Buttons under the pause button do not execute their code when pressed

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I'm trying to add a basic feature in my game where if I press the pause button, it stops updating other game elements such as the player and obstacles and buttons such as resume, restart and main menu appear on your screen. I was able to make it work, but my problem now is that when I press any of the three buttons, they do not execute the code under them. Any form of help would be appreciated.

Python:
# Start
    if game_started == True:
        game_over = False
        t = pygame.time.get_ticks()
        clock.tick(fps)
        # Display instances
        screen.blit(bg, (0, 0))
        kivotos.draw()
        player.update()
        obstacle.update()
        draw_grid()
        
    if pause_btn.draw() == True:
        if resume_btn.draw() == True:
            print("resume")
        if restart_btn.draw() == True:
            print("restart")
        if main_menu_btn.draw() == True:
            print("main menu")
        game_started = not game_started
 
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It looks like you're using pygame but, without knowing what all those functions are, it's kinda hard to help.
 
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Did you try use like:

example of use as listed above:
Python:
import pygame as pg
import pygame.freetype as ft
import random

pg.init()
window = pg.display.set_mode((700, 500))
window_w, window_h = window.get_size()

pg.mouse.set_visible(True)
fps_clock = pg.time.Clock()

WINDOW_MARGIN = 10
BUTTON_GAP = 5
buttons = []

x = WINDOW_MARGIN
y = WINDOW_MARGIN
pause_button = pg.Rect(x, y, 70, 26)
buttons.append(pause_button)

x = WINDOW_MARGIN + pause_button.width + BUTTON_GAP
y = WINDOW_MARGIN
restart_button = pg.Rect(x, y, 65, 26)
buttons.append(restart_button)

x = WINDOW_MARGIN + pause_button.width + BUTTON_GAP + restart_button.width + BUTTON_GAP
y = WINDOW_MARGIN
main_menu = pg.Rect(x, y, 90, 26)
buttons.append(main_menu)

def draw_pause_button():
    text, background_color, font_color = ("Pause", "green", "black") if not paused else ("Resume", "red", "white")
    draw_button(pause_button, text, background_color, font_color)

def draw_restart_button():
    draw_button(restart_button, "Restart", "black", "white")

def draw_main_menu():
    draw_button(main_menu, "Main menu", "black", "white")

def draw_button(button, text, background_color, font_color):
    pg.draw.rect(window, background_color, button, border_radius=3)
    font = ft.SysFont('Arial', 16)
    text_rect = font.get_rect(text)
    text_rect.center = button.center
    font.render_to(window, text_rect.topleft, text, font_color)

def draw_text(text):
    # Displaying text in the center of the window
    font = ft.SysFont('Arial', 74)
    text_rect = font.get_rect(text)
    text_rect.center = (window_w // 2, window_h // 2)
    font.render_to(window, text_rect.topleft, text, "black")


text_to_display = None

game_started = False
game_over    = False
paused       = False


running = True
while running:
    window.fill("orange")
    draw_pause_button()
    
    keys = pg.key.get_pressed()   
    for event in pg.event.get():
        if event.type == pg.QUIT or keys[pg.K_ESCAPE]:
            running = False
        
        if event.type == pg.MOUSEBUTTONDOWN:
            if pause_button.collidepoint(event.pos):
                paused = not paused
                text_to_display = "PAUSED"

            if restart_button.collidepoint(event.pos):
                text_to_display = "RESTART"

            if main_menu.collidepoint(event.pos):
                text_to_display = "MAIN MENU"

    for button in buttons:
        if button.collidepoint(pg.mouse.get_pos()):
            pg.mouse.set_cursor(pg.SYSTEM_CURSOR_HAND)
            break
        else:
            pg.mouse.set_cursor(pg.SYSTEM_CURSOR_ARROW)

    if paused:
        draw_restart_button()
        draw_main_menu()
        
        draw_text(text_to_display)

    if not paused:
        if game_started == True:
            game_over = False           
            # Display instances
            #screen.blit(bg, (0, 0))
            #kivotos.draw()
            #player.update()
            #obstacle.update()
            #draw_grid()

