I'm learning python. The idea of the app is that there are 8 rectangles which when clicked turn off or on representing binary. Each rectangle representing a bit, and the decimal equivalent will be displayed.
I'm having difficulty translating that into a well written app without hard coding everything. I hard coded the 8 rects using .fill but I would prefer to use a function which does that automatically. I don't want the full code I'd rather have someone point me in the right direction in regards to the structure of the code I should follow. Should I use a class to initiate a new rect then use a render method with a for loop to run through an array of the rectangles, if so, how would I display the rectangles in a row?
To draw the rectangles I am sticking to display.fill()
I considered to hardcore the properties of each rectangle into a tuple of tuples then render each with a for loop, is this a good approach?
Here is a template you can use:
import pygame
import sys
def terminate():
pygame.quit()
sys.exit()
pygame.init()
black = (0,0,0)
white = (0,0,0)
clock = pygame.time.Clock()
fps=30
screen_height = 520
screen_width = 650
screen = pygame.display.set_mode((screen_width,screen_height)
class Rect(pygame.sprite.Sprite):
def __init__(self,x,y,width,height,color,value):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.value = value
def change_value(self,color,value):
self.image.fill(color)
self.value=value
rects = pygame.sprite.Group()
rect = Rect(50,50,100,100,black)
rects.add(rect)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
terminate()
screen.fill(white)
rect.draw(screen)
pygame.display.flip()
clock.tick(fps)
Using a group will allow you to draw all the rectangles at once. You can change the rectangles using the change_value
function.