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# -*- coding: utf-8 -*-
import colorsys
import copy
import os
import pygame
import sys
import classes.extras as ex
""" Template
self.board.add_universal_unit(grid_x=0, grid_y=0, grid_w=4, grid_h=4, txt="",
fg_img_src="fg_img.png", bg_img_src="bg_img.png", dc_img_src="decor_img.png",
bg_color=(0, 0, 0, 255),
border_color=(255, 255, 0),
font_color=((255, 0, 255, 255), (255, 255, 0, 255), (255, 255, 0, 255)),
bg_tint_color=(190, 0, 0, 100), fg_tint_color=(10, 10, 10, 255),
txt_align=(0, 0), font_type=0,
multi_color=True, alpha=True, immobilized=True)
"""
class ImageLayer:
def __init__(self, unit, canvas, img_src, alpha):
self.unit = unit
self.canvas = canvas
self.img_src = img_src
self.alpha = alpha
self.rect = self.canvas.get_rect()
self.img = None
self.img_pos = (0, 0)
self.change_image(img_src)
def change_image(self, img_src):
self.img_src = img_src
if len(self.img_src) > 0:
self.update_me = True
self.hasimg = True
try:
if self.alpha:
self.img_org = pygame.image.load(os.path.join('res', 'images', self.img_src)).convert_alpha()
else:
self.img_org = pygame.image.load(os.path.join('res', 'images', self.img_src)).convert()
self.img = self.img_org
self.img_rect = self.img.get_rect()
old_h = self.img_rect.h
old_w = self.img_rect.w
if self.unit.grid_h > self.unit.grid_w:
new_w = self.rect.w
new_h = int((new_w * old_h) / old_w)
else:
new_h = self.rect.h
new_w = int((new_h * old_w) / old_h)
self.img = self.scalled_img(self.img_org, new_w, new_h)
self.img_rect = self.img.get_rect()
pos_x = ((self.unit.board.scale * self.unit.grid_w - self.img_rect.w) // 2)
pos_y = ((self.unit.board.scale * self.unit.grid_h - self.img_rect.h) // 2)
self.img_pos = (pos_x, pos_y)
except:
pass
def get_tinted_img(self, tint_color):
tinted_img = self.img.copy()
tinted_img.fill(tint_color, special_flags=pygame.BLEND_ADD)
return tinted_img
def scalled_img(self, image, new_w, new_h):
'scales image depending on pygame version and bit depth using either smoothscale or scale'
if image.get_bitsize() in [32, 24] and pygame.version.vernum >= (1, 8):
img = pygame.transform.smoothscale(image, (new_w, new_h))
else:
img = pygame.transform.scale(image, (new_w, new_h))
return img
class Universal(pygame.sprite.Sprite):
def __init__(self, board, grid_x=0, grid_y=0, grid_w=1, grid_h=1,
txt=None,
fg_img_src=None,
bg_img_src=None,
dc_img_src=None,
bg_color=(0, 0, 0, 0),
border_color=None,
font_colors=None,
bg_tint_color=None,
fg_tint_color=None,
dc_tint_color=None,
txt_align=(0, 0),
font_type=0,
multi_color=False,
alpha=True,
immobilized=False,
fg_as_hover=False,
dc_as_hover=False,
mode=0):
pygame.sprite.Sprite.__init__(self)
self.grid_x = grid_x
self.grid_y = grid_y
self.grid_w = grid_w
self.grid_h = grid_h
self.grid_last_x = grid_x
self.grid_last_y = grid_y
self.alpha = alpha
self.board = board
self.immobilized = immobilized
self.fg_as_hover = fg_as_hover
self.dc_as_hover = dc_as_hover
self.bg_color = bg_color
self.border_color = border_color
self.font_colors = font_colors # needs to be a list
self.bg_tint_color = bg_tint_color
self.fg_tint_color = fg_tint_color
self.dc_tint_color = dc_tint_color
self.color = bg_color # alias
self.bg_img_src = bg_img_src
self.fg_img_src = fg_img_src
self.dc_img_src = dc_img_src
self.use_blit_mask = False
self.txt = txt
self.txt_align = txt_align[0] # align: 0 - centered, 1 - left, 2 - right
self.txt_valign = txt_align[1] # align: 0 - centered, 1 - top
self.font_type = font_type
self.multi_color = multi_color
self.initcolor = self.bg_color
self.allow_brightening = True
self.decolorable = False
self.mirror = False
self.mode = mode
self.speaker_val_update = False
if txt is not None:
self.speaker_val = txt
self.value = ex.unival(txt)
else:
self.speaker_val = ""
self.value = txt
self.draggable = True
self.animable = True
