how to use a class variable outside the class [duplicate] - python

This question already has answers here:
Pygame mouse clicking detection
(4 answers)
Closed 1 year ago.
I am trying to make a button class in pygame and python but i dont know how i put code for when i will click the button it will execute code
the code i want to execute is :-
num1 = 1
num2 = 100
num2 = int(rand)-1
rand = (num1+num2)//2
text_screen(str(rand),"#DEA33E",font2,795,185)
pygame.display.update()
and this is the Button class
class Button2:
def __init__(self,text,width,height,pos,elevation):
# Core Attributes
self.pressed = False
self.elevation = elevation
self.dynamic_elevation = elevation
self.original_y_pos = pos[1]
# top rectangle
self.top_rect = pygame.Rect(pos,(width,height))
self.top_color = "#475F77"
# bottom rectangle
self.bottom_rect = pygame.Rect(pos,(width,elevation))
self.bottom_color = "#354B5E"
# text
self.text_surf = font3.render(text, True, "#FFFFFF")
self.text_rect = self.text_surf.get_rect(center = self.top_rect.center)
def draw(self):
# elevation logic
ot = 1
ot = ot + 0
self.top_rect.y = self.original_y_pos - self.dynamic_elevation
self.text_rect.center = self.top_rect.center
self.bottom_rect.midtop = self.top_rect.midtop
self.bottom_rect.height = self.top_rect.height + self.dynamic_elevation
pygame.draw.rect(screen,self.bottom_color,self.bottom_rect,border_radius = 12)
pygame.draw.rect(screen,self.top_color,self.top_rect,border_radius=12)
screen.blit(self.text_surf,self.text_rect)
self.check_click()
def check_click(self):
mouse_pos = pygame.mouse.get_pos()
if self.top_rect.collidepoint(mouse_pos):
self.top_color = "#D74B4B"
if pygame.mouse.get_pressed()[0]:
self.dynamic_elevation = 0
self.pressed = True
else:
self.dynamic_elevation = self.elevation
if self.pressed == True:
self.pressed = False
also i want to do so like i can use the rand and num1,num2 variable outside the class

Read about Classes and Instance Objects. A class has no variables, it has attributes. YYou have to create one (or more) instances of the class, then you can access the attributes of the class:
button = Button2(...)
if button.pressed:
# do somthing
# [...]

Related

Simple Box game not Moving python [duplicate]