        # pretend action
        draw_text("".join(random.choices(["0", "1"], k=10)))

    pg.display.flip()
    fps_clock.tick(45)
    
pg.quit()
 
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I took a little different approach. I didn't change the pointer as I have found that it glitches a lot.
I create a button class and used sprite groups. Button 3 doesn't really do anything. Button 2 will display a pink box.
Then button 1 will pause and resume. While paused the other two buttons will display.

mybutton.py
Python:
import pygame

button_sprite = pygame.sprite.Group()

class Button(pygame.sprite.Sprite):
    def __init__(self, default_text='Button'):
        pygame.sprite.Sprite.__init__(self)
        # Defaults
        self.default_text = default_text
        self.text_color = 'white'
        self.text_hover_color = 'white'
        self.bg_color = 'blue'
        self.hover_color = 'skyblue'
        self.x = 0
        self.y = 0
        self.func = None
        self.type = None
                
        # Create and render button text
        self.font = pygame.font.SysFont(None, 24)
        self.text = self.font.render(self.default_text, True, self.text_color)

        # Get size of text
        self.text_width, self.text_height = self.font.size(self.default_text)
        
        self.button_size = (150, 40)
        self.image = pygame.Surface(self.button_size)
        self.image.fill(self.bg_color)
        self.rect = self.image.get_rect()

        # Center text on surface
        self.text_x = self.rect.width/2 - self.text_width/2
        self.text_y = self.rect.height/2 - self.text_height/2

        # Blit text to surface
        self.image.blit(self.text, (self.text_x, self.text_y))

        # Add button to sprite group
        button_sprite.add(self)

    def hover(self):
        ''' Method for hover effects '''
        self.font = pygame.font.SysFont(None, 24)
        self.text = self.font.render(self.default_text, True, self.text_hover_color)

    def reset(self):
        ''' Method for resetting hover effects '''
        self.font = pygame.font.SysFont(None, 24)
        self.text = self.font.render(self.default_text, True, self.text_color)
        
    def update(self):

        # Update button position
        self.rect.y = self.y
        self.rect.x = self.x

        # Get mouse position
        pointer = pygame.mouse.get_pos()
        
        # Detect if pointer collides with a button
        # and call appropiate function
        if self.rect.collidepoint(pointer):
            self.image.fill(self.hover_color)
            self.hover() 
        else:
            self.image.fill(self.bg_color)
            self.reset()

        # Blit text to button
        self.image.blit(self.text, (self.text_x, self.text_y))

game.py
Python:
import pygame
from mybutton import Button, button_sprite
from random import choices
from string import ascii_letters, digits

pygame.init()
pygame.font.init()

clock = pygame.time.Clock()
FPS = 10

window = (1280, 780)
screen = pygame.display.set_mode(window)



# Create functions for buttons
def func1():
    paused = False
    btn2 = Button('Button 2')
    btn2.x = 315
    btn2.y = 20
    btn2.func = func2
    btn2.type = 'square'

    btn3 = Button('Button 3')
    btn3.x = 520
    btn3.y = 20
    btn3.bg_color = 'brown'
    btn3.hover_color = 'orange'
    btn3.text_hover_color = 'brown'
    btn3.func = func3
        
def func2():
    square = pygame.Surface((100,100))
    square.fill('pink')
    screen.blit(square, (120,200))

def func3():
    print('Function 3')


