Goal: to know when a sprite is clicked / active with the mouse
Using: Python 3.2 64bit, Pygame 1.92 64bit, windows 7 64bit
I spend 6 hours to no avail...I've tried :
s.rect.collidepoint(pygame.mouse.get_pos())
s.collidepoint(pygame.mouse.get_pos())
s.sprite.spritecollide(pygame.mouse.get_pos())
s.spritecollide(pygame.mouse.get_pos())
s.sprite.collide_rect(pygame.mouse.get_pos())
s.collide_rect(pygame.mouse.get_pos())
I've also tried turning the mouse location, which I really don't want to do, like someone else mentioned here on another post, into a sprite and collide like that with the same results ;(
I'm able to successfully mouse-collide with an image, but as soon as I turn the image into a sprite class, it becomes a nightmare...what's wrong with the sprite class? Or am I wasting time trying to use sprites for the nice collision features and just use images with rect collision instead?
Keep on getting the AttributeError: 'Sheldon' object has no attribute 'Rect' (s.Rect.collidepoint) or AttributeError: 'tuple' object has no attribute 'collidepoint' (s.collidepoint) or AttributeError: 'Rake' object has no attribute 'sprite' (s.sprite.collidepoint)
Since I'm new to python/pygame, should I be putting this detection in an Update/Render method in the sprite class itself, or am I using the wrong event polling???
I haven't bothered trying to recode the mousedown/up/dragging since I can't even get the mouse-over to work
Hopefully this time the post gets a working response...the others didn't ;(
Thanks for your help.
Code:
import pygame
from pygame import *
from pygame.locals import *
from pygame.sprite import *
class Sheldon(Sprite):
def __init__(self):
Sprite.__init__(self)
self.image = transform.scale(image.load('sheldon.jpg').convert(),(230,310))
self.rect = self.image.get_rect()
class Rake(Sprite):
def __init__(self):
Sprite.__init__(self)
self.image = transform.scale(image.load('rake.jpg').convert(),(230,310))
self.rect = self.image.get_rect()
class Sprite_Mouse_Location(Sprite):
def __init__(self,x,y):
Sprite.__init__(self)
self.rect = pygame.Rect(x,y,1,1)
print(self.rect)
pygame.init()
window = display.set_mode( (800,600) )
sheldon = Sheldon()
sheldon.rect = (10,10)
all_sprites = Group(sheldon)
rake = Rake()
rake.rect = (400,250)
all_sprites.add(rake)
x,y = pygame.mouse.get_pos()
mouse_sprite = Sprite_Mouse_Location(x,y)
running = True
while running == True:
for event in pygame.event.get():
if event.type == QUIT or event.type == KEYUP and event.key == K_ESCAPE :
pygame.quit()
elif event.type == MOUSEMOTION :
for s in all_sprites :
if pygame.sprite.collide_rect(s,mouse_sprite):
print("hit")
window.fill( (0,0,0) )
all_sprites.update()
all_sprites.draw(window)
display.update()