Resize proportionally to the screenUpdate display all at one time PyGameAllowing resizing window pyGamearray resize proportionally in pythonScreen resizing pygameRender numpy array on screen in pygamePython livewires resize screenPygame - Cursor size and color, Resizable screenHow to put a list of arbitrary integers on screen (from lowest to highest) in pygame proportionally?Resizable text, in resizable window

How to determine the convexity of my problem and categorize it?

Under GDPR, can I give permission once to allow everyone to store and process my data?

Spicing up a moment of peace

How do I portray irrational anger in first person?

How can I throw a body?

Printing a list as "a, b, c." using Python

What is the practical impact of using System.Random which is not cryptographically random?

What should be done with the carbon when using magic to get oxygen from carbon dioxide?

Necessity of tenure for lifetime academic research

Pen test results for web application include a file from a forbidden directory that is not even used or referenced

Idiomatic way to create an immutable and efficient class in C++?

Is this homebrew "Faerie Fire Grenade" unbalanced?

Does Dovescape counter Enchantment Creatures?

How can I improve my formal definitions

Why did Starhopper's exhaust plume become brighter just before landing?

Can a network vulnerability be exploited locally?

Why doesn't Starship have four landing legs?

How can I fix cracks between the bathtub and the wall surround?

Is it recommended to point out a professor's mistake during their lecture?

What is this "opened" cube called?

What checks exist against overuse of presidential pardons in the USA?

How can I observe Sgr A* with itelescope.net

Is Pathfinder 2e compatible with Pathfinder 1e, and D&D 3.5 and 3rd edition?

Give Lightning Web Component a Prettier Name



Resize proportionally to the screen


Update display all at one time PyGameAllowing resizing window pyGamearray resize proportionally in pythonScreen resizing pygameRender numpy array on screen in pygamePython livewires resize screenPygame - Cursor size and color, Resizable screenHow to put a list of arbitrary integers on screen (from lowest to highest) in pygame proportionally?Resizable text, in resizable window






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








4















I have the problem with pygame. Specifically, I stuck on how to resize the text proportionally to the window (window is re-sizable and with picture).



Here is my code.



import pygame
from pygame.locals import *
import numpy as np
import matplotlib.pyplot as plt
import argparse
import threading, os, sys, time

pygame.init()
pygame.display.set_caption("AI Battlehip Game")
FPS = pygame.time.Clock()

red = (255,0,0)

screen = pygame.display.set_mode((1200,700), HWSURFACE|DOUBLEBUF|RESIZABLE)
add_screen = screen.copy()
back_end_image_set = pygame.image.load(r'/Users/User1/Desktop/Project work/images/backgroundimage1.jpg')
screen.blit(pygame.transform.scale(back_end_image_set, (1200,700)), (0,0))
pygame.display.flip()


myFont = pygame.font.SysFont("monospace", 300)
label = myFont.render("Check 1", 40, (red))
add_screen.blit(pygame.transform.scale(label, (700, 500)), (0,0))

FPS.tick(60)

try:
while True:
pygame.event.pump()
event = pygame.event.wait()
if event.type == QUIT:
pygame.display.quit()
elif event.type == VIDEORESIZE:
screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)
screen.blit(pygame.transform.scale(back_end_image_set, event.dict['size']), (0,0))
pygame.display.flip()
except:
raise


Any help will be fully appreciated.










share|improve this question
































    4















    I have the problem with pygame. Specifically, I stuck on how to resize the text proportionally to the window (window is re-sizable and with picture).



    Here is my code.



    import pygame
    from pygame.locals import *
    import numpy as np
    import matplotlib.pyplot as plt
    import argparse
    import threading, os, sys, time

    pygame.init()
    pygame.display.set_caption("AI Battlehip Game")
    FPS = pygame.time.Clock()

    red = (255,0,0)

    screen = pygame.display.set_mode((1200,700), HWSURFACE|DOUBLEBUF|RESIZABLE)
    add_screen = screen.copy()
    back_end_image_set = pygame.image.load(r'/Users/User1/Desktop/Project work/images/backgroundimage1.jpg')
    screen.blit(pygame.transform.scale(back_end_image_set, (1200,700)), (0,0))
    pygame.display.flip()


    myFont = pygame.font.SysFont("monospace", 300)
    label = myFont.render("Check 1", 40, (red))
    add_screen.blit(pygame.transform.scale(label, (700, 500)), (0,0))

    FPS.tick(60)

    try:
    while True:
    pygame.event.pump()
    event = pygame.event.wait()
    if event.type == QUIT:
    pygame.display.quit()
    elif event.type == VIDEORESIZE:
    screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)
    screen.blit(pygame.transform.scale(back_end_image_set, event.dict['size']), (0,0))
    pygame.display.flip()
    except:
    raise


    Any help will be fully appreciated.










    share|improve this question




























      4












      4








      4


      1






      I have the problem with pygame. Specifically, I stuck on how to resize the text proportionally to the window (window is re-sizable and with picture).



