Edit: added a longer example code.
I'm having trouble with coding buttons in pygame. I'm a newbie to the pygame module, so be gentle.
Basically, the goal is to make a point-and-click telltale kind of game. The player gets presented with two choices each gameloop, ie "go left" or "go right". Accordingly, there are two buttons in each gameloop, all located at the same coordinates.
Here is the function:
import pygame
import os
import time
pygame.init()
display_width= 1280
display_height = 720
gameDisplay = pygame.display.set_mode((display_width, display_height))
clock = pygame.time.Clock()
def button(msg,x, y, w, h, ic, ac, action=None): #message, x y location, width, height, inactive and active colour
if action ==None:
pygame.display.update()
clock.tick(15)
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if x+w > mouse[0] > x and y+h > mouse[1] > y:
pygame.draw.rect(gameDisplay, ac,(x,y,w,h))
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
pygame.display.update()
clock.tick(15)
if action == "left1":
game_loop("loop1-1.png",0,0,"left2","left2","","")
else:
pygame.draw.rect(gameDisplay, ic,(x,y,w,h))
smallText = pygame.font.SysFont('timesnewroman',20)
textSurf, textRect = text_objects(msg, smallText, silver)
textRect.center = ( (x+(w/2)), (y+(h/2)) )
gameDisplay.blit(textSurf, textRect)
def game_loop(pic,width,heigth,act1,act2,left,right):
intro = True
while intro:
for event in pygame.event.get():
print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(white)
gameDisplay.blit(get_image(pic), (0, 0)) #MAIN MENU PIC
button(left,440,450,width,heigth, dark_gray, gray, action=act1)#start nupp
button(right,740,450,width,heigth, dark_gray, gray, action=act2)#exit nupp
pygame.display.update()
clock.tick(15)
The problem occurs when I click the button carelessly, meaning if I don't purposefully click on the left mouse button as fast as I can. Once game_loop1 is called and if I click for a bit longer, the program will read the first click again in this game_loop1 and run the next game_loop and then the next etc. This means the player can accidentally skip through gameloops.
Is there a way to delay the program after the first click(however long it is)? Or maybe a way to include keyup in the function, so it won't count the click in the next gameloop?
Thanks!