Hey guys am new to pygame.I have developed a simple game in which the ball bounce each other.It works fine.
I have added a ui with buttons with options like new game
,loadgame
,options
.
What I need is that when a user click on new game button
he must see the ball bouncing. My code is
import pygame
import math
from itertools import cycle
def magnitude(v):
return math.sqrt(sum(v[i]*v[i] for i in range(len(v))))
def add(u, v):
return [ u[i]+v[i] for i in range(len(u)) ]
def sub(u, v):
return [ u[i]-v[i] for i in range(len(u)) ]
def dot(u, v):
return sum(u[i]*v[i] for i in range(len(u)))
def normalize(v):
vmag = magnitude(v)
return [ v[i]/vmag for i in range(len(v)) ]
screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
class Ball(object):
def __init__(self, path):
self.x, self.y = (0, 0)
self.img = pygame.image.load('ball.jpg')
self.speed = 2.5
self.color = (200, 200, 200)
self.path = cycle(path)
self.set_target(next(self.path))
self.sound = pygame.mixer.music.load('yeah.mp3')
@property
def pos(self):
return self.x, self.y
# for drawing, we need the position as tuple of ints
# so lets create a helper property
@property
def int_pos(self):
return map(int, self.pos)
@property
def target(self):
return self.t_x, self.t_y
@property
def int_target(self):
return map(int, self.target)
def next_target(self):
self.set_target(self.pos)
self.set_target(next(self.path))
def set_target(self, pos):
self.t_x, self.t_y = pos
def update(self):
# if we won't move, don't calculate new vectors
if self.int_pos == self.int_target:
return self.next_target()
target_vector = sub(self.target, self.pos)
# a threshold to stop moving if the distance is to small.
# it prevents a 'flickering' between two points
if magnitude(target_vector) < 2:
return self.next_target()
# apply the balls's speed to the vector
move_vector = [c * self.speed for c in normalize(target_vector)]
# update position
self.x, self.y = add(self.pos, move_vector)
def draw(self):
screen.blit(self.img, self.int_pos)
pygame.mixer.music.play()
class Option:
hovered = False
def __init__(self, text, pos):
self.text = text
self.pos = pos
self.set_rect()
self.draw()
def draw(self):
self.set_rend()
screen.blit(self.rend, self.rect)
def set_rend(self):
self.rend = menu_font.render(self.text, True, self.get_color())
def get_color(self):
if self.hovered:
return (255, 255, 255)
else:
return (100, 100, 100)
def set_rect(self):
self.set_rend()
self.rect = self.rend.get_rect()
self.rect.topleft = self.pos
pygame.init()
quit = False
path = [(26, 43),(105, 110),(45, 225),(145, 295),(266, 211),(178, 134),(250,5)(147,12)]
path2 = [(26, 43),(105, 10),(45, 125),(150, 134),(150, 26),(107, 12)]
ball = Ball(path)
ball.speed = 1.9
ball2 = Ball(path2)
ball2.color = (200, 200, 0)
balls = [ball, ball2]
screen = pygame.display.set_mode((480, 320))
menu_font = pygame.font.Font(None, 40)
options = [Option("NEW GAME", (140, 105)), Option("LOAD GAME", (135, 155)),
Option("OPTIONS", (145, 205))]
while not quit:
pygame.event.pump()
screen.fill((0, 0, 0))
for option in options:
if option.rect.collidepoint(pygame.mouse.get_pos()):
option.hovered = True
else:
option.hovered = False
option.draw()
pygame.display.update()
quit = pygame.event.get(pygame.QUIT)
pygame.event.poll()
map(Ball.update, balls)
screen.fill((0, 0, 0))
map(Ball.draw, balls)
pygame.display.flip()
clock.tick(60)
When I tried this code the the ball bounce and the starting ui works fine but when I click on the new button icon it doesn’t show anything.
What I need is when a user click new game
button it must redirect to the ball bouncing screen.
I have tried it with pygame.mouse.get_pressed
but it didn’t helped me out.
Hope you guys can help me.
Thanx in advance
So your problem is that, first you always draw the balls and second you don't check for a mouse click. An easy way to do this check is to call
pygame.event.get([pygame.MOUSEBUTTONDOWN])
right where you check if the mouse position is over one of the options. If it returns something else thanNone
stop displaying the options and start displaying the balls.So you would do something like that: import pygame import math from itertools import cycle