self.show_value = True
self.readable = False
self.audible = False # use true to enable sounds on unit move
self.outline_highlight = False
self.update_me = True
self.hidden = False
self.hover = False
self.check_display = None # None - none, True - correct, False - wrong
self.checkable = False
# scale font size:
self.font = self.board.font_sizes[self.font_type]
self.text_wrap = True
self.img_src2 = None
self.init_pow = 2
self.highlight = False
self.keyable = True
self.id = 0
self.manual_painting = None
self.manual_painting_layer = 0
self.unit_id = len(self.board.ships)
self.init_images()
def blit_mask(self, source_surf, dest_surf, mask):
mask_rect = mask.get_rect()
tmp = source_surf.copy()
tmp.blit(mask, mask_rect.topleft, mask_rect, special_flags=pygame.BLEND_RGBA_MULT)
dest_surf.blit(tmp, (0, 0), dest_surf.get_rect().clip(mask.get_rect()))
def set_blit_mask(self, mask_img_src):
self.use_blit_mask = True
self.mask_img_src = mask_img_src
self.mask_surf = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1],
flags=pygame.SRCALPHA)
self.layer_mask = ImageLayer(self, self.mask_surf, self.mask_img_src, self.alpha)
self.mask_surf.blit(self.layer_mask.img, self.layer_mask.img_pos)
self.update_me = True
def init_m_painting(self):
self.manual_painting = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1], flags=pygame.SRCALPHA)
def use_fg_as_hover(self):
self.fg_as_hover = True
def init_images(self):
# Set height, width, the -1 is to give it some space around for the margin
if self.alpha:
self.image = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1], flags=pygame.SRCALPHA)
else:
self.image = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1])
# Make our top-left corner the passed-in location. The +1 is the margin
self.rect = self.image.get_rect()
self.rect.topleft = [self.grid_x * self.board.scale + 1, self.grid_y * self.board.scale + 1]
if self.bg_img_src is not None:
self.layer_bg = ImageLayer(self, self.image, self.bg_img_src, self.alpha)
if self.fg_img_src is not None:
self.layer_fg = ImageLayer(self, self.image, self.fg_img_src, self.alpha)
if self.dc_img_src is not None:
self.layer_dc = ImageLayer(self, self.image, self.dc_img_src, self.alpha)
if self.immobilized:
self.immobilize()
self.set_value(self.txt)
if self.border_color is not None:
self.set_outline(self.border_color, 2)
self.compose_image()
def set_dc_img(self, dc_img_src):
self.dc_img_src = dc_img_src
self.layer_dc = ImageLayer(self, self.image, self.dc_img_src, self.alpha)
def change_colors(self, bg_color, border_color, bg_tint_color, fg_tint_color):
self.bg_color = bg_color
self.border_color = border_color
self.bg_tint_color = bg_tint_color
self.fg_tint_color = fg_tint_color
self.update_me = True
def resize_unit(self, new_grid_w, new_grid_h):
self.grid_w = new_grid_w
self.grid_h = new_grid_h
if self.alpha:
self.image = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1], flags=pygame.SRCALPHA)
else:
self.image = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1])
self.image.fill(self.bg_color)
def set_display_check(self, value):
self.check_display = value
self.update_me = True
def init_check_images(self, align=2, shrink=2):
# w = int((self.grid_w * self.board.scale) / shrink)
h = w = int((self.grid_h * self.board.scale) / shrink)
if align == 2:
self.check_x = int((self.grid_w * self.board.scale * 0.95) - w)
self.check_y = int((self.grid_h * self.board.scale * 0.95) - h)
elif align == 1:
self.check_x = ((self.grid_w * self.board.scale) - w) // 2
self.check_y = ((self.grid_h * self.board.scale) - h) // 2
self.check_img1 = self.scalled_img(
pygame.image.load(os.path.join('res', 'images', "check_ok.png")).convert_alpha(), w, h)
self.check_img2 = self.scalled_img(
pygame.image.load(os.path.join('res', 'images', "check_wrong.png")).convert_alpha(), w, h)
def scalled_img(self, image, new_w, new_h):
