I am creating a game with pygame in which the color of a letter changes when you type that letter. Like nitrotype.com. However the problem is that I don't know how to change the colour of individual letters. I can't clear the screen and then do it because then that would change the color of the entire line. So either I need a way to change the colour of individual letters or a way to just put single letters on the screen one at a time. However I don't know how to uniformly put the letters(such that the end sentence is centered). Please could someone help me out here. Either by telling me how to change the color of individual letters or how to put individual letters in a perfect manner and then change their color.
import pygame as pg
import pygame
pg.init()
screenHeight, screenWidth = 600, 800
gameDisplay = pg.display.set_mode((screenWidth, screenHeight))
pg.display.set_caption("Nitrotype")
black = (255, 255, 255)
white = (0, 0, 0)
gameDisplay.fill(white)
pg.display.update()
gameOn = True
with open("text.txt", "r") as f:
contents = f.read()
def msgToScreen(msg, color, size):
cur = []
strings = []
words = msg.split(" ")
for i in words:
cur.append(i)
if len(" ".join(cur)) >= 35:
strings.append(" ".join(cur))
cur = []
if cur != []:strings.append(" ".join(cur))
curY = 20
for string in strings:
font = pg.font.SysFont(None, size)
text = font.render(string, True, color)
text_rect = text.get_rect(center=(screenWidth/2, curY))
gameDisplay.blit(text, text_rect)
curY += 40
return text
textOnScreen = msgToScreen(contents, black, 50)
pg.display.update()
curIdx = 0
keyCombination = {"a":pg.K_a, "b":pg.K_b, "c":pg.K_c, "d":pg.K_d, "e":pg.K_e, "f":pg.K_f,
"g":pg.K_g, "h":pg.K_h, "i":pg.K_i, "j":pg.K_j, "k":pg.K_k, "l":pg.K_l,
"m":pg.K_m, "n":pg.K_n, "o":pg.K_o, "p":pg.K_p, "q":pg.K_q, "r":pg.K_r,
"s":pg.K_s, "t":pg.K_t, "u":pg.K_u, "v":pg.K_v, "w":pg.K_w, "x":pg.K_x,
"y":pg.K_y, "z":pg.K_z}
while gameOn:
for event in pygame.event.get():
if event.type == pg.QUIT:
gameOn = False
if event.type == pg.KEYDOWN:
if event.key == keyCombination[contents[curIdx].lower()]:
#Here is where the color of the current letter should change
curIdx += 1
pg.quit()
You can't change the color of a single letter during font rendering; you'll have to render your text letter by letter.
You can either use render()
to render each letter to its own surface and blit them to your screen, but you have to calculate where each letter should go manually.
It's a little bit easier if you use the new freetype
module, which has a lot of handy functions in the Font
class like origin
, get_rect
and get_metrics
which can calculate how big each letter is.
Here's a simple example I hacked together. It's not perfect but you'll get the idea.
import pygame
import pygame.freetype
from itertools import cycle
def main():
pygame.init()
screen = pygame.display.set_mode((800, 600))
# just some demo data for you to type
data = cycle(['This is an example.', 'This is another, longer sentence.'])
current = next(data)
current_idx = 0 # points to the current letter, as you have already guessed
font = pygame.freetype.Font(None, 50)
# the font in the new freetype module have an origin property.
# if you set this to True, the render functions take the dest position
# to be that of the text origin, as opposed to the top-left corner
# of the bounding box
font.origin = True
font_height = font.get_sized_height()
# we want to know how much space each letter takes during rendering.
# the item at index 4 is the 'horizontal_advance_x'
M_ADV_X = 4
# let's calculate how big the entire line of text is
text_surf_rect = font.get_rect(current)
# in this rect, the y property is the baseline
# we use since we use the origin mode
baseline = text_surf_rect.y
# now let's create a surface to render the text on
# and center it on the screen
text_surf = pygame.Surface(text_surf_rect.size)
text_surf_rect.center = screen.get_rect().center
# calculate the width (and other stuff) for each letter of the text
metrics = font.get_metrics(current)
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
if e.type == pygame.KEYDOWN:
if e.unicode == current[current_idx].lower():
# if we press the correct letter, move the index
current_idx += 1
if current_idx >= len(current):
# if the sentence is complete, let's prepare the
# next surface
current_idx = 0
current = next(data)
text_surf_rect = font.get_rect(current)
baseline = text_surf_rect.y
text_surf = pygame.Surface(text_surf_rect.size)
text_surf_rect.center = screen.get_rect().center
metrics = font.get_metrics(current)
# clear everything
screen.fill('white')
text_surf.fill('white')
x = 0
# render each letter of the current sentence one by one
for (idx, (letter, metric)) in enumerate(zip(current, metrics)):
# select the right color
if idx == current_idx:
color = 'lightblue'
elif idx < current_idx:
color = 'lightgrey'
else:
color = 'black'
# render the single letter
font.render_to(text_surf, (x, baseline), letter, color)
# and move the start position
x += metric[M_ADV_X]
screen.blit(text_surf, text_surf_rect)
pygame.display.flip()
if __name__ == '__main__':
main()
Centering the text is easy using a second Surface
and using the Rect
class' center
property.