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PyGame Icon




In this Pygame with Python 3 tutorial video, we're going to be covering how to change the PyGame window icon / logo to whatever you want. It's best to use an image that is close to 32x32. You do not have to do this, but, if you don't you might see that your image is very ugly and distorted.

The code to do this is simple enough, so I will post that, then I will go ahead and post the full code up to this point as well.

To change the icon, before you go messing around much with any of your functions, but after you've defined your window, you add:

gameIcon = pygame.image.load('carIcon.png')
pygame.display.set_icon(gameIcon)

If you're confused with where that goes, here's the full code:

import pygame
import time
import random
 
pygame.init()
 
display_width = 800
display_height = 600
 
black = (0,0,0)
white = (255,255,255)

red = (200,0,0)
green = (0,200,0)

bright_red = (255,0,0)
bright_green = (0,255,0)
 
block_color = (53,115,255)
 
car_width = 73
 
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('A bit Racey')
clock = pygame.time.Clock()
 
carImg = pygame.image.load('racecar.png')
gameIcon = pygame.image.load('carIcon.png')

pygame.display.set_icon(gameIcon)

pause = False
#crash = True
 
def things_dodged(count):
    font = pygame.font.SysFont("comicsansms", 25)
    text = font.render("Dodged: "+str(count), True, black)
    gameDisplay.blit(text,(0,0))
 
def things(thingx, thingy, thingw, thingh, color):
    pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh])
 
def car(x,y):
    gameDisplay.blit(carImg,(x,y))
 
def text_objects(text, font):
    textSurface = font.render(text, True, black)
    return textSurface, textSurface.get_rect()
 
##def message_display(text):
##    largeText = pygame.font.SysFont("comicsansms",115)
##    TextSurf, TextRect = text_objects(text, largeText)
##    TextRect.center = ((display_width/2),(display_height/2))
##    gameDisplay.blit(TextSurf, TextRect)
## 
##    pygame.display.update()
## 
##    time.sleep(2)
## 
##    game_loop()
    
    
 
def crash():
    
    
    largeText = pygame.font.SysFont("comicsansms",115)
    TextSurf, TextRect = text_objects("You Crashed", largeText)
    TextRect.center = ((display_width/2),(display_height/2))
    gameDisplay.blit(TextSurf, TextRect)
    

    while True:
        for event in pygame.event.get():
            #print(event)
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
                
        #gameDisplay.fill(white)
        

        button("Play Again",150,450,100,50,green,bright_green,game_loop)
        button("Quit",550,450,100,50,red,bright_red,quitgame)

        pygame.display.update()
        clock.tick(15) 

def button(msg,x,y,w,h,ic,ac,action=None):
    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()
    #print(click)
    if x+w > mouse[0] > x and y+h > mouse[1] > y:
        pygame.draw.rect(gameDisplay, ac,(x,y,w,h))
        if click[0] == 1 and action != None:
            action()         
    else:
        pygame.draw.rect(gameDisplay, ic,(x,y,w,h))
    smallText = pygame.font.SysFont("comicsansms",20)
    textSurf, textRect = text_objects(msg, smallText)
    textRect.center = ( (x+(w/2)), (y+(h/2)) )
    gameDisplay.blit(textSurf, textRect)
    

def quitgame():
    pygame.quit()
    quit()

def unpause():
    global pause
    pause = False
    

def paused():

    largeText = pygame.font.SysFont("comicsansms",115)
    TextSurf, TextRect = text_objects("Paused", largeText)
    TextRect.center = ((display_width/2),(display_height/2))
    gameDisplay.blit(TextSurf, TextRect)
    

    while pause:
        for event in pygame.event.get():
            #print(event)
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
                
        #gameDisplay.fill(white)
        

        button("Continue",150,450,100,50,green,bright_green,unpause)
        button("Quit",550,450,100,50,red,bright_red,quitgame)

        pygame.display.update()
        clock.tick(15)   


def game_intro():

    intro = True

    while intro:
        for event in pygame.event.get():
            #print(event)
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
                
        gameDisplay.fill(white)
        largeText = pygame.font.SysFont("comicsansms",115)
        TextSurf, TextRect = text_objects("A bit Racey", largeText)
        TextRect.center = ((display_width/2),(display_height/2))
        gameDisplay.blit(TextSurf, TextRect)

        button("GO!",150,450,100,50,green,bright_green,game_loop)
        button("Quit",550,450,100,50,red,bright_red,quitgame)

        pygame.display.update()
        clock.tick(15)
        
        
    
    

    
def game_loop():
    global pause

    x = (display_width * 0.45)
    y = (display_height * 0.8)
 
    x_change = 0
 
    thing_startx = random.randrange(0, display_width)
    thing_starty = -600
    thing_speed = 4
    thing_width = 100
    thing_height = 100
 
    thingCount = 1
 
    dodged = 0
 
    gameExit = False
 
    while not gameExit:
 
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
 
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    x_change = -5
                if event.key == pygame.K_RIGHT:
                    x_change = 5
                if event.key == pygame.K_p:
                    pause = True
                    paused()
                    
 
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    x_change = 0
 
        x += x_change
        gameDisplay.fill(white)
 
        # things(thingx, thingy, thingw, thingh, color)
        things(thing_startx, thing_starty, thing_width, thing_height, block_color)
 
 
        
        thing_starty += thing_speed
        car(x,y)
        things_dodged(dodged)
 
        if x > display_width - car_width or x < 0:
            crash()
 
        if thing_starty > display_height:
            thing_starty = 0 - thing_height
            thing_startx = random.randrange(0,display_width)
            dodged += 1
            thing_speed += 1
            thing_width += (dodged * 1.2)
 
        if y < thing_starty+thing_height:
            print('y crossover')
 
            if x > thing_startx and x < thing_startx + thing_width or x+car_width > thing_startx and x + car_width < thing_startx+thing_width:
                print('x crossover')
                crash()
        
        pygame.display.update()
        clock.tick(60)

game_intro()
game_loop()
pygame.quit()
quit()

The next tutorial:






  • Introduction to PyGame
  • Displaying images with PyGame
  • Moving an image around in PyGame
  • Adding boundaries
  • Displaying text to PyGame screen
  • Drawing objects with PyGame
  • Crashing
  • PyGame Score
  • Drawing Objects and Shapes in PyGame
  • Creating a start menu
  • PyGame Buttons, part 1, drawing the rectangle
  • PyGame Buttons, part 2, making the buttons interactive
  • PyGame Buttons, part 3, adding text to the button
  • PyGame Buttons, part 4, creating a general PyGame button function
  • PyGame Buttons, part 5, running functions on a button click
  • Converting PyGame to an executable
  • Adding a pause function to our game and Game Over
  • PyGame Icon
    You are currently here.
  • Sounds and Music with PyGame