#!/usr/bin/python
# -*- coding: utf-8 -*-
import pygame
import sys
import datetime
import time
class TextPicture(pygame.sprite.Sprite):
def __init__(self, speed, location):
pygame.sprite.Sprite.__init__(self)
now = datetime.datetime.now()
text = now.strftime("%H:%M:%S")
font = pygame.font.Font(None, 40)
time_text = font.render(text, 1, [0, 0, 0]) # show now time
self.image = time_text
self.speed = speed
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location
def move(self):
self.rect = self.rect.move(self.speed)
if self.rect.left < 0 or self.rect.left > screen.get_width() - self.image.get_width():
self.speed[0] = -self.speed[0]
if self.rect.top < 0 or self.rect.top > screen.get_height() - self.image.get_height():
self.speed[1] = -self.speed[1]
pygame.init()
screen = pygame.display.set_mode([640, 480])
my_time_picture = TextPicture([1, 1], [50, 50])
while 1:
screen.fill([255, 255, 255])
my_time_picture.move()
screen.blit(my_time_picture.image, my_time_picture.rect)
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
I am designing a clock which can move in the screen. But what my code can do now is to show a invariant time. I want to clicking and count the time.
My invariable clock picture
And I want to make my clock more beautiful, but don't know how. I will be super grateful if anyone can make any suggestions.
You could do it by using pygame.time.set_timer()
to make "tick events" be generated which cause the clock's image to be updated when encountered in the event processing loop.
To make implementing this easier, an update()
method could be added to the DigitalClock
class (which is what I renamed your generic TextPicture
class) which only updates the image, but leaving the current location alone:
import datetime
import sys
import time
import pygame
class DigitalClock(pygame.sprite.Sprite):
def __init__(self, speed, location):
pygame.sprite.Sprite.__init__(self)
self.speed = speed
self.font = pygame.font.Font(None, 40)
self.rect = pygame.Rect(location, (0, 0)) # placeholder
self.update()
def update(self):
location = self.rect.left, self.rect.top # save position
time_text = datetime.datetime.now().strftime("%H:%M:%S")
self.image = self.font.render(time_text, 1, [0, 0, 0])
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = location # restore position
def move(self):
self.rect = self.rect.move(self.speed)
if (self.rect.left < 0
or self.rect.left > screen.get_width()-self.image.get_width()):
self.speed[0] = -self.speed[0]
if (self.rect.top < 0
or self.rect.top > screen.get_height()-self.image.get_height()):
self.speed[1] = -self.speed[1]
Following that, you'd need to modify the processing to be something along these lines:
pygame.init()
framerate_clock = pygame.time.Clock()
screen = pygame.display.set_mode([640, 480])
my_digital_clock = DigitalClock([1, 1], [50, 50])
TICK_EVENT = pygame.USEREVENT + 1
pygame.time.set_timer(TICK_EVENT, 1000) # periodically create TICK_EVENT
while True:
for event in pygame.event.get():
if event.type == TICK_EVENT:
my_digital_clock.update() # call new method
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill([255, 255, 255])
my_digital_clock.move()
screen.blit(my_digital_clock.image, my_digital_clock.rect)
framerate_clock.tick(60) # limit framerate
pygame.display.flip()
You could make it more beautiful by using a different font and color. Generally anything that made it look more realistic would be an improvement. It might be cool to make the colons between the digit characters blink on and off (using a similar technique).