I want the user to be able to type a name into each of the 2 textboxes when they click on them. Instead what happens is the next letter will always replace the previous letter instead of writing out a new letter onto the screen. For example, if you try to type "mat" then the a will replace the m and the t will replace the a. How do I fix this?
from pygame import *
screen_width = 1400
screen_height = 800
init()
screen = display.set_mode((screen_width, screen_height))
name_font = font.Font(None, 32)
name_1 = ""
name_2 = ""
class Rectangle:
def __init__(self, x, y):
self.name = ""
self.active = False
self.x = x
self.y = y
self.text_surface = name_font.render(self.name, True, (255, 255, 255))
self.rect_width = max(140, 10 + self.text_surface.get_width())
self.input_rect = Rect(x, y, self.rect_width, 32)
self.input_rect.w = self.text_surface.get_width() + 10
self.click_value = 10
def naming(self, player_name):
for e in events:
if e.type == MOUSEBUTTONDOWN:
if self.input_rect.x + self.click_value >= mx >= self.input_rect.x - 10 and self.input_rect.y + 26 >= my >= self.input_rect.y - 10:
self.active = True
else:
self.active = False
if e.type == KEYDOWN:
if self.active:
if e.key == K_BACKSPACE:
player_name = player_name[:-1]
screen.fill((0, 0, 0))
else:
player_name += e.unicode
self.click_value += 7
self.text_surface = name_font.render(player_name, True, (255, 255, 255))
def draw(self, screen):
draw.rect(screen, (0, 0, 0), self.input_rect, 0)
draw.rect(screen, (255, 255, 255), self.input_rect, 2)
self.input_rect.w = self.text_surface.get_width() + 10
screen.blit(self.text_surface, (self.input_rect.x + 5, self.input_rect.y + 5))
rect_1 = Rectangle(200, 200)
rect_2 = Rectangle(200, 400)
while True:
mx, my = mouse.get_pos()
events = event.get()
for e in events:
if e.type == QUIT:
quit()
screen.fill((0, 0, 0))
rect_1.naming(name_1)
rect_1.draw(screen)
rect_2.naming(name_2)
rect_2.draw(screen)
display.update()
time.delay(1)
I think it has something to do with the placement of the name_1 and name_2 variables but I'm not entirely sure.
Pyhton has not concept of in-out parameters. Use the self.name
attribute, instead of an argument:
from pygame import *
screen_width = 1400
screen_height = 800
init()
screen = display.set_mode((screen_width, screen_height))
name_font = font.Font(None, 32)
name_1 = ""
name_2 = ""
class Rectangle:
def __init__(self, x, y):
self.name = ""
self.active = False
self.x = x
self.y = y
self.text_surface = name_font.render(self.name, True, (255, 255, 255))
self.rect_width = max(140, 10 + self.text_surface.get_width())
self.input_rect = Rect(x, y, self.rect_width, 32)
self.input_rect.w = self.text_surface.get_width() + 10
self.click_value = 10
def naming(self):
for e in events:
if e.type == MOUSEBUTTONDOWN:
if self.input_rect.x + self.click_value >= mx >= self.input_rect.x - 10 and self.input_rect.y + 26 >= my >= self.input_rect.y - 10:
self.active = True
else:
self.active = False
if e.type == KEYDOWN:
if self.active:
if e.key == K_BACKSPACE:
self.name = self.name[:-1]
screen.fill((0, 0, 0))
else:
self.name += e.unicode
self.click_value += 7
self.text_surface = name_font.render(self.name, True, (255, 255, 255))
return self.name
def draw(self, screen):
draw.rect(screen, (0, 0, 0), self.input_rect, 0)
draw.rect(screen, (255, 255, 255), self.input_rect, 2)
self.input_rect.w = self.text_surface.get_width() + 10
screen.blit(self.text_surface, (self.input_rect.x + 5, self.input_rect.y + 5))
rect_1 = Rectangle(200, 200)
rect_2 = Rectangle(200, 400)
while True:
mx, my = mouse.get_pos()
events = event.get()
for e in events:
if e.type == QUIT:
quit()
screen.fill((0, 0, 0))
name_1 = rect_1.naming()
rect_1.draw(screen)
name_2 = rect_2.naming()
rect_2.draw(screen)
display.update()
time.delay(1)