'''
    Create some buttons
    button attributes:
        default_text
        text_color
        text_hover_color
        bg_color
        hover_color
        x
        y
        func
        type
'''
btn1 = Button('Pause')
btn1.x = 100
btn1.y = 20
btn1.bg_color = 'orangered'
btn1.text_color = 'black'
btn1.hover_color = 'red'
btn1.func = func1
btn1.type = 'resume'

pause = False
show_square = False
running = True
while running:
    pointer = pygame.mouse.get_pos()
    screen.fill(pygame.Color(180,180,180))
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        # This needs to be here so the function only fires once per click
        # Loop through sprites and detect collision
        for btn in button_sprite:
            if btn.rect.collidepoint(pointer):
                # If left mouse button pressed and type is resume/pause         
                if pygame.mouse.get_pressed()[0] and btn.type == 'resume':
                    # Button pressed set pause to True, change button text and call function
                    if not pause and btn.type == 'resume':
                        pause = True
                        btn.default_text = 'Resume'
                        btn.func()
                    else:
                        # Set pause to False and remove other buttons
                        pause = False
                        btn.default_text = 'Pause'
                        for sprite in button_sprite:
                            if sprite.type != 'resume':
                                sprite.kill()

                # Button 2 was pressed set show_square to True
                if pygame.mouse.get_pressed()[0] and btn.type == 'square':
                    show_square = True
                    

    # The game is running
    if not pause:
        letters = choices(ascii_letters+digits, k=20)
        color = 'limegreen'
        show_square = False

    # The game is paused
    else:
        letters = 'The game is paused'
        color = 'cyan'
    # Function call will draw a pink square
    if show_square:
        func2()


    # The text box and text
    font = pygame.font.SysFont(None, 45)
    text = font.render(''.join(letters), True, color)
    text_width, text_height = font.size(str(text))

    box = pygame.Surface((500, 40))
    box.fill('#444444')
    box_rect = box.get_rect()

    text_x = box_rect.width/2 - text_width/2
    text_y = box_rect.height/2 - text_height/2
    box.blit(text, (text_x, text_y))

    screen_rect = screen.get_rect()
    pos_x = screen_rect.width/2 - box_rect.width/2
    pos_y = screen_rect.height - 400

    screen.blit(box, (pos_x, pos_y))

    
    
    button_sprite.update()
    button_sprite.draw(screen)

    pygame.display.update()
    clock.tick(FPS)
 
Joined
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I figured out how to keep the pointer from flickering. I set a cursor flag in the class and set it to either true or false
depending on if it collided with the button sprite. Here is the updated code with comments.
Note: I did not add any functionality to the buttons.

Python:
import pygame

pygame.init()

screen_size = (1280, 780)
screen = pygame.display.set_mode(screen_size)
pygame.display.set_caption('My PyGame Window')

allsprites = pygame.sprite.Group()
btn_sprites = pygame.sprite.Group()

running = True

class Button(pygame.sprite.Sprite):
    def __init__(self, btn_text='Button'):
        pygame.sprite.Sprite.__init__(self)
        self.x = 0
        self.y = 0
        self.bgcolor = 'blue'
        self.fgcolor = 'white'
        self.bghovercolor = 'skyblue'
        self.fghovercolor = 'black'
        self.btn_text = btn_text
        self.type = None
        self.function = None
        self.cursor = False

        self.font = pygame.font.SysFont(None, 30)
        self.text = self.font.render(self.btn_text, True, self.fgcolor)

        self.text_width, self.text_height = self.font.size(self.btn_text)

        self.image = pygame.Surface((self.text_width*2, self.text_height*2))
        self.image.fill(self.bgcolor)
       
        self.rect = self.image.get_rect()

        btn_sprites.add(self)
        allsprites.add(self)

    def update(self):
        # Set button position
        self.rect.x = self.x
        self.rect.y = self.y
        self.center = (self.rect.width/2 - self.text_width/2,
                        self.rect.height/2 - self.text_height/2)

