I'm trying to make a scroll bar and at the moment, the scroll works by changing the coordinates when blitting (as opposed to changing the actual rect coordinates). This means that rect collisions for buttons do not work when they are moved. I am attempting to combat this by calculating the percentage that the scroll bar has scrolled, converting that to some multiplier or screen coordinate, and then getting the mouse position.
Some notes:
Self.bar is the actual slider handle (the small thing you use to scroll)
Self.rect is the entire slider, and its height is equal to screen height
Self.total_h is the total height that the scroll bar needs to scroll, for example if it needed to scroll to 2x the screen height then total_h would equal screen_height * 2.
Some code I have tried so far:
# Calculate the distance between the top of the handle and the top of the overall bar and divide by the handle height
# (shortened from ((self.bar.rect.top - self.rect.top) / self.rect.h) * (self.rect.h / self.bar.rect.h) which makes more intuitive sense.
self.scroll_percent = ((self.bar.rect.top - self.rect.top) / self.bar.rect.h)
# These all do not work:
# pos_y = pg.mouse.get_pos()[1] * self.scroll_percent
# pos_y = pg.mouse.get_pos()[1] * (self.total_h / self.scroll_percent)
# pos_y = (self.total_h / self.scroll_percent) * pg.mouse.get_pos()[1]
# etc
The logic just doesn't make sense to me, and I've got no idea how to do this. To clarify, my goal is to allow the user to scroll the screen using a scroll bar, and depending on the scroll bar's position, we change the mouse pos accordingly.
I don't really understand why you bother with some percentage ? If I understood correctly you are only scrolling up and down so the only thing you need to know is the y offset, which is 0 when the scroll bar is at the top and then it is just the y value at which you are blitting your surface. So simply remove the y offset to your mouse y when you check for collision.
Maybe I missed something ?
If I understood corretly, here is an simple example of what to do :
(I didn't recreate the scroll bar since you said you've got this part working. I just made the surface go up automatically. I'm sure you will figure out a way to integrate this solution to your own code)
# General import
import pygame as pg
import sys
# Init
pg.init()
# Display
screen = pg.display.set_mode((500, 500))
FPS = 30
clock = pg.time.Clock()
# Surface declaration
drawing_surface = pg.Surface((screen.get_width(), screen.get_height() * 2))
drawing_surface.fill((255,0,0))
drawing_surface_y = 0
# Button
test_btn = pg.Rect(20, 400, 100, 40)
# Main functions
def update():
global drawing_surface_y
drawing_surface_y -= 1
def draw():
# Clear the screen
screen.fill((0,0,0))
# Render the button
pg.draw.rect(drawing_surface, (0,0,255), test_btn)
# Blit the drawing surface
screen.blit(drawing_surface, (0, drawing_surface_y))
def handle_input():
for evt in pg.event.get():
if evt.type == pg.QUIT:
exit()
if evt.type == pg.MOUSEBUTTONDOWN:
if evt.button == 1:
on_click()
def on_click():
mx, my = pg.mouse.get_pos()
if test_btn.collidepoint(mx, my - drawing_surface_y):
print("Test button has been clicked")
def exit():
pg.quit()
sys.exit()
# Other functions
# Main loop
if __name__ == "__main__":
while True:
handle_input()
update()
draw()
pg.display.update()
clock.tick(FPS)
Test this code and let me know if it answers your question !
Related
I should point out that I'm a beginner with PyGame. I have made a program that displays some simple graphics on the screen using PyGame. It blits every graphic on a dummy surface and the dummy surface gets scaled and blit to a 'real' surface that gets displayed on the screen in the end. This allows the program to have a resizable window without messing the graphics and UI.
