The condition
if self.x < x < self.width and self.y < y < self.height:
is wrong. You have to evaluate if x < self.x + self.width
and y < self.y + self.height
:
if self.x < x < self.x + self.width and self.y < y < self.y + self.height:
# [...]
Anyway, I recommend to pygame.Rect
/ collidepoint()
for the collision test:
button_rect = pygame.Rect(self.x, self.y, self.width, self.height)
if button_rect.collidepoint((x, y):
# [...]
button_rect
can be used further for drawing the rectangle:
pygame.draw.rect(screen, (211, 211, 211), button_rect)
The code can be simplified a lot by the use of an attribute rect
rather than the separate attributes x
, y
, width
, height
:
class Button:
def __init__(self, color, x, y, width, height, text, fontsize):
self.color = color
self.rect = pygame.Rect(x, y, width, height)
self.text = text
self.fontsize = fontsize
self.courier_button_font = pygame.font.SysFont("Courier", self.fontsize)
def draw(self, pos):
button_color = (211, 211, 211) if self.rect.collidepoint(pos) else self.color
pygame.draw.rect(screen, button_color, self.rect)
text_width, text_height = self.courier_button_font.size(self.text)
textpos = (self.rect.centerx - text_width // 2, self.rect.centery - text_height // 2)
buttontext = Fonts(courier_font, True, self.text, BLACK, textpos)
buttontext.draw(screen)
def isOver(self, pos):
return self.rect.collidepoint(pos)