I've made a Button class for my game and I wanted to keep assinging different texts from a file to the displayed buttons whenever I click on them, but I can't even get the text to change after assinging the initial assignment. Whenever I run b.text = "New text"
and print it out, the console does display the new text, but the game window still blits out "placeholder text".
The code:
import pygame, sys
pygame.init()
screen = pygame.display.set_mode((900,600),0,32)
clock = pygame.time.Clock()
font = pygame.font.Font('freesansbold.ttf', 32)
class Button():
def __init__(self, text, x, y):
self.text = text
self.render = font.render(self.text, True, 'white')
self.text_width = self.render.get_width()
self.text_height = self.render.get_height()
self.box = pygame.Surface((self.text_width, self.text_height))
self.box.set_alpha(0)
screen.blit(self.box, (x, y))
self.rect = self.render.get_rect()
self.rect.topleft = (x, y)
self.clicked = False
def draw(self):
screen.blit(self.box, (self.rect.x, self.rect.y))
screen.blit(self.render, (self.rect.x, self.rect.y))
pos = pygame.mouse.get_pos()
if self.rect.collidepoint(pos):
self.box.set_alpha(100)
self.box.fill((255, 255, 255))
if pygame.mouse.get_pressed()[0] == 1 and self.clicked == False:
self.clicked = True
if pygame.mouse.get_pressed()[0] == 0:
self.clicked = False
else:
self.box.set_alpha(0)
return self.clicked
b = Button("placeholder text", 100, 100)
while True:
clock.tick(30)
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill('blue')
b.text = "new text"
b.draw()
pygame.display.update()
CodePudding user response:
As @Rabbid76 said:
You have to render the text again
What you can also do is use @property
decorator for easier changing text:
class Button():
render: pygame.font.Font
text_width: int
text_height: int
box: pygame.Surface
rect: pygame.Rect
def __init__(self, text, x, y):
self._text = ""
self.text = text
self.clicked = False
@property
def text(self):
return self._text
@text.setter
def text(self, value):
self._text = value
self.render = font.render(self.text, True, 'white')
self.text_width = self.render.get_width()
self.text_height = self.render.get_height()
self.box = pygame.Surface((self.text_width, self.text_height))
self.box.set_alpha(0)
screen.blit(self.box, (x, y))
self.rect = self.render.get_rect()
self.rect.topleft = (x, y)
# Rest of your code goes here
CodePudding user response:
You have to render the text again. Add a method to the class that updates the text. Draw the text and the box after updating the highlighting:
class Button():
def __init__(self, text, x, y):
self.updateText(text)
self.rect = self.render.get_rect()
self.rect.topleft = (x, y)
self.clicked = False
def updateText(self, text):
self.text = text
self.render = font.render(self.text, True, 'white')
self.text_width = self.render.get_width()
self.text_height = self.render.get_height()
self.box = pygame.Surface((self.text_width, self.text_height))
def draw(self):
pos = pygame.mouse.get_pos()
if self.rect.collidepoint(pos):
self.box.set_alpha(100)
self.box.fill((255, 255, 255))
if pygame.mouse.get_pressed()[0] == 1 and self.clicked == False:
self.clicked = True
if pygame.mouse.get_pressed()[0] == 0:
self.clicked = False
else:
self.box.set_alpha(0)
screen.blit(self.box, (self.rect.x, self.rect.y))
screen.blit(self.render, (self.rect.x, self.rect.y))
return self.clicked
Invoke updateText
:
b.text = "New text"
b.updateText("New text")