Right now, my game blits all the images in random positions correctly and also gets the rect of the images correctly, but I can´t figure out how to use colliderect to make sure the images don´t overlap. How could it work for my code?
Also I´m trying to make the first text fade out and I don´t know why it doesn´t work for me.
Here is the code:
class GAME1:
def __init__(self, next_scene):
self.background = pygame.Surface(size)
# Create an array of images with their rect
self.images = []
self.rects = []
self.imagenes1_array = ['autobus.png','coche.png','barco.png','autobus2.png','grua.png','bici.png']
for i in self.imagenes1_array:
# We divide in variables so we can then get the rect of the whole Img (i2)
i2 = pygame.image.load(i)
self.images.append(i2)
s = pygame.Surface(i2.get_size())
r = s.get_rect()
# Trying to use colliderect so it doesnt overlap
if pygame.Rect.colliderect(r,r) == True:
x = random.randint(300,1000)
y = random.randint(200,700)
self.rects.append(r)
def start(self, gamestate):
self.gamestate = gamestate
for rect in self.rects:
# Give random coordinates (we limit the dimensions (x,y))
x = random.randint(300,1000)
y = random.randint(200,700)
rect.x = x
rect.y = y
def draw(self,screen):
self.background = pygame.Surface(size)
font = pygame.font.SysFont("comicsansms",70)
# First half (Show image to remember)
text1 = font.render('¡A recordar!',True, PURPLE)
text1_1 = text1.copy()
# This surface is used to adjust the alpha of the txt_surf.
alpha_surf = pygame.Surface(text1_1.get_size(), pygame.SRCALPHA)
alpha = 255 # The current alpha value of the surface.
if alpha > 0:
alpha = max(alpha-4, 0)
text1_1 = text1.copy()
alpha_surf.fill((255, 255, 255, alpha))
text1_1.blit(alpha_surf, (0,0), special_flags = pygame.BLEND_RGBA_MULT)
screen.blit(text1_1, (600,50))
# Second half (Show all similar images)
text2 = font.render('¿Cuál era el dibujo?',True, PURPLE)
#screen.blit(text2, (500,50))
for i in range(len(self.images)):
#colliding = pygame.Rect.collidelistall(self.rects)
screen.blit(self.images[i], (self.rects[i].x, self.rects[i].y))
def update(self, events, dt):
for event in events:
if event.type == pygame.MOUSEBUTTONDOWN:
for rect in self.rects:
if rect.collidepoint(event.pos):
print('works!')