        # Get pointer position
        pointer = pygame.mouse.get_pos()

        # Detect if pointer collides with button sprite
        if self.rect.collidepoint(pointer):
            self.image.fill(self.bghovercolor)
            self.text = self.font.render(self.btn_text, True, self.fghovercolor)
        else:
            self.image.fill(self.bgcolor)
            self.text = self.font.render(self.btn_text, True, self.fgcolor)
       
        # Blit text to button surface
        self.image.blit(self.text, self.center)


# Create some buttons
button1 = Button()
button1.bgcolor = 'orange'
button1.bghovercolor = 'red'
button1.fgcolor = 'white'
button1.fghovercolor = 'white'
button1.x = 50
button1.y = 20
button1.function = lambda: print('Button')

button2 = Button('Button 2')
button2.bgcolor = 'purple'
button2.bghovercolor = pygame.Color(180,90,220)
button2.fghovercolor = 'aqua'
button2.x = 220
button2.y = 20
button2.function = lambda: print('Button 2')

button3 = Button('Another Button')
button3.x = 420
button3.y = 20

while running:
    # Get pointer position
    pointer = pygame.mouse.get_pos()

    # Screen background color
    screen.fill('#ffffff')

    # Track events
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        # Loop through button sprites and check if pointer/cursor has collided
        for button in btn_sprites:
            if button.rect.collidepoint(pointer):

                # Pointer has collided with the button
                button.cursor = True

                # Check if button has a function and execute
                # when left mouse button is pressed          
                if pygame.mouse.get_pressed()[0] and button.function != None:
                    button.function()
            else:
                # We are not over a button change pointer flag to False
                # and reset cursor to arrow
                button.cursor = False
                pygame.mouse.set_cursor()

    # Loop through button sprites and check pointer/cursor flag for True
    # If True change cursor to hand
    for btn in btn_sprites:
        if btn.cursor:
            pygame.mouse.set_cursor(pygame.SYSTEM_CURSOR_HAND)

    # Update and draw all sprites to screen
    allsprites.update()
    allsprites.draw(screen)
   
    pygame.display.update()
 
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I tweaked the buttons a little more. I only have them to display some text. Could be used for any functions.

btn_class.py
Python:
import pygame

# Inialize pygame font
pygame.font.init()

# Create a sprite group
btn_sprites = pygame.sprite.Group()

class Button(pygame.sprite.Sprite):
    def __init__(self, x=0, y=0, text='Button'):
        pygame.sprite.Sprite.__init__(self)

        # Set Button Attributes
        self.border_color = '#999999'
        self.bgcolor = 'blue'
        self.fgcolor = 'white'
        self.bg_hover_color = 'mediumblue'
        self.fg_hover_color = 'cyan'
        self.text = text
        self.x = x
        self.y = y
        self.type = None
        self.function = None

        # These two lines should not be changed
        self.pointer = pygame.mouse.get_pos()
        self.cursor = False
        
        # Setup the font and button text
        self.font = pygame.font.SysFont(None, 35)
        self.btn_text = self.font.render(self.text, True, self.fgcolor)

        # Get text width and height
        self.text_width, self.text_height = self.font.size(str(self.text))

        # Create the button surface
        self.button = pygame.Surface((self.text_width*2, self.text_height*2))
        self.button.fill(self.bgcolor)

        # Get button size
        self.button_rect = self.button.get_rect()

        # Get the center to place button text
        self.center_text = (
            self.button_rect.width/2 - self.text_width/2,
            self.button_rect.height/2 - self.text_height/2
        )

        # Blit text to button
        self.button.blit(self.btn_text, self.center_text)

        # Create the shadow image
        self.image = pygame.Surface((self.button_rect.width+5, self.button_rect.height+5)).convert()
        self.image.fill(self.border_color)
        self.rect = self.image.get_rect()
        self.image.set_alpha(200)

        # Get the center for button and shadow
        self.center_button = (
            self.rect.width/2 - self.button_rect.width/2,
            self.rect.height/2 - self.button_rect.height/2
        )

