Why won't my button change color when i hover over it pygame?

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无人共我
无人共我 2021-01-21 06:48

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

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  • 2021-01-21 06:59

    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)
    

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  • 2021-01-21 07:06

    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)
    
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