I'm trying to make a simple menu for a game in pygame, but I'm struggling to display interactive text for the menu buttons. I have a very simple menu, with the 'Start' and 'Quit' options, and I'm trying to display them using a Button class I made.
For some reason the button background blits but the text doesn't appear. I get a bunch of rectangles which change colour correctly as I scroll over them but no text.
I looked at similar questions but can't seem to figure out why mine doesn't work. Any help or guidance would be appreciated.
Here is a code sample below. Colours are defined in a separate python file.
class Start(SceneBase):
def __init__(self):
SceneBase.__init__(self)
self.options = ['Start', 'Quit']
self.buttons = pygame.sprite.Group()
def initGraphics(self, screen):
SceneBase.initGraphics(self, screen)
info = pygame.display.Info()
screenWidth, screenHeight = info.current_w, info.current_h
font = pygame.font.Font('freesansbold.ttf', 30)
for i, option in enumerate(self.options):
rect = pygame.Rect(int(screenWidth/2) - 50, int(screenHeight/2) - 100 + i*50, 100, 30)
passive_color = colors.BLACK
active_color = colors.RED
button = Button(rect, font, active_color, option, colors.WHITE, passive_color, option, colors.WHITE)
self.buttons.add(button)
def ProcessInput(self, events, pressed_keys):
pass
def Update(self):
self.buttons.update()
def Render(self):
self.screen.fill(colors.WHITE)
self.buttons.draw(self.screen)
pygame.display.flip()
class Button(pygame.sprite.Sprite):
def __init__(self, rect, font, active_color, active_text, active_textcolor, passive_color, passive_text, passive_textcolor):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((rect[2], rect[3]))
self.rect = rect
self.font = font
self.active_color = active_color
self.active_text = active_text
self.active_textcolor = active_textcolor
self.passive_color = passive_color
self.passive_text = passive_text
self.passive_textcolor = passive_textcolor
def update(self):
mouse = pygame.mouse.get_pos()
if self.rect.x <= mouse[0] <= self.rect.x + self.rect.w and self.rect.y <= mouse[1] <= self.rect.y + self.rect.h:
self.image.fill(self.active_color)
self.renderButtonText(self.active_text, self.active_textcolor)
else:
self.image.fill(self.passive_color)
self.renderButtonText(self.passive_text, self.passive_textcolor)
def renderButtonText(self, text, color):
textsurf = self.font.render(text, True, color)
textrect = textsurf.get_rect()
textrect.center = self.rect.center
self.image.blit(textsurf, textrect)
This is the skeleton code for the SceneBase class:
pygame.init()
def run_game(width, height, fps, starting_scene):
screen = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()
active_scene = starting_scene
initialized = False
while active_scene:
if not initialized:
active_scene.initGraphics(screen)
initialized = True
pressed_keys = pygame.key.get_pressed()
# Event filtering
filtered_events = []
for event in pygame.event.get():
quit_attempt = False
if event.type == pygame.QUIT:
quit_attempt = True
elif event.type == pygame.KEYDOWN:
alt_pressed = pressed_keys[pygame.K_LALT] or \
pressed_keys[pygame.K_RALT]
if event.key == pygame.K_ESCAPE:
quit_attempt = True
elif event.key == pygame.K_F4 and alt_pressed:
quit_attempt = True
if quit_attempt:
active_scene.Terminate()
else:
filtered_events.append(event)
active_scene.ProcessInput(filtered_events, pressed_keys)
active_scene.Update()
active_scene.Render()
active_scene = active_scene.next
pygame.display.flip()
clock.tick(fps)
#==============================================================================
# The rest is code where you implement your game using the Scenes model
run_game(500, 500, 60, Start())