import pygame from pygame import Surface from pygame.font import Font from physics.TickData import TickData from sprite.BoundingBox import BoundingBox from sprite.PositionScale import PositionScale from ui_elements.UiElement import UiElement class TextLabel(UiElement): def tick(self, tick_data: TickData): pass def __init__(self, text: str, x_position: float, y_position: float, font_size: int = 50, alignment: str = "left"): super().__init__() self.text = text self.x_position = x_position self.y_position = y_position self.current_width = 0 self.current_height = 0 self.alignment = alignment self.font_size = font_size self.font = Font('data/font/MilkyNice.ttf', self.font_size) def render_sprite_image(self) -> pygame.Surface: return self.font.render(str(self.text), True, pygame.Color('white')) def draw(self, screen: Surface, screen_transform: PositionScale): rendered_font = self.font.render(str(self.text), True, pygame.Color('white')) self.current_width = rendered_font.get_width() self.current_height = rendered_font.get_height() if self.alignment == "right": self.position_scale.position = (self.x_position - self.current_width, self.y_position) elif self.alignment == "left": self.position_scale.position = (self.x_position, self.y_position) elif self.alignment == "center": self.position_scale.position = (self.x_position - self.current_width / 2, self.y_position) super().draw(screen, screen_transform) def set_text(self, new_text: str): self.text = new_text def get_bounding_box(self) -> BoundingBox: return BoundingBox( self.position_scale.position[0], self.position_scale.position[1], self.current_width * self.position_scale.scale[0], self.current_height * self.position_scale.scale[1] )