so I am tyring to position my image that is hovering next to my mouse but I want my image to be on the mouse not like a little seperate away from my mouse VIDEO EXAMPLE << as you can see my image that is hovering is not on my mouse its next to the mouse
# how I draw my image
MANUAL_CURSOR = pygame.image.load('nw.png').convert_alpha()
# how I displayed my image next to the mouse
window.blit(MANUAL_CURSOR,(pygame.mouse.get_pos()))
and here is my full game code
import pygame
pygame.init()
# draw our window
window = pygame.display.set_mode((500,540))
pygame.display.set_caption("Tic Tac TOE")
MANUAL_CURSOR = pygame.image.load('nw.png').convert_alpha()
MANUAL_CURSOR2 = pygame.image.load('nOW.png').convert_alpha()
bg = pygame.image.load("Player 1.png")
fps = 40
clock = pygame.time.Clock()
class button():
def __init__(self, color, x,y,width,height, text=''):
self.color = color
self.x = x
self.y = y
self.width = width
self.height = height
self.text = text
self.over = False
def draw(self,window,outline=None):
#Call this method to draw the button on the screen
if outline:
pygame.draw.rect(window, outline, (self.x-2,self.y-2,self.width+4,self.height+4),0)
pygame.draw.rect(window, self.color, (self.x,self.y,self.width,self.height),0)
if self.text != '':
font = pygame.font.SysFont('comicsans', 60)
text = font.render(self.text, 1, (0,0,0))
window.blit(text, (self.x + (self.width/2 - text.get_width()/2), self.y + (self.height/2 - text.get_height()/2)))
def isOver(self, pos):
#Pos is the mouse position or a tuple of (x,y) coordinates
if pos[0] > self.x and pos[0] < self.x + self.width:
if pos[1] > self.y and pos[1] < self.y + self.height:
return True
return False
def playSoundIfMouseIsOver(self, pos, sound):
if self.isOver(pos):
if not self.over:
beepsound.play()
self.over = True
else:
self.over = False
white = (250,250,250)
greenbutton2 = button((0,255,0),210,220,100,100, '')
greenbutton3 = button((0,255,0),350,220,100,100, '')
greenbutton4 = button((0,255,0),70,220,100,100, '')
greenbutton5 = button((0,255,0),70,350,100,100, '')
font = pygame.font.Font("fos.ttf", 60)
score = 0
cointext = font.render("" + str(score), True, (255,255,255))
coinrect = cointext.get_rect()
coinrect.center = ((620,50))
def redraw():
window.fill((174, 214, 241))
window.blit(bg,(0,0))
greenbutton2.draw(window)
greenbutton3.draw(window)
greenbutton4.draw(window)
greenbutton5.draw(window)
if score >= 0:
window.blit(MANUAL_CURSOR,(pygame.mouse.get_pos(+10)))
if score >= 1:
window.blit(MANUAL_CURSOR2,(pygame.mouse.get_pos()))
if score >= 2:
window.blit(MANUAL_CURSOR,(pygame.mouse.get_pos()))
if score >= 3:
window.blit(MANUAL_CURSOR2,(pygame.mouse.get_pos()))
if score >= 4:
window.blit(MANUAL_CURSOR,(pygame.mouse.get_pos()))
pos = pygame.mouse.get_pos()
# our main loop
runninggame = True
while runninggame:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
runninggame = False
if event.type == pygame.MOUSEBUTTONDOWN:
if greenbutton2.isOver(pos):
score += 1
cointext = font.render("" + str(score), True, (255,255,255))
coinrect.center = ((620,50))
redraw()
pygame.display.update()
pygame.quit()
and the images I am using
Use get_rect
o get a rectangle the size of the image and set the center of the rectangle with the mouse position. Use the rectangle to blit
the image. For instance:
window.blit(MANUAL_CURSOR,(pygame.mouse.get_pos()))
window.blit(MANUAL_CURSOR, MANUAL_CURSOR.get_rect(center = pygame.mouse.get_pos()))
pygame.Surface.get_rect.get_rect()
returns a rectangle with the size of the Surface object, that always starts at (0, 0) since a Surface object has no position. The position of the rectangle can be specified by a keyword argument. For example, the center of the rectangle can be specified with the keyword argument center
. These keyword argument are applied to the attributes of the pygame.Rect
before it is returned (see pygame.Rect
for a full list of the keyword arguments).