Reputation: 73
Desired outcome:
Draw two identical toolbars next to each other:
Actual outcome:
Left hand toolbar is:
Right hand toolbar is:
Question: How do I achieve my desired outcome?
My code:
import pygame
import random
from os import path
WIDTH = 480
HEIGHT = 720
FPS = 30
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
LIGHTGREY = (220, 220, 220)
pygame.init()
pygame.mixer.init()
pygame.display.set_caption("tests")
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
def fill_woutline(surface, fill_color, outline_color, rect, border=1):
surface.fill(outline_color, rect)
surface.fill(fill_color, rect.inflate(-border, -border))
class Bar(pygame.sprite.Sprite):
def __init__(self, centerx, y, width, height, fill_color, outline_color, border=1):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((width, height))
self.rect = self.image.get_rect()
self.rect.centerx = centerx
self.rect.y = y
fill_woutline(self.image, fill_color, outline_color, self.rect, border)
all_bars = pygame.sprite.Group()
toolbar = Bar(25, 0, 50, 360, LIGHTGREY, BLACK, 2)
toolbar2 = Bar(100, 0, 50, 360, LIGHTGREY, BLACK, 2)
all_bars.add(toolbar, toolbar2)
while True:
clock.tick(FPS)
for e in pygame.event.get():
if e.type == pygame.QUIT:
pygame.quit()
screen.fill(WHITE)
all_bars.draw(screen)
pygame.display.flip()
Upvotes: 4
Views: 2409
Reputation: 20438
The second argument of the fill
method specifies the area of the surface that should be filled. If you blit/draw something on a surface then the topleft coords will always be (0, 0) independent of the surface's position on the screen. So because you pass the rect
s with the world coords, you never draw anything on the second bar (the surface is filled with black by default).
To fix the fill_woutline
function, you can just generate a new rect and deflate it.
def fill_woutline(surface, fill_color, outline_color, border=1):
surface.fill(outline_color)
surface.fill(fill_color, surface.get_rect().inflate(-border, -border))
Upvotes: 2