I have also made my own 'Button' class that allows me to draw clickable buttons on the screen. Here it is:
import pygame
pygame.font.init()
dfont = pygame.font.Font('font/mfdfont.ttf', 64)
#button class button(x, y, image, scale, rot, text_in, color, xoff, yoff)
class Button():
def __init__(self, x, y, image, scale = 1, rot = 0, text_in = '', color = 'WHITE', xoff = 0, yoff = 0):
self.xoff = xoff
self.yof = yoff
self.x = x
self.y = y
self.scale = scale
width = image.get_width()
height = image.get_height()
self.image = pygame.transform.rotozoom(image, rot, scale)
self.text_in = text_in
self.text = dfont.render(self.text_in, True, color)
self.text_rect = self.text.get_rect(center=(self.x +width/(2/scale) + xoff, self.y + height/(2/scale) + yoff))
self.rect = self.image.get_rect()
self.rect.topleft = (x, y)
self.clicked = False
def draw(self, surface):
action = False
#get mouse position
pos = pygame.mouse.get_pos()
#check mouseover and clicked conditions
if self.rect.collidepoint(pos):
if pygame.mouse.get_pressed()[0] == 1 and self.clicked == False:
self.clicked = True
action = True
if pygame.mouse.get_pressed()[0] == 0:
self.clicked = False
#draw button on screen
surface.blit(self.image, (self.rect.x, self.rect.y))
surface.blit(self.text, self.text_rect)
return action
When I need to draw one of these buttons on the screen I firstly define it like this:
uparrow = button.Button(128, 1128, arrow_img, 0.5, 0, "SLEW", WHITE, 0, 128)
Then I call it's draw function like this:
if uparrow.draw(screen):
print('UP')
It works reasonably well when drawing it to a surface that doesn't get scaled. This is the problem. When I scale the dummy surface that it gets drawn to, the button's image and text scale just fine but it's collider does not. So when I click on it nothing happens, but if I click on the location of the screen the button would have been on the unscaled dummy surface it works.
Just for context, the dummy surface is 2048x1024 and the 'real' surface is much smaller, starting at 1024x512 and going up and down however the user resizes the window. The game maintains a 2:1 aspect ratio though, so any excess pixels in the game window are black. You can see this in the screenshot below:
Above is a screenshot of the game window. You can see the 'NORM' button at the top of the game screen, and the red box that roughly represents the same 'NORM' button's actual collider. It's basically where it would be on the dummy surface.
(I have previously posted a question on somewhat the same problem as this one, but at that time I didn't know the colliders actually worked and I thought my clicks just didn't register on the buttons, which is not the case).
I'd like to know what part of my button class causes this and how it should be refactored to fix this issue. Alternatively, if you think it's caused by my double surface rendering technique or anything else really, please do point me in the right direction.
In your setup you draw the buttons on an surface, scale the surface and blit that surface on the display. So you do something like the following:
dummy_surface = pygame.Surface((dummy_width, dummy_height)
while True:
# [...]
scaled_surface = pygame.transform.scale(dummy_surface, (scaled_width, scaled_height))
screen.blit(scaled_surface, (offset_x, offset_y))
For click detection to work on the original buttons, you must scale the position of the mouse pointer by the reciprocal scale and shift the mouse position by the inverse offset:
def draw(self, surface):
action = False
# get mouse position
pos = pygame.mouse.get_pos()
scale_x = scaled_width / dummy_surface.get_width()
scale_y = scaled_height / dummy_surface.get_height()
mx = int((pos[0] - offset_x) / scale_x)
my = int((pos[1] - offset_y) / scale_y)
pos = (mx, my)
# [...]
I'm coding some custom GUI objects for usage in pygame menus, while coding a scrollable box I hit an error.
This box works by moving a surface (which contains the components which are moved when scrolling) within a smaller surface which acts like a window to the confined surface. The surfaces mostly display correctly: the contents of the inner surface which are visible initially (the parts which fit within the window surface) display correctly, but when the inner surface is moved to reveal previously hidden components they are not displayed, the initial visible move correctly and are displayed when they return.
I think the issue is with the outer surface's clipping area thinking that only the already revealed components should be displayed and that the others are still hidden but I don't know.
The custom GUI components always have a Rect (returns the bounding rect for that component) and Draw (blits the component to the screen) functions.
