TetrArcade/arcade/examples/gui_text_button.py

239 lines
7.2 KiB
Python

"""
Buttons with text on them
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.gui_text_button
"""
import arcade
import random
import os
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "GUI Text Buton Example"
class TextButton:
""" Text-based button """
def __init__(self,
center_x, center_y,
width, height,
text,
font_size=18,
font_face="Arial",
face_color=arcade.color.LIGHT_GRAY,
highlight_color=arcade.color.WHITE,
shadow_color=arcade.color.GRAY,
button_height=2):
self.center_x = center_x
self.center_y = center_y
self.width = width
self.height = height
self.text = text
self.font_size = font_size
self.font_face = font_face
self.pressed = False
self.face_color = face_color
self.highlight_color = highlight_color
self.shadow_color = shadow_color
self.button_height = button_height
def draw(self):
""" Draw the button """
arcade.draw_rectangle_filled(self.center_x, self.center_y, self.width,
self.height, self.face_color)
if not self.pressed:
color = self.shadow_color
else:
color = self.highlight_color
# Bottom horizontal
arcade.draw_line(self.center_x - self.width / 2, self.center_y - self.height / 2,
self.center_x + self.width / 2, self.center_y - self.height / 2,
color, self.button_height)
# Right vertical
arcade.draw_line(self.center_x + self.width / 2, self.center_y - self.height / 2,
self.center_x + self.width / 2, self.center_y + self.height / 2,
color, self.button_height)
if not self.pressed:
color = self.highlight_color
else:
color = self.shadow_color
# Top horizontal
arcade.draw_line(self.center_x - self.width / 2, self.center_y + self.height / 2,
self.center_x + self.width / 2, self.center_y + self.height / 2,
color, self.button_height)
# Left vertical
arcade.draw_line(self.center_x - self.width / 2, self.center_y - self.height / 2,
self.center_x - self.width / 2, self.center_y + self.height / 2,
color, self.button_height)
x = self.center_x
y = self.center_y
if not self.pressed:
x -= self.button_height
y += self.button_height
arcade.draw_text(self.text, x, y,
arcade.color.BLACK, font_size=self.font_size,
width=self.width, align="center",
anchor_x="center", anchor_y="center")
def on_press(self):
self.pressed = True
def on_release(self):
self.pressed = False
def check_mouse_press_for_buttons(x, y, button_list):
""" Given an x, y, see if we need to register any button clicks. """
for button in button_list:
if x > button.center_x + button.width / 2:
continue
if x < button.center_x - button.width / 2:
continue
if y > button.center_y + button.height / 2:
continue
if y < button.center_y - button.height / 2:
continue
button.on_press()
def check_mouse_release_for_buttons(x, y, button_list):
""" If a mouse button has been released, see if we need to process
any release events. """
for button in button_list:
if button.pressed:
button.on_release()
class StartTextButton(TextButton):
def __init__(self, center_x, center_y, action_function):
super().__init__(center_x, center_y, 100, 40, "Start", 18, "Arial")
self.action_function = action_function
def on_release(self):
super().on_release()
self.action_function()
class StopTextButton(TextButton):
def __init__(self, center_x, center_y, action_function):
super().__init__(center_x, center_y, 100, 40, "Stop", 18, "Arial")
self.action_function = action_function
def on_release(self):
super().on_release()
self.action_function()
class MyGame(arcade.Window):
"""
Main application class.
NOTE: Go ahead and delete the methods you don't need.
If you do need a method, delete the 'pass' and replace it
with your own code. Don't leave 'pass' in this program.
"""
def __init__(self, width, height, title):
super().__init__(width, height, title)
# Set the working directory (where we expect to find files) to the same
# directory this .py file is in. You can leave this out of your own
# code, but it is needed to easily run the examples using "python -m"
# as mentioned at the top of this program.
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
arcade.set_background_color(arcade.color.AMAZON)
self.pause = False
self.coin_list = None
self.button_list = None
def setup(self):
# Create your sprites and sprite lists here
self.coin_list = arcade.SpriteList()
for i in range(10):
coin = arcade.Sprite("images/coin_01.png", 0.25)
coin.center_x = random.randrange(SCREEN_WIDTH)
coin.center_y = random.randrange(SCREEN_HEIGHT)
coin.change_y = -1
self.coin_list.append(coin)
# Create our on-screen GUI buttons
self.button_list = []
play_button = StartTextButton(60, 570, self.resume_program)
self.button_list.append(play_button)
quit_button = StopTextButton(60, 515, self.pause_program)
self.button_list.append(quit_button)
def on_draw(self):
"""
Render the screen.
"""
arcade.start_render()
# Draw the coins
self.coin_list.draw()
# Draw the buttons
for button in self.button_list:
button.draw()
def update(self, delta_time):
"""
All the logic to move, and the game logic goes here.
Normally, you'll call update() on the sprite lists that
need it.
"""
if self.pause:
return
self.coin_list.update()
for coin in self.coin_list:
if coin.top < 0:
coin.bottom = SCREEN_HEIGHT
def on_mouse_press(self, x, y, button, key_modifiers):
"""
Called when the user presses a mouse button.
"""
check_mouse_press_for_buttons(x, y, self.button_list)
def on_mouse_release(self, x, y, button, key_modifiers):
"""
Called when a user releases a mouse button.
"""
check_mouse_release_for_buttons(x, y, self.button_list)
def pause_program(self):
self.pause = True
def resume_program(self):
self.pause = False
def main():
""" Main method """
game = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
game.setup()
arcade.run()
if __name__ == "__main__":
main()