      Here is my code.



      import pygame
      from pygame.locals import *
      import numpy as np
      import matplotlib.pyplot as plt
      import argparse
      import threading, os, sys, time

      pygame.init()
      pygame.display.set_caption("AI Battlehip Game")
      FPS = pygame.time.Clock()

      red = (255,0,0)

      screen = pygame.display.set_mode((1200,700), HWSURFACE|DOUBLEBUF|RESIZABLE)
      add_screen = screen.copy()
      back_end_image_set = pygame.image.load(r'/Users/User1/Desktop/Project work/images/backgroundimage1.jpg')
      screen.blit(pygame.transform.scale(back_end_image_set, (1200,700)), (0,0))
      pygame.display.flip()


      myFont = pygame.font.SysFont("monospace", 300)
      label = myFont.render("Check 1", 40, (red))
      add_screen.blit(pygame.transform.scale(label, (700, 500)), (0,0))

      FPS.tick(60)

      try:
      while True:
      pygame.event.pump()
      event = pygame.event.wait()
      if event.type == QUIT:
      pygame.display.quit()
      elif event.type == VIDEORESIZE:
      screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)
      screen.blit(pygame.transform.scale(back_end_image_set, event.dict['size']), (0,0))
      pygame.display.flip()
      except:
      raise


      Any help will be fully appreciated.










      share|improve this question
















      I have the problem with pygame. Specifically, I stuck on how to resize the text proportionally to the window (window is re-sizable and with picture).



      Here is my code.



      import pygame
      from pygame.locals import *
      import numpy as np
      import matplotlib.pyplot as plt
      import argparse
      import threading, os, sys, time

      pygame.init()
      pygame.display.set_caption("AI Battlehip Game")
      FPS = pygame.time.Clock()

      red = (255,0,0)

      screen = pygame.display.set_mode((1200,700), HWSURFACE|DOUBLEBUF|RESIZABLE)
      add_screen = screen.copy()
      back_end_image_set = pygame.image.load(r'/Users/User1/Desktop/Project work/images/backgroundimage1.jpg')
      screen.blit(pygame.transform.scale(back_end_image_set, (1200,700)), (0,0))
      pygame.display.flip()


      myFont = pygame.font.SysFont("monospace", 300)
      label = myFont.render("Check 1", 40, (red))
      add_screen.blit(pygame.transform.scale(label, (700, 500)), (0,0))

      FPS.tick(60)

      try:
      while True:
      pygame.event.pump()
      event = pygame.event.wait()
      if event.type == QUIT:
      pygame.display.quit()
      elif event.type == VIDEORESIZE:
      screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)
      screen.blit(pygame.transform.scale(back_end_image_set, event.dict['size']), (0,0))
      pygame.display.flip()
      except:
      raise


      Any help will be fully appreciated.







      python pygame






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Mar 27 at 18:53









      yash

      7821 gold badge12 silver badges23 bronze badges




      7821 gold badge12 silver badges23 bronze badges










      asked Mar 27 at 16:33









      Anonymous1Anonymous1

      304 bronze badges




      304 bronze badges

























          1 Answer
          1






          active

          oldest

          votes


















          2















          First store the original size of the surface:



          original_size = (1200,700)
          screen = pygame.display.set_mode(original_size, HWSURFACE|DOUBLEBUF|RESIZABLE)


          Then you've 2 options.



          Option 1:



          Use pygame.font and render the text to a surface:



          myFont = pygame.font.SysFont("monospace", 300)
          label = myFont.render("Check 1", 40, (red))


          Scale the text surface by the ratio of the new window size and original window size and blit it to the surface:



          pygame.event.pump()
          event = pygame.event.wait()
          if event.type == QUIT:
          pygame.display.quit()
          elif event.type == VIDEORESIZE:
          screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)

          new_size = event.dict['size']
          screen.blit(pygame.transform.scale(back_end_image_set, new_size), (0,0))

          label_w = label.get_width() * new_size[0] // original_size[0]
          label_h = label.get_height() * new_size[1] // original_size[1]

          screen.blit(pygame.transform.scale(label, (label_w, label_h)), (0,0))
          pygame.display.flip()


          Option 2:



          Use pygame.freetype:



          import pygame.freetype

          myFont = pygame.freetype.SysFont('monospace', 30)