Here is the code for the scroll area (and it's parent class):
class ScrollArea(BaseComponent):
"Implements a section of screen which is operable by scroll wheel"
def __init__(self,surface,rect,colour,components):
"""surface is what this is drawn on
rect is location + size
colour is colour of screen
components is iterable of components to scroll through (they need Draw and Rect functions), this changes the objects location and surface
"""
super().__init__(surface)
self.rect = pygame.Rect(rect)
self.colour = colour
self.components = components
self.Make()
def HandleEvent(self, event):
"Pass events to this; it enables the area to react to them"
if event.type == pygame.MOUSEBUTTONDOWN and self.rect.collidepoint(event.pos) and self._scroll_rect.h > self.rect.h:
if event.button == 4: self.scroll_y = min(self.scroll_y + 15,self._scroll_y_min)
if event.button == 5: self.scroll_y = max(self.scroll_y - 15,self._scroll_y_max)
def Make(self):
"Updates the area, activates any changes made"
_pos = self.rect.topleft
self._sub_surface = pygame.Surface(self.rect.size,pygame.SRCALPHA)
self.rect = pygame.Rect(_pos,self._sub_surface.get_rect().size)
self._sub_surface.unlock()#hopefully fixes issues
self._scroll_surf = pygame.Surface(self.rect.size)
self._scroll_rect = self._scroll_surf.get_rect()
scroll_height = 5
for component in self.components:
component.surface = self._scroll_surf
component.Rect().y = scroll_height
component.Rect().x = 5
component.Draw()
scroll_height += component.Rect().h + 5
self._scroll_rect.h = max(self.rect.h,scroll_height)
self.scroll_y = 0
self._scroll_y_min = 0
self._scroll_y_max = -(self._scroll_rect.h - self.rect.h)
def Draw(self):
"Draw the area and its inner components"
self._sub_surface.fill((255, 255, 255, 0))
self._sub_surface.blit(self._scroll_surf,(0,self.scroll_y))
pygame.draw.rect(self._sub_surface,self.colour,((0,0),self.rect.size),2)
self.surface.blit(self._sub_surface,self.rect.topleft)
def Rect(self):
"Return the rect of this component"
return self.rect
class BaseComponent:
def __init__(self,surface):
"surface is what this is drawn on"
self.surface = surface
def HandleEvent(self,event):
"Pass events into this for the component to react ot them"
raise NotImplementedError()
def Make(self):
"Redo calculations on how component looks"
raise NotImplementedError()
def Draw(self):
"Draw component"
raise NotImplementedError()
def ReDraw(self):
"Call Make then draw functions of component"
self.Make()
self.Draw()
def Rect(self):
"Return the rect of this component"
raise NotImplementedError()
To test this I used this code and a label component:
screen_width = 640
screen_height = 480
font_label = pygame.font.Font("freesansbold.ttf",22)
screen = pygame.display.set_mode((screen_width,screen_height))
grey = (125,125,125)
def LoadLoop():
#objects
scroll_components = []
for i in range(20):
scroll_components.append(Components.Label(screen,(0,0),str(i),font_label,grey))
scroll_area = Components.ScrollArea(screen,Components.CenterRect(screen_width/2,3*screen_height/16 + 120,300,200),grey,scroll_components)
clock = pygame.time.Clock()
running = True
while running:
#events
for event in pygame.event.get():
scroll_area.HandleEvent(event)
if event.type == pygame.QUIT:
running = False
pygame.quit()
exit()
#graphics
screen.fill(black)
scroll_area.Draw(components)
#render
pygame.display.update()
clock.tick(60)
This is the label component's code (it basically just prints text to screen with the location given as it's center):
class Label(BaseComponent):
"Class which implements placing text on a screen"
def __init__(self,surface,center,text,font,text_colour):
"""surface is what this is drawn on
center is the coordinates of where the text is to be located
text is the text of the label
font is the font of the label
text_colour is the text's colour
"""
super().__init__(surface)
self.center = center
self.text = text
self.font = font
self.text_colour = text_colour
self.Make()
def HandleEvent(self,event):
"Labels have no events they react to,\nso this does nothing"
def Make(self):
"(Re)creates the label which is drawn,\nthis must be used if any changes to the label are to be carried out"
self._text_surf = self.font.render(self.text, True, self.text_colour)
self._text_rect = self._text_surf.get_rect()
self._text_rect.center = self.center
def Draw(self):
"Draw the label , will not react to any changes made to the label"
self.surface.blit(self._text_surf,self._text_rect)
def Rect(self):
"Return the rect of this component"
return self._text_rect
This is the window produced by this code:
Before scrolling
After scrolling
I also did it with a different size of ScrollArea, one of the Labels was positioned through the bottom and it was cut in half, when scrolled the cut remained.