        # Add Button to sprite group
        btn_sprites.add(self)
        

    def update(self):
        ''' Method for updating button effects '''

        # Place the button
        self.rect.x = self.x
        self.rect.y = self.y

        # Get the pointer position
        self.pointer = pygame.mouse.get_pos()

        # If the pointer hovers over a button make highlight effect
        if self.rect.collidepoint(self.pointer):
            self.image.set_alpha(220)
            self.button.fill(self.bg_hover_color)

            # Effects for mouse click
            if pygame.mouse.get_pressed()[0] and self.function != None:
                self.image.set_colorkey(self.border_color)
                self.image.set_alpha(255)
            else:
                # Reset shadow
                self.image.set_colorkey()
        else:
            # Reset the button to default
            self.image.set_alpha(200)
            self.button.fill(self.bgcolor)

        # Update the button
        self.button.blit(self.btn_text, self.center_text)
        self.image.blit(self.button, self.center_button)

buttons.py
Python:
import pygame
from btn_class import Button, btn_sprites

# Setup pygame window
window_size = (1280, 780)
window = pygame.display.set_mode(window_size)

# Pygame caption
pygame.display.set_caption('My PyGame Window')

# Setup clock
clock = pygame.time.Clock()
fps = 60

# Window color
window_color = '#ffffff'

# Some flags
running = True
cursor = False
text = ''

# Create a sprite group
# This group is for displaying buttons only
allsprites = pygame.sprite.Group()

# Create some buttons
'''
    Button attributes with defaults:
        border_color = '#999999'
        bgcolor = 'blue'
        fgcolor = 'white'
        bg_hover_color = 'mediumblue'
        fg_hover_color = 'cyan'
        text = text
        x = x
        y = y
        type = None
        function = None
'''

def draw_text(text=None):
    '''
        Function will draw text to window
    '''
    font = pygame.font.SysFont(None, 40)
    string = font.render(text, True, 'black')
    string_width, string_height = font.size(str(text))
    window_width, window_height = window.get_rect().width, window.get_rect().height
    
    center = (
        window_width/2 - string_width/2,
        window_height/2 - string_height/2
    )
    
    window.blit(string, center)


btn1 = Button()
btn1.x = 20
btn1.y = 20
btn1.function = lambda: draw_text(f'You clicked {btn1.text.capitalize()}')

btn2 = Button(text='Button 2')
btn2.x = 220
btn2.y = 20
btn2.bgcolor = 'orange'
btn2.bg_hover_color = 'orangered'
btn2.function = lambda: draw_text(f'You clicked {btn2.text.capitalize()}')

btn3 = Button(text='Clear')
btn3.x = 460
btn3.y = 20
btn3.bgcolor = 'tomato'
btn3.bg_hover_color = 'red'
btn3.function = ''
btn3.type = 'clear'

# Add buttons to allsprites group
allsprites.add(btn1, btn2, btn3)

while running:
    window.fill(window_color)

    # Track pygame events
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

        # loop through btn_sprite group
        for button in btn_sprites:

            # Check for collisions/hover
            if button.rect.collidepoint(button.pointer):

                # We are over a button change pointer to hand
                button.cursor = True

                # Check if mouse button is clicked and we have a function to fire
                # Can add a type here to check for a specific button
                if pygame.mouse.get_pressed()[0] and button.function != None:
                    if button.type == 'clear':
                        text = ''
                    else:
                        text = f'You pressed {button.text}'                 
            else:
                # We are not over a button return pointer to default
                button.cursor = False
                pygame.mouse.set_cursor()

    # Loop through buttons and if flag is True change pointer to hand
    for button in btn_sprites:
        if button.cursor:
            pygame.mouse.set_cursor(pygame.SYSTEM_CURSOR_HAND)

    # Update allsprites and draw to window
    allsprites.update()
    allsprites.draw(window)

    draw_text(text)

    pygame.display.update()
    clock.tick(fps)
 

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