This question already has answers here:
How can I make a sprite move when key is held down
(6 answers)
Closed 1 year ago.
Hi am new fairly new to programming so I tried to learn by making my hands dirty. I tried making a simple box game program all was working fine until I made my player Class which inherit from the base class of Box_User for some reasons my box(player class object) is no longer moving I tried to see what it prints and it seems like none of the keys work when I press them
Can anyone explain what happened?
import pygame
pygame.init()
# Classes
class Window():
def __init__(self, width, height):
self.width = width
self.height = height
self.window_init() # this functions is to get the window up
def window_init(self):
self.window = pygame.display.set_mode((self.width, self.height)) # this is the main window
self.background = pygame.Surface((self.window.get_size())) # this one is named background but should be use like the main window
self.background.fill((255, 255, 255))
#staticmethod
def draw_objects_to_Screen():
win.window.blit(win.background, (0,0))
win.window.blit(box.box, (box.pos_x - scroll[0], box.pos_y + scroll[1])) # the scroll is used to make it look like its moving
win.window.blit(box2.box, (box2.pos_x - scroll[0], box2.pos_y + scroll[1]))
pygame.display.update()
class Box_User():
jump = 10
jump_status = False
def __init__(self, x, y, height, width):
self.pos_x = x
self.pos_y = y
self.box_height = height
self.box_width = width
self.box = pygame.Surface((self.box_height, self.box_width))
self.color = (0, 20, 0)
self.draw_box()
def draw_box(self):
pygame.draw.rect(self.box, self.color, pygame.Rect(self.pos_x, self.pos_y, self.box_height, self.box_width))
#staticmethod
def _jump():
if Box_User.jump >= -10:
box.pos_y -= (Box_User.jump * abs(Box_User.jump)) * 0.3
scroll[1] += (Box_User.jump * abs(Box_User.jump)) * 0.3
Box_User.jump -= 1
else:
Box_User.jump = 10
Box_User.jump_status = False
class Player(Box_User):
key_pressed = pygame.key.get_pressed()
def __init__(self, x, y, height, width):
super().__init__(x, y, height, width)
# self.pos_x = x
#self.pos_y = y
def movements(self):
if self.key_pressed[pygame.K_a]:
self.pos_x -= 5
if self.key_pressed[pygame.K_d]:
self.pos_x += 5
# place here things that you dont want to move while the box is jumping
if not self.jump_status:
if self.key_pressed[pygame.K_w]:
self.jump_status = True
else:
self._jump() # the box jumps here
class Auto_Box(Box_User):
def __init__(self, x, y, height, width):
super().__init__(x, y, height, width)
pass
# Variables
# window
win = Window(700, 500)
clock = pygame.time.Clock()
FPS = 60
# boxes
box = Player(30, 200, 64, 64)
box2 = Box_User(300, 200, 100, 120)
# The Scroll which controls the things when the box is moving
scroll = [0, 0]
# Functions
# Main Loop
def main():
run = True
while run:
clock.tick(FPS)
# value of the scroll is updated here
scroll[0] += (box.pos_x - scroll[0]-250)
#print("coordinate are")
#print(scroll)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
box.movements()
print(box.pos_x, box.pos_y)
Window.draw_objects_to_Screen()
if __name__ == "__main__":
main()
pygame.key.get_pressed() returns a list of booleans that represent the state of the keyboard when you call the function.
If you continually check that list, no keys will ever change state. It's just a list of Trues and Falses.
You need to reset the values of key_pressed in the loop, updating it with fresh values from pygame.key.get_pressed().
This should do the trick:
def movements(self):
self.key_pressed = pygame.key.get_pressed()
if self.key_pressed[pygame.K_a]:
self.pos_x -= 5
...
The key_pressed class variables is only initialized once. It is never changed. Therefore the pressed keys are not detected.
pygame.key.get_pressed() returns a iterable with the current state of all keyboard buttons. You must get the states of the keys in every frame:
class Player(Box_User):
def __init__(self, x, y, height, width):
super().__init__(x, y, height, width)
def movements(self):
# get the current states of the keys
self.key_pressed = pygame.key.get_pressed()
if self.key_pressed[pygame.K_a]:
self.pos_x -= 5
if self.key_pressed[pygame.K_d]:
self.pos_x += 5
# place here things that you dont want to move while the box is jumping
if not self.jump_status:
if self.key_pressed[pygame.K_w]:
self.jump_status = True
else:
self._jump() # the box jumps here