'scales image depending on pygame version and bit depth using either smoothscale or scale'
if image.get_bitsize() in [32, 24] and pygame.version.vernum >= (1, 8):
img = pygame.transform.smoothscale(image, (new_w, new_h))
else:
img = pygame.transform.scale(image, (new_w, new_h))
return img
def update_font_size(self, font_size):
self.font = self.board.font_sizes[font_size]
def set_value(self, new_value):
self.value = ex.unival(new_value)
self.txt = self.value
self.update_me = True
if self.multi_color:
self.coltxt = self.split_tags(self.value)
self.value = "".join(self.coltxt[1])
self.update(self.board)
def split_tags(self, text):
txt = []
col = []
txtln = []
tmp = ""
ln = len(text)
i = 0
while i < ln:
if text[i] == "<":
if i > 0:
if len(txt) > 0:
txtln.append(self.font.size("".join(txt) + tmp)[0] - self.font.size(tmp)[0])
else:
txtln.append(0)
txt.append(tmp)
tmp = ""
i += 1
if text[i] == ">":
col.append(int(tmp) - 1)
tmp = ""
i += 1
tmp += text[i]
i += 1
txtln.append(self.font.size("".join(txt) + tmp)[0] - self.font.size(tmp)[0])
txt.append(tmp)
return [col, txt, txtln]
def pos_update(self):
if self.grid_w > 0 and self.grid_h > 0:
self.image = pygame.Surface([self.grid_w * self.board.scale - 1, self.grid_h * self.board.scale - 1])
self.painting = self.image
self.rect = self.image.get_rect()
self.rect.topleft = [self.grid_x * self.board.scale + 1, self.grid_y * self.board.scale + 1]
else:
self.image = pygame.Surface([1, 1])
# self.painting = self.image
self.rect = self.image.get_rect()
self.rect.topleft = [self.grid_x * self.board.scale + 1, self.grid_y * self.board.scale + 1]
def set_pos(self, pos):
self.grid_x = pos[0]
self.grid_y = pos[1]
self.rect.topleft = [pos[0] * self.board.scale + 1, pos[1] * self.board.scale + 1]
@property
def grid_pos(self):
return [self.grid_x, self.grid_y]
def immobilize(self):
self.keyable = False
self.draggable = False
self.highlight = False
def add_to_handle(self):
if self.speaker_val_update:
self.speaker_val = self.value
def compose_image(self):
if self.board.mainloop.scheme is not None and self.board.decolorable and self.decolorable and self.board.mainloop.game_board is not None:
self.initcolor = self.board.mainloop.scheme.u_initcolor # (255,255,255)
self.color = self.board.mainloop.scheme.u_color # (255,255,255)
if not self.multi_color:
self.font_colors = (self.board.mainloop.scheme.u_font_color, ) # (0,0,0)
# draw background color
self.image.fill(self.bg_color)
# draw background image
if self.bg_img_src is not None:
if self.layer_bg.img is not None:
if (not self.fg_as_hover) or (not self.hover and self.fg_as_hover):
# apply background tint
if self.bg_tint_color is not None:
if not self.mirror:
if not self.use_blit_mask:
self.image.blit(self.layer_bg.get_tinted_img(self.bg_tint_color), self.layer_bg.img_pos)
else:
self.blit_mask(self.layer_bg.get_tinted_img(self.bg_tint_color), self.image,
self.mask_surf)
else:
if not self.use_blit_mask:
self.image.blit(pygame.transform.flip(self.layer_bg.get_tinted_img(self.bg_tint_color),
True, False), self.layer_bg.img_pos)
else:
self.blit_mask(pygame.transform.flip(self.layer_bg.get_tinted_img(self.bg_tint_color),
True, False), self.image, self.mask_surf)
else:
if not self.mirror:
if not self.use_blit_mask:
self.image.blit(self.layer_bg.img, self.layer_bg.img_pos)
else:
self.blit_mask(self.layer_bg.img, self.image, self.mask_surf)
else:
if not self.use_blit_mask:
self.image.blit(pygame.transform.flip(self.layer_bg.img, True, False),
self.layer_bg.img_pos)
else:
self.blit_mask(pygame.transform.flip(self.layer_bg.img, True, False),
self.image, self.mask_surf)
# draw custom drawn image
if self.manual_painting is not None:
if self.manual_painting_layer == 0:
self.image.blit(self.manual_painting, self.layer_bg.img_pos)
# draw background border
if self.border_color is not None:
