107 lines
4.2 KiB
Python
107 lines
4.2 KiB
Python
# IMPORTANT NOTES:
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# 1) If any included files (fonts, images, sounds) are
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# changed then the .spec file MUST be edited to include them
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# 2) Build the executable with this command (saves to dist/ folder)
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# pyinstaller 015_pyinstaller.spec
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import os
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os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
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import pygame
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import random
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import sys
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pygame.init()
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# Some variables used to initialize the window
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# The width and height are in pixels
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WIN_WIDTH = 600
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WIN_HEIGHT = 480
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WIN_BG_COLOR = (26, 110, 43)
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TEXT_COLOR = (242, 238, 10)
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# This function takes a list of path arguments
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# and prepends the sys._MEIPASS variable if the
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# application has been run as a pyinstaller executable
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# returning the result as a joined system path
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def get_real_path(*path_args: str):
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if getattr(sys, "frozen", False):
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my_path = os.path.join(sys._MEIPASS, *path_args)
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else:
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my_path = os.path.join(*path_args)
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return my_path
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window = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
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pygame.display.set_caption('PyGame Fancy Basics')
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icon = pygame.image.load(get_real_path("img", "melon_icon_64.png"))
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icon.convert_alpha()
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pygame.display.set_icon(icon)
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window.fill(WIN_BG_COLOR)
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# Import font
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pixeboy_200 = pygame.font.Font(get_real_path("font", "Pixeboy.ttf"), 200)
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# Create two lines of text
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title_text_1 = pixeboy_200.render("HELLO", True, TEXT_COLOR)
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title_text_2 = pixeboy_200.render("WORLD", True, TEXT_COLOR)
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# Draw first line of text
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text_x = (WIN_WIDTH // 2) - (title_text_1.get_width() // 2)
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text_y = 25
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window.blit(title_text_1, (text_x, text_y))
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# Draw second line of text
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text_x = (WIN_WIDTH // 2) - (title_text_2.get_width() // 2)
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text_y = 25 + title_text_2.get_height() + 25
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window.blit(title_text_2, (text_x, text_y))
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# Import image
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emoji = pygame.image.load(get_real_path("img", "poop_emoji_sm.png"))
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emoji.convert_alpha()
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# Let's place the image 25 pixels from the bottom of the window
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emoji_x = (WIN_WIDTH // 2) - (emoji.get_width() // 2)
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emoji_y = WIN_HEIGHT - 25 - emoji.get_height()
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window.blit(emoji, (emoji_x, emoji_y))
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pixeboy_20 = pygame.font.Font(get_real_path("font", "Pixeboy.ttf"), 20)
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click_text = pixeboy_20.render("Click Me", True, TEXT_COLOR)
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text_x = (WIN_WIDTH // 2) - (click_text.get_width() // 2)
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text_y = WIN_HEIGHT - 5 - click_text.get_height()
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window.blit(click_text, (text_x, text_y))
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# We can import audio files with mixer.Sound()
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# Only .ogg (Ogg Vorbis) format files should be used
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# The audio program Audacity can be used to convert files to .ogg
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# Here we will import several and put them in a list
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audio = []
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audio.append(pygame.mixer.Sound(get_real_path("snd", "toot.ogg")))
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audio.append(pygame.mixer.Sound(get_real_path("snd", "toot_echo.ogg")))
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audio.append(pygame.mixer.Sound(get_real_path("snd", "toot_trip.ogg")))
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audio.append(pygame.mixer.Sound(get_real_path("snd", "toot_wet.ogg")))
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clock = pygame.time.Clock()
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# The main loop. This while loop runs until "running" is False
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running = True
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emoji_hover = False
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while running is True:
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# We'll get the current mouse cursor position
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mouse_x, mouse_y = pygame.mouse.get_pos()
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# If the rectangle bounding the emoji is currently
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# colliding with the current mouse cursor position
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# Then change cursor
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if emoji.get_rect(topleft=(emoji_x, emoji_y)).collidepoint(mouse_x, mouse_y):
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pygame.mouse.set_cursor(pygame.SYSTEM_CURSOR_HAND)
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emoji_hover = True
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else:
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pygame.mouse.set_cursor(pygame.SYSTEM_CURSOR_ARROW)
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emoji_hover = False
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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# pygame.MOUSEBUTTONDOWN happens the moment a mouse button is clicked
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if event.type == pygame.MOUSEBUTTONDOWN and emoji_hover is True:
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audio[random.randrange(0, len(audio))].play()
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# pygame.KEYDOWN happens the moment a key is pressed down
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if event.type == pygame.KEYDOWN:
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# If the pressed key is "ESC" button, then let's exit
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if event.key == pygame.K_ESCAPE:
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running = False
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pygame.display.flip()
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clock.tick(60)
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# We get to this poince once "running" is False.
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# Clean up pygame with the quit() method, then exit program.
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pygame.quit()
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sys.exit() |