Issue while saving rects, it crash my game

I have this code that saves the position and the rect from an object (usally small, like a drawing) and then spawns them (blits) in my screen. I encountered that if I put too many objects or too big, I´m guessing the rects collide and then the game crashes, but also, sometimes, even if I have not many objects, it can crash because this occurance.
How could I solve this problem? I´m guessing adding an if sentence so it checks that is not as near as to crash the game or something like that, where I save the rects of the images is in the for i in self.game_images: :
class GameScene(Scene):
def __init__(self, game, images, main_image, next_scene):
super().__init__(next_scene)
self.game = game
self.main_image = main_image
self.game_images = images
# Fade effect set-up
self.fade = False
self.fade_time = 0
self.current_alpha = 255
self.part = 1
self.record_text = font.render('Atiende',True, PURPLE)
self.correct_image_rect = None
# Trying to use colliderect so it doesnt overlap
# this is the same code as before but adapted to use the gameimage class and the rects stored there
self.rects = []
for i in self.game_images:
position_set = False
while not position_set:
x = random.randint(100,950)
y = random.randint(100,600)
i.rect.x = x
i.rect.y = y
margin = 5
rl = [rect.inflate(margin*2, margin*2) for rect in self.rects]
if len(self.rects) == 0 or i.rect.collidelist(rl) < 0:
self.rects.append(i.rect)
position_set = True
# this makes a number and object pair, and allows us to set the correct rects for the correct gameimage classes
for i, rect in enumerate(self.rects):
self.game_images[i].rect = rect
# this is the fade stuff from before that was in draw. It really belongs here tbh
def update(self, dt):
if self.part == 1 and self.fade:
self.fade_time += dt
if self.fade_time > fade_timer:
self.fade_time = 0
self.main_image.set_alpha(self.current_alpha)
self.record_text.set_alpha(self.current_alpha)
# Speed whichin the image dissapears
self.current_alpha -= 5
if self.current_alpha <= 0:
self.fade = False
self.part = 2
else:
# we reset the main image alpha otherwise it will be invisible on the next screen (yeah, this one caught me out lol!)
self.main_image.set_alpha(255)
# draw is similar to before, but a bit more streamlined as the fade stuff is not in update
def draw(self, screen):
super().draw(screen)
if self.part == 1:
screen.blit(self.record_text, (550, 20))
screen.blit(self.main_image.image, (580, 280))
else:
# Second half
text2 = font.render('¿Qué has visto?',True, PURPLE)
screen.blit(text2, (400,5))
# Show all similar images
for game_image in self.game_images:
game_image.draw(screen)
# We associate the correct rect to the correct image, to pass it later to the CORRECT Screen
self.correct_image_rect = self.game_images[self.game_images.index(self.main_image)].rect
# again we pass the event to the game object the same as with the other classes
def get_event(self, event):
if self.part == 2:
if self.game.level == 13:
self.game.game_over = True
if self.correct_image_rect.collidepoint(event.pos):
return 'CORRECT'
for rect in self.rects:
if not self.correct_image_rect.collidepoint(event.pos) and rect.collidepoint(event.pos):
return 'INCORRECT'
You end up in an infinite loop, because you try to add all the objects at once. If the algorithm cannot find a random position for an object that does not collide with another object, the loop does not terminate.
Create the objects one by one in the update method. The update method is continuously called in the application loop. Create on object per frame. There may be times when not all objects can be generated, but you can avoid the infinite loop:
class GameScene(Scene):
def __init__(self, game, images, main_image, next_scene):
super().__init__(next_scene)
self.game = game
self.main_image = main_image
self.game_images = images
# Fade effect set-up
self.fade = False
self.fade_time = 0
self.current_alpha = 255
self.part = 1
self.record_text = font.render('Atiende',True, PURPLE)
self.correct_image_rect = None
# Trying to use colliderect so it doesnt overlap
# this is the same code as before but adapted to use the gameimage class and the rects stored there
self.rects = []
# this is the fade stuff from before that was in draw. It really belongs here tbh
def update(self, dt):
if len(self.rects) < len(self.game_images):
i = len(self.rects)
x = random.randint(100,950)
y = random.randint(100,600)
self.game_images[i].rect.x = x
self.game_images[i].rect.y = y
margin = 5
rl = [rect.inflate(margin*2, margin*2) for rect in self.rects]
if len(self.rects) == 0 or self.game_images[i].rect.collidelist(rl) < 0:
self.rects.append(self.game_images[i].rect)
if self.part == 1 and self.fade:
self.fade_time += dt
if self.fade_time > fade_timer:
self.fade_time = 0
self.main_image.set_alpha(self.current_alpha)
self.record_text.set_alpha(self.current_alpha)
# Speed whichin the image dissapears
self.current_alpha -= 5
if self.current_alpha <= 0:
self.fade = False
self.part = 2
else:
# we reset the main image alpha otherwise it will be invisible on the next screen (yeah, this one caught me out lol!)
self.main_image.set_alpha(255)
# [...]

Pygame Image Not Updating [duplicate]