Please help.
Sidenote on conventions
First, a sidenote on conventions: class names should start with an uppercase letter, function and method names should be all lowercase.
They are conventions, so you are free to not follow them, but following the conventions will make your code more readable to people used to them.
The quick fix
The error is in the ScrollArea.Make() method. Look carefully at these two lines:
self._sub_surface = pygame.Surface(self.rect.size,pygame.SRCALPHA)
self._scroll_surf = pygame.Surface(self.rect.size)
self._sub_surface is the surface of the window of the scroll area. self._scroll_surf is the scrolling surface. The latter should be higher, but you set them to the same size (same width is fine, same height not).
Obviously when you loop over your component list to blit the Label, the ones which are outside self._sub_surface are also outside self._scroll_surf and hence are not blit at all. You should make self._scroll_surf higher. Try for example:
self._scroll_surf = pygame.Surface((self.rect.width, self.rect.height*10)
Better would be to estimate the proper height to contains all your labels, which should be scroll_height, but you calculate it later in the method, so you should figure how to do properly this part.
A general advice
In general, I think you have a design problem here:
for i in range(20):
scroll_components.append(Label(screen,(0,0),str(i),font_label,grey))
scroll_area = ScrollArea(screen, pygame.Rect(screen_width/2,3*screen_height/16 + 120,300,200),grey,scroll_components)
When you create each label, you pass the screen as the reference surface where the Draw method blits.
But these labels should be blitted on the scroll_surf of your ScrollArea. But you cannot do it because you have not instantiated yet the ScrollArea, and you cannot instantiate before the scroll area because you require the Labels to be passed as an argument.
And in fact in the ScrollArea.Make() method you overwrite each label surface attribute with the _scroll_surf Surface.
I think would be better to pass to ScrollArea a list of strings, and let the ScrollArea.__init__() method to create the labels.
It will look less patched and more coherent.
I've been asked to find a problem with my cousin's Pygame code. I'm not big on Python, using other languages more and I haven't been able to find the issue by googling or debugging. Basically he's getting a "playGame is not defined" error, playGame being a function. Other questions about this are usually because:
The function is called before it is declared
The function is declared inside a different scope from which it is called
Neither of these seems to be the issue so I'm hoping someone more versed in Python can spot it. I've copied his code below with a lot of what (I hope) is irrelevant to the question removed to simplify.
The function playGame is not working and is called by a button click under
def button(msg, x, y, action = None):
. Interestingly the exit function is working fine which is called and declared exactly the same as playGame as far as I can tell.
