pygame.mouse.get_pos() #-> get the mouse cursor position on the screen in taple
#-> (x, y)
if event.type == pygame.MOUSEBUTTONDOWN:
print(event.button)
#------------------------#
1 - left click
2 - middle click
3 - right click
4 - scroll up
5 - scroll down
#------------------------#
pygame.mouse.get_pos()
get the mouse cursor position
get_pos() -> (x, y)
Returns the x and y position of the mouse cursor.
The position is relative to the top-left corner of the display.
The cursor position can be located outside of the display window,
but is always constrained to the screen.
x, y = pygame.mouse.get_pos()
print(x, y)
while...: #your loop
button = pygame.Rect(cordX, cordY, width, height) #your bytton
pygame.draw.rect(win, (0, 0, 0), button) #show button
mx, my = pygame.mouse.get_pos() #mouse pos
if button.collidepoint((mx, my)): #cheak if mouse on button
if pygame.mouse.get_pressed()[0]: #cheak if mouse is preesed
# writh here what you want to happend
pygame.display.update()
import math
def rotate(self):
mouse_x, mouse_y = pygame.mouse.get_pos()
rel_x, rel_y = mouse_x - self.x, mouse_y - self.y
angle = (180 / math.pi) * -math.atan2(rel_y, rel_x)
self.image = pygame.transform.rotate(self.original_image, int(angle))
self.rect = self.image.get_rect(center=self.position)