working TextLabel
parent
e3744241ea
commit
c5ce98b255
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import pygame
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import pygame
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from pygame import Surface
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from pygame import Surface, Rect
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from pygame.font import Font
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from pygame.font import Font
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from sprite.PositionScale import PositionScale
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from sprite.PositionScale import PositionScale
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class TextLabel:
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class TextLabel:
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def __init__(self, text: str, x_position: float, y_position: float, font_size: float, font: Font,
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def __init__(self, text: str, x_position: float, y_position: float, font_size: int,
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alignment: str = "left"):
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alignment: str = "left"):
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self.text = text
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self.text = text
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self.x_position = x_position
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self.x_position = x_position
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@ -15,20 +15,33 @@ class TextLabel:
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self.current_width = 0
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self.current_width = 0
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self.current_height = 0
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self.current_height = 0
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self.font_size = font_size
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self.font_size = font_size
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self.font = font
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self.font = Font('data/font/MilkyNice.ttf', self.font_size)
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self.position_scale = PositionScale()
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self.position_scale = PositionScale()
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def draw(self, screen: Surface, screen_transform: PositionScale):
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def draw(self, screen: Surface, screen_transform: PositionScale):
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rendered_font = self.font.render(str(self.text), True, (255, 255, 255))
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rendered_font = self.font.render(str(self.text), True, pygame.Color('white'))
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self.current_width = rendered_font.get_width()
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self.current_width = rendered_font.get_width()
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self.current_height = rendered_font.get_height()
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self.current_height = rendered_font.get_height()
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if self.alignment == "right":
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if self.alignment == "right":
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screen.blit(rendered_font, (self.x_position - self.current_width / 2, self.y_position))
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screen.blit(rendered_font, (self.x_position - self.current_width, self.y_position))
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elif self.alignment == "right":
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elif self.alignment == "left":
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screen.blit(rendered_font, (self.x_position, self.y_position))
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screen.blit(rendered_font, (self.x_position, self.y_position))
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elif self.alignment == "center":
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elif self.alignment == "center":
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screen.blit(rendered_font, (self.x_position - self.current_width, self.y_position))
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screen.blit(rendered_font, (self.x_position - self.current_width / 2, self.y_position))
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def set_text(self, new_text: str):
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target_scale = (screen_transform.scale[0] * self.position_scale.scale[0],
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self.text = new_text
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screen_transform.scale[1] * self.position_scale.scale[1])
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target_position = ((self.position_scale.position[0] + screen_transform.position[0]) * target_scale[0],
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(self.position_scale.position[1] + screen_transform.position[1]) * target_scale[1])
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target_size = (int(target_scale[0] * self.x_position),
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int(target_scale[1] * self.y_position))
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target_image = pygame.transform.scale(rendered_font, target_size)
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def set_text(self, new_text: str):
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self.text = new_text
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