This question already has answers here:
Pygame mouse clicking detection
(4 answers)
How can I add an image or icon to a button rectangle in Pygame?
(1 answer)
How do I implement option buttons and change the button color in PyGame?
(2 answers)
Closed 1 year ago.
class Button:
buttons = []
def __init__(self, blitX, blitY, textureFile, width, height, rotateAngle=0, hoveredTextureImage=None):
self.textureImage = pygame.transform.rotate(pygame.transform.scale(pygame.image.load(textureFile), (width, height)), rotateAngle)
if hoveredTextureImage is not None:
self.hoveredTextureImage = pygame.transform.rotate(pygame.transform.scale(pygame.image.load(
hoveredTextureImage), (width, height)), rotateAngle)
else:
self.hoveredTextureImage = self.textureImage
self.blitX = blitX
self.blitY = blitY
self.height = height
self.displayImage = self.textureImage
self.addButton(self)
self.createMouseParameters()
def createMouseParameters(self):
self.startX = self.blitX
self.endX = self.startX + self.displayImage.get_width()
self.startY = self.blitY
self.endY = self.startY + self.displayImage.get_height()
def draw(self, window):
window.blit(self.displayImage, (self.blitX, self.blitY))
def mouseOnButton(self, mouseX, mouseY):
if self.startX <= mouseX <= self.endX:
if self.startY <= mouseY <= self.endY:
self.displayImage = self.hoveredTextureImage
return True
else:
self.displayImage = self.textureImage
else:
self.displayImage = self.textureImage
#classmethod
def addButton(cls, button):
cls.buttons.append(button)
#classmethod
def detectMouseHover(cls, mouseX, mouseY):
for button in cls.buttons:
button.mouseOnButton(mouseX, mouseY)
This is my class for a button. The button is supposed to switch to another image (hoveredTextureImage) when the mouse is on the button. I'm calling the class method "detectMouseHover" in my game loop so that the game can update the button's image. The issue I'm having is that the image is not changing. Any ideas on how to fix it?
I would also appreciate it if anyone has any ideas on how to make the code more concise and simple.

