BigSteve/PyGame/Basics/005_windowskin.py

90 lines
3.7 KiB
Python

import os
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
import pygame
import sys
pygame.init()
# Some variables used to initialize the window
# The width and height are in pixels
WIN_WIDTH = 600
WIN_HEIGHT = 480
WIN_BG_COLOR = (26, 110, 43)
TEXT_COLOR = (242, 238, 10)
# We create a window object used to draw pygame things
# It is initialized with set_mode((width, height))
window = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
pygame.display.set_caption('PyGame Fancy Basics')
# In order to work with images they must be turned into
# an object. The image.load() method is used to read in an
# image and create an object which can be manipulated.
icon = pygame.image.load(os.path.join("img", "melon_icon_64.png"))
# If the image has transparent portions the convert_alpha() method
# must be called to properly render the image when used
icon.convert_alpha()
# This will set the icon used on the title bar and in the
# system tray. A 64x64 icon should be used.
pygame.display.set_icon(icon)
# This will fill the entire window with a single color
# The color parameter must be a three element tuple (r, g, b)
window.fill(WIN_BG_COLOR)
# Here we use the Font() method to import a True Type font
# from the "font/" folder with a size of 200
pixeboy_200 = pygame.font.Font(os.path.join("font", "Pixeboy.ttf"), 200)
# We create two lines of text with the font.render() method
# Parameters are:
# text to display (a string)
# is font antialiased (pretty much always True)
# color of text (this is a R, G, B tuple)
# This is called a "text surface"
title_text_1 = pixeboy_200.render("HELLO", True, TEXT_COLOR)
title_text_2 = pixeboy_200.render("WORLD", True, TEXT_COLOR)
# Text is drawn on the screen by specifying the top left
# corner of an imaginary rectangle that contains the text
# We want to center this text in the window so we
# subtract half the width of the text (get_width())
# from half the width of the program window
text_x = (WIN_WIDTH // 2) - (title_text_1.get_width() // 2)
# We'll start 25 pixels from the top of the window
text_y = 25
# The blit() method draws a text surface in the specified
# window at the coordinates specified (a (x, y) tuple)
# Note: This just draws the text. It won't show up until
# display.flip() or display.update() is called
window.blit(title_text_1, (text_x, text_y))
# Now we do the same thing for the second line of text
# just moved down (y) by the height of the first line of
# text plus an extra 25 pixels for separation
text_x = (WIN_WIDTH // 2) - (title_text_2.get_width() // 2)
text_y = 25 + title_text_2.get_height() + 25
window.blit(title_text_2, (text_x, text_y))
# Just like the icon used for the title bar
# Any other images can be loaded into an object
emoji = pygame.image.load(os.path.join("img", "poop_emoji_sm.png"))
emoji.convert_alpha()
# Let's place the image 25 pixels from the bottom of the window
emoji_x = (WIN_WIDTH // 2) - (emoji.get_width() // 2)
emoji_y = WIN_HEIGHT - 25 - emoji.get_height()
# And we blit/draw it onto the window the same way as we do text
window.blit(emoji, (emoji_x, emoji_y))
clock = pygame.time.Clock()
# The main loop. This while loop runs until "running" is False
running = True
while running is True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# pygame.KEYDOWN happens the moment a key is pressed down
if event.type == pygame.KEYDOWN:
# If the pressed key is "ESC" button, then let's exit
if event.key == pygame.K_ESCAPE:
running = False
pygame.display.flip()
clock.tick(60)
# We get to this poince once "running" is False.
# Clean up pygame with the quit() method, then exit program.
pygame.quit()
sys.exit()