __init__(self, spriteX, spriteY, width = 180, height = 60):
Sprite.__init__(self)
self.rect = pygame.Rect(spriteX, spriteY, width, height)
self.image = pygame.image.load("highlight.png")
#function to draw the highlight sprite, after deleting its older position.
def draw(self, newSpriteX, newSpriteY):
#due to technical issues the following method is using 4 dirty sprite deletions.
surface.fill(bgCol, (self.rect.x, self.rect.y, self.rect.width, 10))
surface.fill(bgCol, (self.rect.x, self.rect.y + self.rect.height-10, self.rect.width, 10))
surface.fill(bgCol, (self.rect.x, self.rect.y, 10, self.rect.height))
surface.fill(bgCol, ( self.rect.x + self.rect.width-10, self.rect.y, 10, self.rect.height))
self.rect.x = newSpriteX
self.rect.y = newSpriteY
surface.blit(self.image, self.rect)
And here is the main while-loop
def mainIntro():
#snake image
snakeImg = pygame.image.load("snakeB.png")
snakeImg = pygame.transform.scale(snakeImg, (150,200))
#highlight obj
hlObj = HighLightImage(0, 0)
#starting level = 1
levels = 1
#initial fill
surface.fill(bgCol)
intro = True
#start button
startButton = StartButton(WIDTH/2-330, HEIGHT - 150)
startButton.draw("Start")
#Exit button
exitButton = ExitButton(WIDTH/2+110, HEIGHT - 150)
exitButton.draw("Exit")
#level buttons
easyLvl = EasyLevelButton( 65, HEIGHT/2 )
easyLvl.draw("Easy")
midLvl = MediumLevelButton( 320, HEIGHT/2 )
midLvl.draw("Medium")
hardLvl = HardLevelButton( 570, HEIGHT/2 )
hardLvl.draw("Hard")
instructions()
surface.blit(snakeImg, (WIDTH/2-75, HEIGHT - 250))
while intro:
for ev in pygame.event.get():
# X exit event
if ev.type == QUIT:
pygame.quit()
sys.exit()
if ev.type == MOUSEMOTION:
startButton.hover()
exitButton.hover()
easyLvl.hover()
midLvl.hover()
hardLvl.hover()
if ev.type == MOUSEBUTTONDOWN:
if easyLvl.clicked():
levels = 1
if midLvl.clicked():
levels = 2
if hardLvl.clicked():
levels = 4
#button exit event
elif exitButton.clicked():
pygame.quit()
sys.exit()
elif startButton.clicked():
intro = False
#highlight frame, according to level-button chosen
if levels == 1:
hlObj.draw(easyLvl.x-10, easyLvl.y-10)
elif levels == 2:
hlObj.draw(midLvl.x-10, midLvl.y-10)
elif levels == 4:
hlObj.draw(hardLvl.x-10, hardLvl.y-10)
update()
return levels
Finally here is an image of the end result :
P.s In the above code snippets i have not included the button classes, and the global variables like colors, width, height etc., since i dont think they are relevant with what i want to accomplice. Feel free to correct my code, and/or suggest improvements.
As #cmd said above, the area param would be a good option, but for more information, try the pygame docs or have a look at this question or try pygame.transform.chop()
Try the code below:
pygame.init()
size = width, height = 1200, 800
screen = pygame.display.set_mode(size)
image = pygame.image.load("example.png")
rect = image.get_rect()
cropx,cropy = 100,10 #Change value to crop different rect areas
cropRect = (cropx, cropy, rect.w,rect.h)
while(True):
for event in pygame.event.get():
if(event.type == pygame.QUIT):
pygame.quit()
sys.exit()
screen.blit(image,cropRect,cropRect)
pygame.display.update()