# --------------- SETUP ---------------
# Importing necessary modules
import pygame
import math
import random
# --------------- DISPLAY ---------------
# Setting up the display
pygame.init()
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption(title)
# --------------- GLOBALS ---------------
#removed globals from stackoverflow version
# --------------- FUNCTIONS ---------------
# Blitting the text
def blitText(angle, power):
#code
# Drawing the tank model
def drawTank():
#code
# Creating the buttons
def button(msg, x, y, action = None):
mousePos = pygame.mouse.get_pos() # Gets the mouse position
mouseClick = pygame.mouse.get_pressed()
(buttonWidth, buttonHeight) = (175, 45) # Sets the button width and height
if x + (buttonWidth / 2) > mousePos[0] > x - (buttonWidth / 2) and y + buttonHeight > mousePos[1] > y: # Checks if the mouse is over the button
pygame.draw.rect(screen, darkGrey, [x - (buttonWidth / 2), y, buttonWidth, buttonHeight]) # Draws a dark grey button
if mouseClick[0] == 1 and action != None: # Checks if the button is clicked
if action == "play":
playGame()
elif action == "exit":
exit()
else:
pygame.draw.rect(screen, grey, [x - (buttonWidth / 2), y, buttonWidth, buttonHeight]) # Draws a light grey button if not
screen.blit(msg, [x - (buttonWidth / 2), y]) # Writes the text over the button
# Defining the shell
class shell(pygame.sprite.Sprite): # Creates the shell() class
def __init__(self): # Defines an initiation fuction for this class
super().__init__() # Call the parent class constructor
self.image = pygame.Surface([2, 2]) # Defines the bullet as a 2x4 surface
self.image.fill(black) # Paints the bullet black
self.rect = self.image.get_rect() # Gets the area size of the bullet
def update(self): # Defines a function as update for this class
(bulletChangeX, bulletChangeY) = (((maxAngle - angle) / maxAngle) * (bulletSpeed * power), (angle / maxAngle) * (bulletSpeed * power)) # Ccalculates the changes in x and y
bulletChangeY -= vert # Changes the trajectory of the bullet
self.rect.y -= bulletChangeY # Moves the bullet in the y axis
self.rect.x += bulletChangeX # Moves the bullet in the x axis
# --------------- TITLE SCREEN ---------------
# Creating the main menu
menu = True
while menu: # Starts the loop
for event in pygame.event.get():
if event.type == pygame.QUIT: # Checks if pygame has been closed
exit() # Exits python
screen.fill(white) # Fills the screen white
screen.blit(titleText, [0, 0]) # Writes the title text
button(startButton, width / 2, (height / 3) * 2, "play") # Calls the button function for the start button
button(exitButton, width / 2, ((height / 3) * 2) + 70, "exit") # Calls the button function for the exit button
# Updating the display
pygame.display.update() # Updates the display
clock.tick(fps)
# --------------- MAIN LOOP ---------------
# Running the program
def playGame():
#code. This function has no return value.
# --------------- EXIT ---------------
# Exits PyGame and Python
def exit():
pygame.quit()
quit()
Hopefully the mistake is obvious here to someone and I haven't removed any key code that is causing the problems (I removed start variable declarations and the contents of function code) I can provide the full code if people need it.
Yes, themistake is obvious - as you put it:
The cod e is trying to call the function before it is defined -
the while menu code which draws the menu screen and draws the button is placed before the playGame function - which name is undeclared at that point.
While Python does run code on the module top-level, the best pratice is to leave only some constant and variable declarations on the toplevel, and putting code like the block while menu: ... inside a function. (Which may be called main - but there is no top language requirement on its name)
Then, at the very bottom of the file, make a call to that function, with a call placed - this time correctly, at the module body -
So - something along:
def main():
# Creating the main menu
menu = True
while menu: # Starts the loop
for event in pygame.event.get():
if event.type == pygame.QUIT: # Checks if pygame has been closed
exit() # Exits python
screen.fill(white) # Fills the screen white
screen.blit(titleText, [0, 0]) # Writes the title text
button(startButton, width / 2, (height / 3) * 2, "play") # Calls the button function for the start button
button(exitButton, width / 2, ((height / 3) * 2) + 70, "exit") # Calls the button function for the exit button
# Updating the display
pygame.display.update() # Updates the display
clock.tick(fps)
And at the very bottom, place a single main() call would make that particular error go away.
I will show my code below. I think when I def moveDot, something wrong I can feel it. However, I just code as my instructor's presentation. She's code can work and mine cannot. I don't know the reason. I think the order of moveDot's variances may have some problems. Is that right? I will appreciate anyone who can help me! Thanks a lot!