self.draw_outline()
# draw foreground image or hover image if used as hover
if self.fg_img_src is not None:
if self.layer_fg.img is not None:
if (not self.fg_as_hover) or (self.hover and self.fg_as_hover):
# apply foreground tint
if self.fg_tint_color is not None:
if not self.mirror:
if not self.use_blit_mask:
self.image.blit(self.layer_fg.get_tinted_img(self.fg_tint_color), self.layer_fg.img_pos)
else:
self.blit_mask(self.layer_fg.get_tinted_img(self.fg_tint_color), self.image,
self.mask_surf)
else:
if not self.use_blit_mask:
self.image.blit(pygame.transform.flip(self.layer_fg.get_tinted_img(self.fg_tint_color),
True, False), self.layer_fg.img_pos)
else:
self.blit_mask(pygame.transform.flip(self.layer_fg.get_tinted_img(self.fg_tint_color),
True, False), self.image, self.mask_surf)
else:
if not self.mirror:
if not self.use_blit_mask:
self.image.blit(self.layer_fg.img, self.layer_fg.img_pos)
else:
self.blit_mask(self.layer_fg.img, self.image, self.mask_surf)
else:
if not self.use_blit_mask:
self.image.blit(pygame.transform.flip(self.layer_fg.img, True, False),
self.layer_fg.img_pos)
else:
self.blit_mask(pygame.transform.flip(self.layer_fg.img, True, False),
self.image, self.mask_surf)
# draw custom drawn image
if self.manual_painting is not None:
if self.manual_painting_layer == 1:
self.image.blit(self.manual_painting, self.layer_fg.img_pos)
# draw foreground text
self.display_text()
# draw highlight or other decor layer
if self.dc_img_src is not None:
if self.layer_dc.img is not None:
if (not self.dc_as_hover) or (self.hover and self.dc_as_hover):
if self.dc_tint_color is not None:
self.image.blit(self.layer_dc.get_tinted_img(self.dc_tint_color), self.layer_dc.img_pos)
else:
self.image.blit(self.layer_dc.img, self.layer_dc.img_pos)
def hide(self):
self.hidden = True
self.update_me = True
self.update(self.board)
def show(self):
self.hidden = False
self.update_me = True
self.update(self.board)
def update(self, board, **kwargs):
if self.update_me and not self.hidden:
self.update_me = False
self.compose_image()
# apply checkmarks
self.draw_check_marks()
elif self.update_me and self.hidden:
self.update_me = False
self.image.fill(self.bg_color)
def display_text(self):
if self.value is not None and self.show_value:
if not self.multi_color:
if sys.version_info < (3, 0):
if isinstance(self.value, basestring):
# if a passed argument is a string turn it into a 1 item list
if self.font.size(self.value)[0] < self.rect.w or not self.text_wrap:
value = [self.value]
else:
# else enter extra line breaks
if len(self.value) > 5:
line = ""
test_line = ""
word = ""
value = []
valx = ""
try:
valx = unicode(self.value, "utf-8")
except UnicodeDecodeError:
valx = self.value
except TypeError:
valx = self.value
linelen = len(valx)
for i in range(linelen):
if valx[i] == "\n":
test_line = "" + word
word = ""
value.append(line)
line = "" + test_line
elif valx[i] == " " or i == linelen - 1:
test_line = test_line + word + valx[i]
if self.font.size(test_line)[0] < self.rect.w:
line = "" + test_line
word = ""
else:
test_line = "" + word + valx[i]
word = ""
value.append(line)
line = "" + test_line
else:
word += valx[i]
if len(test_line) > 0:
value.append(test_line)
else:
value = [self.value]
else:
value = self.value
else:
if isinstance(self.value, str):
# if a passed argument is a string turn it into a 1 item list
if self.font.size(self.value)[0] < self.rect.w or not self.text_wrap:
value = [self.value]
else:
# else enter extra line breaks
if len(self.value) > 5:
line = ""
test_line = ""
word = ""
value = []
valx = self.value
linelen = len(valx)
for i in range(linelen):
if valx[i] == "\n":
test_line = "" + word
word = ""
value.append(line)
line = "" + test_line
elif valx[i] == " " or i == linelen - 1:
test_line = test_line + word + valx[i]
if self.font.size(test_line)[0] < self.rect.w:
