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 managed to create the button, but cannot get it to interact with my mouse.
The code create an button object with one instance of a green button.
It should change the button from green to red when mouse hovers over.
import pygame
pygame.init()
display_width = 1200
display_height = 600
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
green = (0, 255, 0)
StartScreen = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Log In')
clock = pygame.time.Clock()
StartScreen.fill(white)
class Buttons():
def __init__(self, color, x, y, width, height, text=''):
self.color = color
self.x = int(x)
self.y = int(y)
self.w = int(width)
self.h = int(height)
self.text = text
def Draw(self, StartScreen, outline=None):
if outline:
pygame.draw.rect(StartScreen, outline, (float(self.x-2), float(self.y-2), float(self.w+4), float(self.h+4)), 0)
pygame.draw.rect(StartScreen, self.color, (self.x, self.y, self.w, self.h), 0)
if self.text != '':
font = pygame.font.SysFont('comicsans', 20)
text = font.render(self.text, 1, black)
StartScreen.blit(text, (self.x + (self.w/2 - text.get_width()/2), self.y + (self.h/2 - text.get_height()/2)))
def MouseOver(self, pos):
if pos[0] > self.x and pos[0] < self.x + self.w:
if pos[1] > self.y and pos[1] < self.y + self.h:
return True
return False
def redrawWindow():
StartScreen.fill(white)
GrnBut.Draw(StartScreen, black)
run = True
GrnBut = Buttons(green, 150, 200, 90, 100, 'Press')
while run:
redrawWindow()
pygame.display.update()
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
Exit = False
while not Exit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
print(event)
pygame.quit()
quit()
if event.type == pygame.MOUSEBUTTONDOWN:
if GrnBut.MouseOver(pos):
print("Clicked")
if event.type == pygame.MOUSEMOTION:
if GrnBut.MouseOver(pos):
GrnBut.color = red
else:
GrnBut.color = green
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)