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In this article, we are going to make a button class inpygame
in Python which can be utilized in different ways. We make it, so the button calls a custom function when pressed. We also enable it to support "pressed calling" and "one-shot" pressing. Last but not least, we will build a system for multiple buttons, so they dynamically get drawn without having to add them to a list manually.Let us start!
Before we make theButton
class we need to set up a viablepygame
window, therefore we importsys
andpygame
.sys
will be needed later to shut down the window. After that, we initiatepygame
with thepygame.init()
function. After defining thefps
we make a newpygame
clock.
We continue by making the screen. After that, we load a font which we will later use in the buttons, you can use whatever font you want, but I'll chooseArial for this tutorial. At last, we make a list calledobjects
. We later need this for the buttons and the dynamic drawing.
# Importsimport sysimport pygame# Configurationpygame.init()fps = 60fpsClock = pygame.time.Clock()width, height = 640, 480screen = pygame.display.set_mode((width, height))font = pygame.font.SysFont('Arial', 40)objects = []
Now we can finally start with theButton
class. We code the__init__()
to take several arguments: thex
andy
coordinates, thewidth
and theheight
, the text in the button, the function which will be called, and whether the button will be pressed once.
We map all these information to variables in the object. We also define some colors for the three states the button will have;'normal'
,'hover'
, and'pressed'
.
class Button(): def __init__(self, x, y, width, height, buttonText='Button', onclickFunction=None, onePress=False): self.x = x self.y = y self.width = width self.height = height self.onclickFunction = onclickFunction self.onePress = onePress self.alreadyPressed = False self.fillColors = { 'normal': '#ffffff', 'hover': '#666666', 'pressed': '#333333', }
After we set up the variables, we make thebuttonSurface
, and thebuttonRect
. Here we use the values we defined above.
We also make a surface that contains thebuttonText
. Here we use thefont
variable we defined earlier to call therender()
method on it:
self.buttonSurface = pygame.Surface((self.width, self.height)) self.buttonRect = pygame.Rect(self.x, self.y, self.width, self.height) self.buttonSurf = font.render(buttonText, True, (20, 20, 20))
Last but not least, we append the object itself to theobjects
list. Later we will loop over this list to call all theprocess()
functions from the buttons.
objects.append(self)
Now we turn to theprocess()
method. This will be called every frame. That's why we are here checking for the mouse hover and click.
We start by getting the mouse position. After that, we fill thebuttonSurface
with our'normal'
color, this may be an unnecessary step because it may be recolored depending on the hover or click.
Then we check whether the mouse position is inside the rect or not. If this evaluates toTrue
, we set the color to the'hover'
color.
Next, we check if the left mouse button has been pressed with thepygame.mouse.get_pressed()
method. This method will return a tuple representing the pressed states of the three mouse buttons. The first one is the left button, which is what we need. If this is also evaluated to beTrue
we once again fill thebuttonSurface
with the'pressed'
color.
Now, if we set theonePress
variable toFalse
(which is the default) then theonclickFunction()
, which we later defined, will be called. This means it will be called once when the mouse clicks on the button. For this to work, we also need analreadyPressed
attribute in the object, which is set toTrue
when we press and is set toFalse
when we release it.
But maybe you want to call as long as you press it down. That is what the firstif
statement is for. When we setonePress
toTrue
this happens.
def process(self): mousePos = pygame.mouse.get_pos() self.buttonSurface.fill(self.fillColors['normal']) if self.buttonRect.collidepoint(mousePos): self.buttonSurface.fill(self.fillColors['hover']) if pygame.mouse.get_pressed(num_buttons=3)[0]: self.buttonSurface.fill(self.fillColors['pressed']) if self.onePress: self.onclickFunction() elif not self.alreadyPressed: self.onclickFunction() self.alreadyPressed = True else: self.alreadyPressed = False
The last thing we do in theprocess()
method is blitting the text onto thebuttonSurface
and then this surface onto thescreen
.
self.buttonSurface.blit(self.buttonSurf, [ self.buttonRect.width/2 - self.buttonSurf.get_rect().width/2, self.buttonRect.height/2 - self.buttonSurf.get_rect().height/2 ]) screen.blit(self.buttonSurface, self.buttonRect)
Learn also: How to Change Text Color in Python.
Now that we have made theButton
class, we can make a little function that will be passed to the class constructor. In our example, it just prints out"Button Pressed".
Let's make two button objects. We don't have to save them into a variable or something like that because the constructor already does that:
def myFunction(): print('Button Pressed')Button(30, 30, 400, 100, 'Button One (onePress)', myFunction)Button(30, 140, 400, 100, 'Button Two (multiPress)', myFunction, True)
We first fill the screen with a dark grey in the main loop. After that, we enable the user to stop the game with the littlex
at the top right of the window.
In theobjects
loop, we go over every object and call itsprocess()
function. In our example, this list will have two button objects. After that, we simplyflip()
the display and call thetick()
method on theclock
object frompygame
.
while True: screen.fill((20, 20, 20)) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() for object in objects: object.process() pygame.display.flip() fpsClock.tick(fps)
The following GIF shows how the button works:
Awesome! Now you know how to make a button in
pygame
, see how you can customize the buttons by editing the variables we've set in this tutorial.
You can get the complete codehere.
Here are some related tutorials:
Happy coding ♥
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