Time Delay and keeping track of the of # of click

I' am trying to make a program using pygame. The program involves two tiles that switch colours and turn back into their original color once the two tiles have been clicked and after a 1-second delay. My problem is that whenever I tried to implement the pygame.time.delay , it delays the whole system and also affects the scoring mechanism of the program. I tried solving this problem by writing the codes found in handle_color_change and update methods in the game class
Any suggestions to fix this problem is greatly appreciated
import pygame,time,random
# User-defined functions
def main():
# for initializing all pygame modules
pygame.init()
# this creates the pygame display window
surface_width = 500
surface_height = 400
surface = pygame.display.set_mode((surface_width,surface_height))
# this sets the caption of the window to 'Pong'
pygame.display.set_caption('Painting')
# creates a game object
game = Game(surface, surface_width, surface_height)
# this starts the game loop by calling the play method found in the game object
game.play()
# quits pygame and cleans up the pygame window
pygame.quit()
# User-defined classes
class Game:
# an object in this class represents the complete game
def __init__(self,surface,surface_width,surface_height):
# # Initialize a Game.
# - self is the Game to initialize
# - surface is the display window surface object
# - surface_width is the display width size
# - surface_height is the display height size
# attributes that are needed to run any game
self.surface = surface
self.surface_width = surface_width
self.surface_height = surface_height
self.close_clicked = False
self.surface_color = pygame.Color('black')
# attributes that are needed to run this specific game
self.FPS = 60
self.game_clock = pygame.time.Clock()
self._continue = True
self.score = [0,0]
self.max_mismatch = 5
# Game specific objects
self.default_color = 'white'
self.color_options = ('blue' , 'red', 'yellow', 'green')
self.tile_width = 50
self.tile_height = 150
self.tile_left = Tile( self.default_color, (self.surface_width/3) - self.tile_width, (self.surface_height/2)/ 2 , self.tile_width, self.tile_height , self.surface)
self.tile_right = Tile(self.default_color, self.surface_width/2 + self.tile_width, (self.surface_height/2)/ 2
,self.tile_width, self.tile_height , self.surface)
def play(self):
# this is main game loop
# plays the game until the players has closed the window or the score of a players equals the max score
# - self is the game that should be continued or not
while not self.close_clicked:
self.main_handle_events()
self.draw()
self.update()
self.game_clock.tick(self.FPS)
def draw(self):
# this draws the circle and the rectangles that are needed for this specific game
# -self is the Game to draw
self.surface.fill(self.surface_color)
self.tile_left.draw()
self.tile_right.draw()
self.display_score_match()
self.display_score_mismatch(self.surface_width)
pygame.display.update() # makes the updated surface appear on the display
def update(self):
events = pygame.event.get()
if self.handle_color_change(events):
pygame.time.delay(1000)
self.tile_left.set_color(self.default_color)
self.tile_right.set_color(self.default_color)
self.update_score()
def main_handle_events(self):
# handles each user events by changing the game state appropriately
# -self is the Game of whose events are handled
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
self.close_clicked = True
if event.type == pygame.MOUSEBUTTONDOWN:
self.handle_color_change(event)
#self.update_score()
#self.handle_color_change(event)
def display_score_match(self):
text_string = 'Match: ' + str(self.score[0])
text_colour = pygame.Color('white')
text_font = pygame.font.SysFont('Times New Roman',25)
text_image = text_font.render(text_string, True, text_colour)
text_pos = [0,0]
self.surface.blit(text_image, text_pos)
def display_score_mismatch(self, surface_width):
text_string = 'Mismatch: ' + str(self.score[1])
text_colour = pygame.Color('white')
text_font = pygame.font.SysFont('Times New Roman',25)
text_image = text_font.render(text_string, True, text_colour)
text_pos = [(surface_width - text_image.get_width()), 0]
self.surface.blit(text_image, text_pos)
def handle_color_change(self, event):
tile_clicked = 0
change_white = False
if event.button == 1 and self.tile_left.inside_tile(event.pos) == True:
self.tile_left.set_color(random.choice(self.color_options))
tile_clicked += 1
if event.button == 1 and self.tile_right.inside_tile(event.pos) == True:
self.tile_right.set_color(random.choice(self.color_options))
tile_clicked +=1
if tile_clicked == 2:
change_white = True
tile_clicked = 0
return change_white
def update_score(self):
if self.tile_left.color_match(self.tile_right) == True:
self.score[0] = self.score[0] + 1
else:
self.score[1] = self.score[1] + 1
class Tile:
def __init__(self, rect_color, rect_left, rect_top, rect_width, rect_height,surface):
# Initialize a rectabgle which is used as a paintbrush.
# - self is the rectangle to initialize
# - rect_color is the pygame.Color of the dot
# - rect_height is the int length of the rectangle in the y axis
# - rect_width is the int width of the rectangle in the x axis
# - rect_left is the int coordinate position of the rectangle in the x axis
# - rect_top is the int coordinate position of the rectangle in the y axis
# - rect_velocity is a list of x and y components and the speed of which the rectangles can move
self.rect_colour = pygame.Color(rect_color)
self.rect_height = rect_height
self.rect_width = rect_width
self.rect_left = rect_left
self.rect_top = rect_top
self.surface = surface
self.rect_parameters = pygame.Rect(rect_left, rect_top, rect_width, rect_height)
def draw(self):
# draws the rectangle on the surface
# - self is the rectangle
pygame.draw.rect(self.surface, self.rect_colour, self.rect_parameters)
def inside_tile(self, position):
inside = False
if self.rect_parameters.collidepoint(position):
inside = True
return inside
def set_color(self, color):
self.rect_colour = pygame.Color(color)
def color_match(self, other_tile):
match = False
if self.rect_colour == other_tile.rect_colour:
match = True
return match
main()
Never use a delay in your application loop. Use the application loop. Compute the point in time when the rectangles have to change color back. Change the color after the current time is greater than the calculated point of time.
In pygame the system time can be obtained by calling pygame.time.get_ticks(), which returns the number of milliseconds since pygame.init() was called. See pygame.time module.
Add 2 attributes self.tile_clicked = 0 and self.turn_white_time = 0 to the class Game:
class Game:
def __init__(self,surface,surface_width,surface_height):
# [...]
self.tile_clicked = []
self.turn_white_time = 0
Compute the the point in time when the rectangles have to change color back after the 2nd rectangle was clicked:
class Game:
# [...]
def handle_color_change(self, event):
if len(self.tile_clicked) < 2:
if 1 not in self.tile_clicked:
