How to add a text speech in Pygame

AK - 10CA - Glenforest SS 2172 :

So I have this function that blits text to the screen:

def text_speech(font : str ,size : int,text : str,color,x,y, bold : bool):
    SCREEN = width, height = 900, 600
    font = pygame.font.Font(font,size)
    font.set_bold(bold)
    text = font.render(text, True, color)
    textRect = text.get_rect()
    textRect.center = (x,y)
    screen.blit(text,textRect)

If I have

screen.fill((0,0,0))
text_speech('arialnarrow.ttf', 30, 'Hello', (255,255,255),  
            width/2, height/2, False)

It prints 'Hello' on a black screen with white text. If the player hovers over this text, how can I make a text bubble appear that looks like this:

this

I just want a text that has a green background and says 'Click to Confirm'. Anyone got any clue of to how to do this. I apologize, I'm a bit new to Pygame.

Rabbid76 :

The 4th parameter of font.render is the optional background color of the text:

color = (255, 255, 255)
background = (0, 255, 0)
text = font.render(text, True, color, background)

Another option is to render the text to a surface and to convert the surface format to a per pixel alpha format (convert_alpha):

textSurf = font.render(text, True, color).convert_alpha()
textSize = textSurf.get_size()

Create a new surface with the double size:

bubbleSurf = pygame.Surface((textSize[0]*2., textSize[1]*2))
bubbleRect = bubbleSurf.get_rect()

Fill the surface with the background color of the bubble:

bubbleSurf.fill(background)

Blit the text onto the bubble surface:

bubbleSurf.blit(textSurf, textSurf.get_rect(center = bubbleRect.center))

Blit the bubble surface onto screen:

bubbleRect.center = (x,y)
screen.blit(bubbleSurf, bubbleRect)

Full function text_speech:

def text_speech(font : str ,size : int,text : str,color,background,x,y, bold : bool):
    SCREEN = width, height = 900, 600
    font = pygame.font.Font(font,size)
    font.set_bold(bold)
    textSurf = font.render(text, True, color).convert_alpha()
    textSize = textSurf.get_size()   
    bubbleSurf = pygame.Surface((textSize[0]*2., textSize[1]*2))
    bubbleRect = bubbleSurf.get_rect()
    bubbleSurf.fill(background)
    bubbleSurf.blit(textSurf, textSurf.get_rect(center = bubbleRect.center))
    bubbleRect.center = (x,y)
    screen.blit(bubbleSurf, bubbleRect)
text_speech('arialnarrow.ttf', 30, 'Hello', (255,255,255), (0,128,0), 
            width/2, height/2, False)

See the example:

import pygame
import pygame.font

pygame.init()

width, height = 400, 300
screen = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()
textRect = pygame.Rect(0, 0, 0, 0)

def text_speech(font : str, size : int, text : str,color,background,x,y, bold : bool, bubble: bool):
    global textRect
    font = pygame.font.SysFont(None, 40) 
    #font = pygame.font.Font(font,size)
    font.set_bold(bold)
    textSurf = font.render(text, True, color).convert_alpha()
    if bubble:
        textSize = textSurf.get_size()   
        bubbleSurf = pygame.Surface((textSize[0]*2., textSize[1]*2))
        textRect = bubbleSurf.get_rect()
        bubbleSurf.fill(background)
        bubbleSurf.blit(textSurf, textSurf.get_rect(center = textRect.center))
        textRect.center = (x,y)
        screen.blit(bubbleSurf, textRect)
    else:
        textRect = textSurf.get_rect()
        textRect.center = (x,y)
        screen.blit(textSurf, textRect)


run = True
while run:
    clock.tick(60)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
    hover = textRect.collidepoint(pygame.mouse.get_pos())

    screen.fill((0,0,0))
    text_speech('arialnarrow.ttf', 30, 'Hello', (255,255,255), (0, 128, 0), 
        (width/2), (height/2), False, hover)
    pygame.display.flip()

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