# Poke The Dots
# There are two dots that are moving on a 500 by 400 window
# There is a score board that displays the time in seconds
# since the game started
# If the player clicks inside the window, the dots disappear
# and reappear at some random location
# If the dots collide, the dots stop moving, the score stops
# changing and Game Over is displayed.
# Version 1
import pygame, sys, time
from pygame.locals import *
# User-defined classes
# User-defined functions
def main():
# Initialize pygame
pygame.init()
# Set window size and title, and frame delay
surfaceSize = (500, 400) # window size
windowTitle = 'Poke The Dots' #window title
frameDelay = 0.02 # smaller is faster game
# Create the window
surface = pygame.display.set_mode(surfaceSize, 0, 0)
pygame.display.set_caption(windowTitle)
# create and initialize red dot and blue dot
gameOver = False
color1=pygame.Color('red')
center1 = [50, 75]
radius1=30
speed1=[1,2]
color2=pygame.Color('blue')
center2=[200,100]
radius2=40
speed2=[2,1]
# Draw objects
pygame.draw.circle(surface, color1, center1, radius1, 0)
pygame.draw.circle(surface, color2,center2,radius2,0)
gameOver = update(surface, color1, center1, radius1, speed1, color2, center2, radius2, speed2)
# Refresh the display
pygame.display.update()
# Loop forever
while True:
# Handle events
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
# Handle additional events
# Update and draw objects for the next frame
#gameOver = update(center, surface)
# Refresh the display
pygame.display.update()
# Set the frame speed by pausing between frames
time.sleep(frameDelay)
def update(surface, color1, center1, radius1, speed1, color2, center2, radius2, speed2):
#Check if the game is over. If so, end the game and
#returnTrue. Otherwise, update the game objects, draw
#them, and return False.
#This is an example update function - replace it.
#- center is a list containing the x and y int coords
#of the center of a circle
#- surface is the pygame.Surface object for the window
erasecolor=pygame.Color('black')
if False: # check if the game is over
return True
else: # continue the game
surface.fill(erasecolor)
moveDot(surface, color1, center1, radius1)
moveDot(surface, color2, center2, radius2)
pygame.draw.circle(surface,color1,center1,radius1,0,0)
pygame.draw.circle(surface,color2,center2,radius2,0,0)
return False
def moveDot(surface,center,radius,speed):
size=surface.get_size()
for coord in range(0,2):
center[coord]=center[coord]+speed[coord]
if center [coord]<radius:
speed[coord]=-speed[coord]
if center[coord]+radius>size(coord):
speed[coord]=-speed[coord]
main()
The order of your arguments being passed when you call moveDot is incorrect. It should be
moveDot(surface, center1, radius1, speed)
For both statements. Speed should be the speed of movement of the circle.
I'm new to stackoverflow, but was hoping for a little insight from more advanced programmers. I am switching majors to Computer Science next semester and am taking an intro class learning some beginner's Python programming. I have already finished the program below (the assignment was to make a program that draws ovals on the window surface by filling in some of the professor's code, not too bad at all) but I wanted to add a little something extra: As you can see, I have the color of the ovals set to be random, but it stays the same until the program is restarted entirely i.e. all of the ovals are that particular color for the length of the program. With the code written the way it is, I can't figure out a way to get the color to change for each oval. Keep in mind, this is all for kicks, but if anyone's feeling especially helpful or creative, I'm curious to see what you have to say. Let me know if I can expound on anything. Thanks!