if event.button == 1 and self.tile_left.inside_tile(event.pos) == True:
self.tile_left.set_color(random.choice(self.color_options))
self.tile_clicked.append(1)
if 2 not in self.tile_clicked:
if event.button == 1 and self.tile_right.inside_tile(event.pos) == True:
self.tile_right.set_color(random.choice(self.color_options))
self.tile_clicked.append(2)
if len(self.tile_clicked) == 2:
delay_time = 1000 # 1000 milliseconds == 1 second
self.turn_white_time = pygame.time.get_ticks() + delay_time
get_ticks() returns the current time. A time is just a number. get_ticks() + delay_time is a time in the future. When the program is running, the current time is continuously retrieved and compared with turn_white_time. At some point the current time is greater than turn_white_time and the color of the rectangles is changed.
Change back to the white color after the current time is greater than the calculated point of time in update:
class Game:
# [...]
def update(self):
current_time = pygame.time.get_ticks()
if len(self.tile_clicked) == 2 and current_time > self.turn_white_time:
self.tile_left.set_color(self.default_color)
self.tile_right.set_color(self.default_color)
self.tile_clicked = []
Complete example:
import pygame,time,random
# User-defined functions
def main():
# for initializing all pygame modules
pygame.init()
# this creates the pygame display window
surface_width = 500
surface_height = 400
surface = pygame.display.set_mode((surface_width,surface_height))
# this sets the caption of the window to 'Pong'
pygame.display.set_caption('Painting')
# creates a game object
game = Game(surface, surface_width, surface_height)
# this starts the game loop by calling the play method found in the game object
game.play()
# quits pygame and cleans up the pygame window
pygame.quit()
# User-defined classes
class Game:
# an object in this class represents the complete game
def __init__(self,surface,surface_width,surface_height):
# # Initialize a Game.
# - self is the Game to initialize
# - surface is the display window surface object
# - surface_width is the display width size
# - surface_height is the display height size
# attributes that are needed to run any game
self.surface = surface
self.surface_width = surface_width
self.surface_height = surface_height
self.close_clicked = False
self.surface_color = pygame.Color('black')
# attributes that are needed to run this specific game
self.FPS = 60
self.game_clock = pygame.time.Clock()
self._continue = True
self.score = [0,0]
self.max_mismatch = 5
# Game specific objects
self.default_color = 'white'
self.color_options = ('blue' , 'red', 'yellow', 'green')
self.tile_width = 50
self.tile_height = 150
self.tile_left = Tile( self.default_color, (self.surface_width/3) - self.tile_width, (self.surface_height/2)/ 2 , self.tile_width, self.tile_height , self.surface)
self.tile_right = Tile(self.default_color, self.surface_width/2 + self.tile_width, (self.surface_height/2)/ 2
,self.tile_width, self.tile_height , self.surface)
self.tile_clicked = []
self.turn_white_time = 0
def play(self):
# this is main game loop
# plays the game until the players has closed the window or the score of a players equals the max score
# - self is the game that should be continued or not
while not self.close_clicked:
self.main_handle_events()
self.draw()
self.update()
self.game_clock.tick(self.FPS)
def draw(self):
# this draws the circle and the rectangles that are needed for this specific game
# -self is the Game to draw
self.surface.fill(self.surface_color)
self.tile_left.draw()
self.tile_right.draw()
self.display_score_match()
self.display_score_mismatch(self.surface_width)
pygame.display.update() # makes the updated surface appear on the display
def update(self):
current_time = pygame.time.get_ticks()
if len(self.tile_clicked) == 2 and current_time > self.turn_white_time:
self.tile_left.set_color(self.default_color)
self.tile_right.set_color(self.default_color)
self.tile_clicked = []
def main_handle_events(self):
# handles each user events by changing the game state appropriately
# -self is the Game of whose events are handled
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
self.close_clicked = True
if event.type == pygame.MOUSEBUTTONDOWN:
self.handle_color_change(event)
#self.update_score()
#self.handle_color_change(event)
def display_score_match(self):
text_string = 'Match: ' + str(self.score[0])
text_colour = pygame.Color('white')
text_font = pygame.font.SysFont('Times New Roman',25)
text_image = text_font.render(text_string, True, text_colour)
text_pos = [0,0]
self.surface.blit(text_image, text_pos)
def display_score_mismatch(self, surface_width):
text_string = 'Mismatch: ' + str(self.score[1])
text_colour = pygame.Color('white')
text_font = pygame.font.SysFont('Times New Roman',25)
text_image = text_font.render(text_string, True, text_colour)
text_pos = [(surface_width - text_image.get_width()), 0]
self.surface.blit(text_image, text_pos)
def handle_color_change(self, event):
if len(self.tile_clicked) < 2:
if 1 not in self.tile_clicked:
if event.button == 1 and self.tile_left.inside_tile(event.pos) == True:
self.tile_left.set_color(random.choice(self.color_options))
self.tile_clicked.append(1)
if 2 not in self.tile_clicked:
if event.button == 1 and self.tile_right.inside_tile(event.pos) == True:
self.tile_right.set_color(random.choice(self.color_options))
self.tile_clicked.append(2)
if len(self.tile_clicked) == 2:
delay_time = 1000 # 1000 milliseconds == 1 second
self.turn_white_time = pygame.time.get_ticks() + delay_time
def update_score(self):
if self.tile_left.color_match(self.tile_right) == True:
self.score[0] = self.score[0] + 1
else:
self.score[1] = self.score[1] + 1
class Tile:
def __init__(self, rect_color, rect_left, rect_top, rect_width, rect_height,surface):
# Initialize a rectabgle which is used as a paintbrush.
# - self is the rectangle to initialize
# - rect_color is the pygame.Color of the dot
# - rect_height is the int length of the rectangle in the y axis
# - rect_width is the int width of the rectangle in the x axis
# - rect_left is the int coordinate position of the rectangle in the x axis
# - rect_top is the int coordinate position of the rectangle in the y axis
# - rect_velocity is a list of x and y components and the speed of which the rectangles can move
self.rect_colour = pygame.Color(rect_color)
self.rect_height = rect_height
self.rect_width = rect_width
self.rect_left = rect_left
self.rect_top = rect_top
self.surface = surface
self.rect_parameters = pygame.Rect(rect_left, rect_top, rect_width, rect_height)
def draw(self):
# draws the rectangle on the surface
# - self is the rectangle
pygame.draw.rect(self.surface, self.rect_colour, self.rect_parameters)
def inside_tile(self, position):
inside = False
if self.rect_parameters.collidepoint(position):
inside = True
return inside
def set_color(self, color):
self.rect_colour = pygame.Color(color)
def color_match(self, other_tile):
match = False
if self.rect_colour == other_tile.rect_colour:
match = True
return match
main()

