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

2条回答
  •  长情又很酷
    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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