I am working on a pygame project with a group where we need to be able to click a button to select a class of objects, and then have that object be placed down on to a grid.
It is essentially a tower defense style game where enemies spawn in rows and I need to be able to place objects to block/remove them.
The issue We're coming across is that
we can't get our buttons to draw on screen and
how to then spawn a troop to the screen after the click. I assume it would be done in a way if the button was clicked then it will wait for a mouse input on the grid to spawn the troop?
I've added the code for button below. We know we're missing something but are unclear of what that is.
button1 = button_image
button1.rect = pygame.Rect(100, 100, 50, 50)
screen.blit(button1)
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = event.pos
if button1.collidepoint(mouse_pos):
print('button was pressed at {0}'.format(mouse_pos))
To make this work, let's think about what we need.
We need something to represent a button: a button has a text, and an action that is invoked when we click it.
Since something happens when a button is clicked, we need to somehow represent the fact that the game has different game states: let's describe them as 'the game is running and buttons can be pressed' and 'the player has to select a position for something'.
Here's how it could look like. Note the comments (I assume basic pygame knowledge of how the Surface
, Rect
and Sprite
classes etc. work).
import pygame
import random
# this class is a container for
# our game state and all the sprites
class Game:
def __init__(self, font):
self.font = font
# currently we have 2 states: RUNNING and SELECT_POSITION
self.state = 'RUNNING'
# a sprite group for all sprites (+ UI)
self.sprites = pygame.sprite.Group()
# a sprite group for all game objects (- UI)
self.actors = pygame.sprite.Group()
self.callback = None
def update(self, events, dt):
for event in events:
if event.type == pygame.MOUSEBUTTONDOWN:
# if we're in SELECT_POSITION, a mouse click will
# change the game state back to RUNNING
# we pass the mouse position to the callback
# so the action actually happens
if self.state == 'SELECT_POSITION' and self.callback:
self.callback(event.pos)
self.state = 'RUNNING'
# just update the sprites
self.sprites.update(events, dt)
def draw(self, screen):
# usually, the background is black, but to give the player
# a visual clue that they have to do something, let's change
# it to grey when we're in the SELECT_POSITION mode
screen.fill(pygame.Color('black' if self.state == 'RUNNING' else 'grey'))
# just draw all the sprites
self.sprites.draw(screen)
# just some info text for the player
if self.state == 'SELECT_POSITION':
screen.blit(self.font.render('Select a position', True, pygame.Color('black')), (150, 400))
# a button can call this function when the action that should be invoked
# needs a position that the player has to choose
def select_position(self, callback):
self.state = 'SELECT_POSITION'
self.callback = callback
# just a little square guy that walks around the screen
# nothing special happens here
class WalkingRect(pygame.sprite.Sprite):
def __init__(self, pos, color, game):
super().__init__(game.sprites, game.actors)
self.image = pygame.Surface((32, 32))
self.image.fill(pygame.Color(color))
self.rect = self.image.get_rect(center=pos)
self.pos = pygame.Vector2(pos)
self.direction = pygame.Vector2(random.choice([-1,0,1]), random.choice([-1,1])).normalize()
def update(self, events, dt):
self.pos += self.direction * dt/10
self.rect.center = self.pos
if random.randint(0, 100) < 10:
self.direction = pygame.Vector2(random.choice([-1,0,1]), random.choice([-1,1])).normalize()
# the actuall Button class
# it takes an action that is invoked when the player clicks it
class Button(pygame.sprite.Sprite):
def __init__(self, pos, color, text, game, action):
super().__init__(game.sprites)
self.color = color
self.action = action
self.game = game
self.text = text
self.image = pygame.Surface((150, 40))
self.rect = self.image.get_rect(topleft=pos)
self.fill_surf(self.color)
def fill_surf(self, color):
self.image.fill(pygame.Color(color))
self.image.blit(self.game.font.render(self.text, True, pygame.Color('White')), (10, 10))
def update(self, events, dt):
# the player can only use the button when the game is in the RUNNING state
if self.game.state != 'RUNNING':
self.fill_surf('darkgrey')
return
self.fill_surf(self.color)
for event in events:
if event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
# if the player clicked the button, the action is invoked
self.action(self.game)
def main():
pygame.init()
screen = pygame.display.set_mode((500, 500))
screen_rect = screen.get_rect()
font = pygame.font.SysFont(None, 26)
clock = pygame.time.Clock()
game = Game(font)
# the action for the green button
# when invoked, as the game for the player
# to select a position, and spawn a green
# guy at that position
def green_action(game_obj):
def create_green(pos):
WalkingRect(pos, 'green', game_obj)
game_obj.select_position(create_green)
# the same but spawn a red guy instead
def red_action(game_obj):
def create_red(pos):
WalkingRect(pos, 'darkred', game_obj)
game_obj.select_position(create_red)
Button((10, 10), 'green', 'CREATE GREEN', game, green_action)
Button((10, 50), 'darkred', 'CREATE RED', game, red_action)
# a button to kill all guys
# just to show how generic our buttons are
Button((10, 90), 'red', 'KILL', game, lambda game_obj: [x.kill() for x in game_obj.actors])
# classic boring main loop
# just updates and draws the game
dt = 0
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
game.update(events, dt)
game.draw(screen)
pygame.display.flip()
dt = clock.tick(60)
if __name__ == '__main__':
main()
for getting buttons on screen, try drawing them as rectangles, (pygame.draw.rect())
then you can do:
if mouse_pos.colliderect(variable for button name)
scree.blit(troops[x, y])