Is there an issue with my use of pygame.rect.move?

I am using pygame.rect.move() to move a button to a certain position on instantiation. Then from the list of objects to blit that exists the menu button is called and all functions that need to be called each frame. The button does NOT move.
The rect should perfectly fit the button.
Is my use of pygame.rect.move() incorrect?
Here's the class:
class menuButton(mainMenu):
def setpos(self):
self.r = self.r.move(self.p)
def __init__(self,i,e,s,p, ai, ao,sa):
self.t = "Menu Button"
self.i = pygame.image.load(i)
self.r = self.i.get_rect()
self.e = e
self.ai = ai
self.ao = ao
self.p = p
self.a = 0
self.i.set_alpha(sa)
pygame.transform.scale(self.i,s)
objects.append(self)
print "%s has been instantiated." % (self.t)
def logic(self):
pass
def animations(self):
if self.ai == "FADE_IN":
if(self.i.get_alpha() < 255):
self.i.set_alpha(self.i.get_alpha() + 1)
def update(self):
self.r = self.i.get_rect()
r = True
for obj in objects:
if isinstance(self,type(obj)) == False:
r = False
if r == True:
if self.a == 0:
self.setpos()
print self.r
self.a += 1
self.logic()
self.animations()
screen.blit(self.i,self.r)
pygame.display.flip()
I'm not using .convert() at the end of an image import because it breaks the images.
I'm not using sprites because I want more control.
I have also written test programs and it seems to have worked, and I've re-written the main menu button class 3 times. Same issue.
m not using .convert() at the end of an image import because it breaks the images.
In what way? You probably want the alpha version http://www.pygame.org/docs/ref/surface.html#pygame.Surface.convert_alpha
I'm not using sprites because I want more control.
You can derive from Sprite , then you can add anything you want, yet still use sprite.Groups
A side note on the names, a Menu would contain Buttons. But buttons deriving from menu doesn't make sense.
move() returns a new rect that has moved, move_ip() modifies the existing rect.
Or you can use the rect properties
def setpos(self):
self.r.topleft = self.p
What are you doing with this code?
r = True
for obj in objects:
if isinstance(self,type(obj)) == False:
r = False
if r == True:
if self.a == 0:
self.setpos()
print self.r
self.a += 1

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