line = "" + test_line
word = ""
else:
test_line = "" + word + valx[i]
word = ""
value.append(line)
line = "" + test_line
else:
word += valx[i]
if len(test_line) > 0:
value.append(test_line)
else:
value = [self.value]
else:
value = self.value
lv = len(value)
for i in range(lv):
if sys.version_info < (3, 0):
try:
val = unicode(value[i], "utf-8")
except UnicodeDecodeError:
val = value[i]
except TypeError:
val = value[i]
else:
val = value[i]
try:
text = self.font.render("%s" % (val), 1, self.font_colors[0])
except:
pass
if self.txt_align == 0:
font_x = ((self.board.scale * self.grid_w - self.font.size(val)[0]) // 2)
elif self.txt_align == 1:
font_x = 5
elif self.txt_align == 2:
font_x = self.board.scale * self.grid_w - self.font.size(val)[0] - 5
if lv == 1:
font_y = ((self.board.scale * self.grid_h - self.font.size(val)[1]) // 2)
elif lv == self.grid_h:
# number of items is equal to grid height of an object - distribute lines equally in each grid square
font_y = ((self.board.scale - self.font.size(val)[1]) // 2) + self.board.scale * i
else:
if self.txt_valign == 0:
# lv - total
line_h = self.font.size(value[0])[
1] / self.board.mainloop.config.font_line_height_adjustment
line_margin = 0
step = line_h + line_margin
center = (self.board.scale * self.grid_h) // 2
start_at = center - (
step * lv - line_margin) // 2 - self.board.mainloop.config.font_start_at_adjustment
font_y = start_at + step * i
else:
line_h = self.font.size(value[0])[
1] / self.board.mainloop.config.font_line_height_adjustment
line_margin = 0
step = line_h + line_margin
start_at = 5
font_y = start_at + step * i
try:
self.image.blit(text, (font_x, font_y))
except:
pass
else: # multi-color
if self.show_value:
val = ex.unival(self.value)
if self.txt_align == 0:
font_x = ((self.board.scale * self.grid_w - self.font.size(val)[0]) // 2)
elif self.txt_align == 1:
font_x = 5
elif self.txt_align == 2:
font_x = self.board.scale * self.grid_w - self.font.size(val)[0] - 5
font_y = ((self.board.scale * self.grid_h - self.font.size(val)[1]) // 2)
for i in range(len(self.coltxt[0])):
text = self.font.render("%s" % (self.coltxt[1][i]), 1, self.font_colors[self.coltxt[0][i]])
self.image.blit(text, (font_x + self.coltxt[2][i], font_y))
def draw_check_marks(self):
if self.check_display is not None:
if self.check_display:
self.image.blit(self.check_img1, (self.check_x, self.check_y))
else:
self.image.blit(self.check_img2, (self.check_x, self.check_y))
@property
def reversed_colorx(self):
return [int(each / 1.5) for each in reversed(self.initcolor)]
@property
def brighter(self):
pass
def turn(self, d):
pass
def rot_centerx(self, image, angle):
"""rotate an image while keeping its center and size"""
orig_rect = image.get_rect()
rot_image = pygame.transform.rotate(image, angle)
rot_rect = copy.deepcopy(orig_rect)
rot_rect.center = rot_image.get_rect().center
rot_image = copy.copy(rot_image.subsurface(rot_rect))
return rot_image
def draw_outline(self):
"""draws an 'outline' around the unit"""
pass
def set_outline(self, color=[255, 0, 0], width=2):
'enables the draw_outline and sets line color and width'
pass
def move(self, board, x, y):
board.move(self.unit_id, x, y)
def mirror_image(self):
self.mirror = True
def set_grid_pos(self, grid_x, grid_y):
self.grid_x = grid_x
self.grid_y = grid_y
self.pos_update()
def mouse_out(self):
if self.hover:
self.update_me = True
self.hover = False
self.board.mainloop.redraw_needed[0] = True
self.update(self.board)
def mouse_click(self):
pass
def mouse_enter(self):
if not self.hover:
self.hover = True
self.update_me = True
self.board.mainloop.redraw_needed[0] = True
self.update(self.board)
def handle(self, event):
if event.type == pygame.MOUSEMOTION:
self.mouse_enter()
elif event.type == pygame.MOUSEBUTTONUP:
self.mouse_click()
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