I\'m new to pygame and have been attempting to create a simple interface with some buttons. I can\'t get the button to change color when the mouse hovers over it.
I\'ve
Your main problem is that you have a nested event loop inside your event loop:
while run: # outer loop
redrawWindow()
pygame.display.update()
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
Exit = False
while not Exit: # inner loop
for event in pygame.event.get():
if event.type == pygame.QUIT:
print(event)
pygame.quit()
quit()
When execution reaches this inner loop, neither redrawWindow()
or GrnBut.MouseOver(pos)
is ever called again.
Just get rid of it:
while run:
redrawWindow()
pygame.display.update()
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
if event.type == pygame.QUIT:
print(event)
pygame.quit()
quit()
Your code can be improved by using some of pygame's features, such as the Sprite
and Rect
classes.
Here's an example of how you could create a more "pygamy" version of your Button
class that supports multiple, different buttons:
import pygame
pygame.init()
display_width = 1200
display_height = 600
# use python style variable names (lowercase)
screen = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Log In')
clock = pygame.time.Clock()
# load the font only once instead of every frame
font = pygame.font.SysFont('comicsans', 20)
# class name should be singular
class Button(pygame.sprite.Sprite):
# 1) no need to have 4 parameters for position and size, use pygame.Rect instead
# 2) let the Button itself handle which color it is
# 3) give a callback function to the button so it can handle the click itself
def __init__(self, color, color_hover, rect, callback, text='', outline=None):
super().__init__()
self.text = text
# a temporary Rect to store the size of the button
tmp_rect = pygame.Rect(0, 0, *rect.size)
# create two Surfaces here, one the normal state, and one for the hovering state
# we create the Surfaces here once, so we can simple blit them and dont have
# to render the text and outline again every frame
self.org = self._create_image(color, outline, text, tmp_rect)
self.hov = self._create_image(color_hover, outline, text, tmp_rect)
# in Sprites, the image attribute holds the Surface to be displayed...
self.image = self.org
# ...and the rect holds the Rect that defines it position
self.rect = rect
self.callback = callback
def _create_image(self, color, outline, text, rect):
# function to create the actual surface
# see how we can make use of Rect's virtual attributes like 'size'
img = pygame.Surface(rect.size)
if outline:
# here we can make good use of Rect's functions again
# first, fill the Surface in the outline color
# then fill a rectangular area in the actual color
# 'inflate' is used to 'shrink' the rect
img.fill(outline)
img.fill(color, rect.inflate(-4, -4))
else:
img.fill(color)
# render the text once here instead of every frame
if text != '':
text_surf = font.render(text, 1, pygame.Color('black'))
# again, see how easy it is to center stuff using Rect's attributes like 'center'
text_rect = text_surf.get_rect(center=rect.center)
img.blit(text_surf, text_rect)
return img
def update(self, events):
# here we handle all the logic of the Button
pos = pygame.mouse.get_pos()
hit = self.rect.collidepoint(pos)
# if the mouse in inside the Rect (again, see how the Rect class
# does all the calculation for use), use the 'hov' image instead of 'org'
self.image = self.hov if hit else self.org
for event in events:
# the Button checks for events itself.
# if this Button is clicked, it runs the callback function
if event.type == pygame.MOUSEBUTTONDOWN and hit:
self.callback(self)
run = True
# we store all Sprites in a Group, so we can easily
# call the 'update' and 'draw' functions of the Buttons
# in the main loop
sprites = pygame.sprite.Group()
sprites.add(Button(pygame.Color('green'),
pygame.Color('red'),
pygame.Rect(150, 200, 90, 100),
lambda b: print(f"Button '{b.text}' was clicked"),
'Press',
pygame.Color('black')))
sprites.add(Button(pygame.Color('dodgerblue'),
pygame.Color('lightgreen'),
pygame.Rect(300, 200, 90, 100),
lambda b: print(f"Click me again!"),
'Another'))
while run:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
quit()
# update all sprites
# it now doesn't matter if we have one or 200 Buttons
sprites.update(events)
# clear the screen
screen.fill(pygame.Color('white'))
# draw all sprites/Buttons
sprites.draw(screen)
pygame.display.update()
# limit framerate to 60 FPS
clock.tick(60)
There are a lot of problems with your code, and would like to suggest a less verbose way to code this using pygame.Rect
instead of pygame.Sprite
, as it does not require as much understanding of game design and is an inheritance-free approach.
Firstly we create the button class:
import pygame
import sys
class Button:
def __init__(self, rect, default_colour=(0,255,0), hovered_colour=(255,0,0), text="", font=None): #using default arguments
self.rect = pygame.Rect(rect)
self.default_colour = default_colour
self.hovered_colour = hovered_colour
self.font = font if font else pygame.font.Font(None, 20) #initialise/import font
self.text = self.font.render(text, True, (0,0,0)) #render text
def draw(self, surf, mouse_coords):
if self.hover(mouse_coords):
pygame.draw.rect(surf, self.hovered_colour, self.rect, 0)
else:
pygame.draw.rect(surf, self.default_colour, self.rect, 0)
surf.blit(self.text, self.text.get_rect(center=self.rect.center)) #rect has a centre attribute
def hover(self, mouse):
mouse_rect = pygame.Rect(mouse, [1,1]) #using inbuilt collision function
return mouse_rect.colliderect(self.rect) #returns a boolean, no need to do this: if mouse_rect.colliderect(self.rect): return True, else: return False
then we write the main program loop (continues on from previous block of code)
pygame.init()
screen = pygame.display.set_mode([500,500])
def response1(): #callback function when button 1 is pressed
print("Button 1 pressed")
def response2(): #callback function when button 2 is pressed
print("Button 2 pressed")
def main(buttons):
while True: #setting a variable to True is unnecessary as you can just use "break" to exit the loop.
#this is only not the case in rare cases
screen.fill((255,255,255)) #unneccessary to put in another function
for event in pygame.event.get(): #only 1 event loop required
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
for button in buttons:
if button["button"].hover(pygame.mouse.get_pos()):
button["func"]() #calls function if clicked on
for button in buttons: #draws all buttons in array, can be optimised to not occur when user clicks
button["button"].draw(screen, pygame.mouse.get_pos())
pygame.display.flip() #update the surface at the end of the loop instead of the beginning
#only use pygame.display.update(rect=None) to update a specific portion of the display, otherwise stick to flip()
if __name__ == "__main__": #if file is not a module
button1 = Button([130, 200, 90, 100], text="Press")
button2 = Button([280, 200, 90, 100], text="Me", default_colour=(255,255,0))
buttons = [ #array of dicts to store buttons and callback functions, for multiple buttons
{
"button": button1,
"func": response1
},
{
"button": button2,
"func": response2
}
]
main(buttons)