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5.7: Clicking on the Buttons

  • Page ID
    13588
    \( \newcommand{\vecs}[1]{\overset { \scriptstyle \rightharpoonup} {\mathbf{#1}} } \) \( \newcommand{\vecd}[1]{\overset{-\!-\!\rightharpoonup}{\vphantom{a}\smash {#1}}} \)\(\newcommand{\id}{\mathrm{id}}\) \( \newcommand{\Span}{\mathrm{span}}\) \( \newcommand{\kernel}{\mathrm{null}\,}\) \( \newcommand{\range}{\mathrm{range}\,}\) \( \newcommand{\RealPart}{\mathrm{Re}}\) \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\) \( \newcommand{\Argument}{\mathrm{Arg}}\) \( \newcommand{\norm}[1]{\| #1 \|}\) \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\) \( \newcommand{\Span}{\mathrm{span}}\) \(\newcommand{\id}{\mathrm{id}}\) \( \newcommand{\Span}{\mathrm{span}}\) \( \newcommand{\kernel}{\mathrm{null}\,}\) \( \newcommand{\range}{\mathrm{range}\,}\) \( \newcommand{\RealPart}{\mathrm{Re}}\) \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\) \( \newcommand{\Argument}{\mathrm{Arg}}\) \( \newcommand{\norm}[1]{\| #1 \|}\) \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\) \( \newcommand{\Span}{\mathrm{span}}\)\(\newcommand{\AA}{\unicode[.8,0]{x212B}}\)

            checkForQuit()
            for event in pygame.event.get(): # event handling loop
                if event.type == MOUSEBUTTONUP:
                    spotx, spoty = getSpotClicked(mainBoard, event.pos[0], event.pos[1])
    
                    if (spotx, spoty) == (None, None):
                        # check if the user clicked on an option button
                        if RESET_RECT.collidepoint(event.pos):
                            resetAnimation(mainBoard, allMoves) # clicked on Reset button
                            allMoves = []
                        elif NEW_RECT.collidepoint(event.pos):
                            mainBoard, solutionSeq = generateNewPuzzle(80) # clicked on New Game button
                            allMoves = []
                        elif SOLVE_RECT.collidepoint(event.pos):
                            resetAnimation(mainBoard, solutionSeq + allMoves) # clicked on Solve button
                            allMoves = []
    

    Before going into the event loop, the program calls checkForQuit() on line 1 [69] to see if any QUIT events have been created (and terminates the program if there have). Why we have a separate function (the checkForQuit() function) for handling the QUIT events will be explained later. The for loop on line 2 [70] executes the event handling code for any other event created since the last time pygame.event.get() was called (or since the program started, if pygame.event.get() has never been called before).

    If the type of event was a MOUSEBUTTONUP event (that is, the player had released a mouse button somewhere over the window), then we pass the mouse coordinates to our getSpotClicked() function which will return the board coordinates of the spot on the board the mouse release happened. The event.pos[0] is the X coordinate and event.pos[1] is the Y coordinate.

    If the mouse button release did not happen over one of the spaces on the board (but obviously still happened somewhere on the window, since a MOUSEBUTTONUP event was created), then getSpotClicked() will return None. If this is the case, we want to do an additional check to see if the player might have clicked on the Reset, New, or Solve buttons (which are not located on the board).

    The coordinates of where these buttons are on the window are stored in the pygame.Rect objects that are stored in the RESET_RECT, NEW_RECT, and SOLVE_RECT variables. We can pass the mouse coordinates from the Event object to the collidepoint() method. This method will return True if the mouse coordinates are within the Rect object’s area and False otherwise.


    This page titled 5.7: Clicking on the Buttons is shared under a CC BY-NC-SA 3.0 license and was authored, remixed, and/or curated by Al Sweigart via source content that was edited to the style and standards of the LibreTexts platform; a detailed edit history is available upon request.

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