import pygame, random, sys
WINDOWWIDTH = 700
WINDOWHEIGHT = 700
BACKGROUNDCOLOR = (150,160,100)
#A different color every run
OVAL_COLOR = (random.randint (0,255),random.randint (0,255),
random.randint (0,255))
pygame.init()
windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption("Mobile Ovals")
#The draw variable is used later to indicate the mouse is still pressed
ovals = []
completedOvals = []
finished = False
draw = False
startXY = (-1, -1)
while not finished:
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYUP and
event.key == pygame.K_ESCAPE):
finished = True
elif event.type == pygame.KEYDOWN:
pressed = pygame.key.get_pressed()
if pressed[pygame.K_F4] and (pressed[pygame.K_LALT] or
pressed[pygame.K_RALT]):
finished = True
elif event.type == pygame.MOUSEBUTTONDOWN:
startXY = event.pos
draw = True
elif event.type == pygame.MOUSEBUTTONUP:
draw = False
for oval in ovals:
completedOvals.append (oval)
if draw == True:
del ovals [:]
#The above function ensures only one oval is onscreen at any given time
endXY = event.pos
width = (abs(endXY[0]-startXY[0]))
height = (abs(endXY[1]-startXY[1]))
#The code below allows the user to drag any direction
if endXY[0] < startXY[0]:
left = endXY[0]
else:
left = startXY[0]
if endXY[1] < startXY[1]:
top = endXY[1]
else:
top = startXY[1]
ovals.append (pygame.Rect (left, top, width, height))
windowSurface.fill(BACKGROUNDCOLOR)
for oval in ovals:
pygame.draw.ellipse(windowSurface, OVAL_COLOR, oval)
for completedOval in completedOvals:
pygame.draw.ellipse(windowSurface, OVAL_COLOR, completedOval)
pygame.display.update()
pygame.quit()
Your problem is quite simple. You set OVAL_COLOR once. But every time you make reference to the variable OVAL_COLOR, you're not creating a new random color, you're re-using the RGB color that was randomly generated when you created the variable.
Now, the way your program is structured, you maintain a list of all complete ovals that you're re-drawing every time the draw variable is set to true. If you place the OVAL_COLOR variable inside the for loop, you will update the color with every mouse movement, changing the color of the oval being drawn, as well as the color of all the old ovals being re-drawn.
The solution to have a new random oval color is to set the variable OVAL_COLOR when the mouse button goes down. That way, the oval color won't change as you drag the mouse to adjust the oval. But, given the current structure of the program, you'll need to save the oval colors assigned to completed ovals, or you'll still have the oval color change each time.
When the mouse button is pressed down, we want a new random color for our circle. Generate a random value, which will be used every time the circle is re-drawn.
elif event.type == pygame.MOUSEBUTTONDOWN:
startXY = event.pos
OVAL_COLOR = (random.randint (0,255),random.randint (0,255),
random.randint (0,255))
draw = True
When the mouse button is released, save the coordinates for the oval, along with the color that it was drawn with.
elif event.type == pygame.MOUSEBUTTONUP:
draw = False
# print len(ovals) # (always ==1)
completedOvals.append ((ovals[-1], OVAL_COLOR))
When we iterate through these completed ovals, draw them with the same color each time.
for (completedOval, color) in completedOvals:
pygame.draw.ellipse(windowSurface, color, completedOval)
Create a simple Oval() class, that contains it's color, and size.
import pygame
from pygame.locals import *
class Oval(object):
"""handle, and draw basic ovals. stores Rect() and Color()"""
def __init__(self, startXY, endXY):
self.color = Color(random.randint(0,255), random.randint(0,255), random.randint(0,255))
self.rect = Rect(0,0,1,1)
self.coord_to_oval(startXY, endXY)
def draw(self):
pygame.draw.ellipse(windowSurface, self.color, self.rect)
def coord_to_oval(self, startXY, endXY):
width = (abs(endXY[0]-startXY[0]))
height = (abs(endXY[1]-startXY[1]))
#The code below allows the user to drag any direction
if endXY[0] < startXY[0]:
left = endXY[0]
else:
left = startXY[0]
if endXY[1] < startXY[1]:
top = endXY[1]
else:
top = startXY[1]
self.rect = Rect(left, top, width, height)
# main loop
while not finished:
for event in pygame.event.get():
# events, and creation:
# ... your other events here ...
elif event.type == MOUSEBUTTONDOWN:
startXY = event.pos
draw = True
elif event.type ==MOUSEBUTTONUP:
# on mouseup, create instance.
endXY = event.pos
oval_new = Oval(startXY, endXY)
completedOvals.append(oval_new)
# draw them:
for oval in ovals:
oval.draw()
for oval in completedOvals:
oval.draw()
I mostly left out your non-completed ovals. Was that to show the size before clicking?