Wow, we have such a neat button. It has text, color, and hover effects. The only downside at this point? It does nothing.
Well that's kind of a problem, __init__?
...I crack myself up.
We saw that we could use mouse = pygame.mouse.get_pos() to grab the actual position of the mouse, what about where the mouse clicks?
There is a way to collect clicks, like key presses, using "pygame.mouse.get_pressed()" This means we can combine both of these to find out if there was a click within the button.
Here's the new button function:
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)
and the new game_intro function showing us passing the function:
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)