          Calculate the scaled size of the text area and render it directly to the resized screen. Note the text is scaled by the ratio of the new window width and original window width.
          This implementation keeps the ration of the width and height of the text and doesn't stretch or squeeze the text:



          pygame.event.pump()
          event = pygame.event.wait()
          if event.type == QUIT:
          pygame.display.quit()
          elif event.type == VIDEORESIZE:
          screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)

          new_size = event.dict['size']
          screen.blit(pygame.transform.scale(back_end_image_set, new_size), (0,0))

          myFont.render_to(screen, (0, 0), "Check 1", fgcolor=red, size = 300 * new_size[0] // original_size[0])
          pygame.display.flip()





          share|improve this answer
























            Your Answer






            StackExchange.ifUsing("editor", function ()
            StackExchange.using("externalEditor", function ()
            StackExchange.using("snippets", function ()
            StackExchange.snippets.init();
            );
            );
            , "code-snippets");

            StackExchange.ready(function()
            var channelOptions =
            tags: "".split(" "),
            id: "1"
            ;
            initTagRenderer("".split(" "), "".split(" "), channelOptions);

            StackExchange.using("externalEditor", function()
            // Have to fire editor after snippets, if snippets enabled
            if (StackExchange.settings.snippets.snippetsEnabled)
            StackExchange.using("snippets", function()
            createEditor();
            );

            else
            createEditor();

            );

            function createEditor()
            StackExchange.prepareEditor(
            heartbeatType: 'answer',
            autoActivateHeartbeat: false,
            convertImagesToLinks: true,
            noModals: true,
            showLowRepImageUploadWarning: true,
            reputationToPostImages: 10,
            bindNavPrevention: true,
            postfix: "",
            imageUploader:
            brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
            contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
            allowUrls: true
            ,
            onDemand: true,
            discardSelector: ".discard-answer"
            ,immediatelyShowMarkdownHelp:true
            );



            );













            draft saved

            draft discarded


















            StackExchange.ready(
            function ()
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f55382238%2fresize-proportionally-to-the-screen%23new-answer', 'question_page');

            );

            Post as a guest















            Required, but never shown

























            1 Answer
            1






            active

            oldest

            votes








            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            2















            First store the original size of the surface:



            original_size = (1200,700)
            screen = pygame.display.set_mode(original_size, HWSURFACE|DOUBLEBUF|RESIZABLE)


            Then you've 2 options.



            Option 1:



            Use pygame.font and render the text to a surface:



            myFont = pygame.font.SysFont("monospace", 300)
            label = myFont.render("Check 1", 40, (red))


            Scale the text surface by the ratio of the new window size and original window size and blit it to the surface:



            pygame.event.pump()
            event = pygame.event.wait()
            if event.type == QUIT:
            pygame.display.quit()
            elif event.type == VIDEORESIZE:
            screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)

            new_size = event.dict['size']
            screen.blit(pygame.transform.scale(back_end_image_set, new_size), (0,0))

            label_w = label.get_width() * new_size[0] // original_size[0]
            label_h = label.get_height() * new_size[1] // original_size[1]

            screen.blit(pygame.transform.scale(label, (label_w, label_h)), (0,0))
            pygame.display.flip()


            Option 2:



            Use pygame.freetype:



            import pygame.freetype

            myFont = pygame.freetype.SysFont('monospace', 30)


            Calculate the scaled size of the text area and render it directly to the resized screen. Note the text is scaled by the ratio of the new window width and original window width.
            This implementation keeps the ration of the width and height of the text and doesn't stretch or squeeze the text:



            pygame.event.pump()
            event = pygame.event.wait()
            if event.type == QUIT:
            pygame.display.quit()
            elif event.type == VIDEORESIZE:
            screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)

            new_size = event.dict['size']
            screen.blit(pygame.transform.scale(back_end_image_set, new_size), (0,0))

            myFont.render_to(screen, (0, 0), "Check 1", fgcolor=red, size = 300 * new_size[0] // original_size[0])
            pygame.display.flip()





            share|improve this answer





























              2















              First store the original size of the surface:



              original_size = (1200,700)
              screen = pygame.display.set_mode(original_size, HWSURFACE|DOUBLEBUF|RESIZABLE)


              Then you've 2 options.



              Option 1:



              Use pygame.font and render the text to a surface:



              myFont = pygame.font.SysFont("monospace", 300)
              label = myFont.render("Check 1", 40, (red))


              Scale the text surface by the ratio of the new window size and original window size and blit it to the surface:



              pygame.event.pump()
              event = pygame.event.wait()
              if event.type == QUIT:
              pygame.display.quit()
              elif event.type == VIDEORESIZE:
              screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)

              new_size = event.dict['size']
              screen.blit(pygame.transform.scale(back_end_image_set, new_size), (0,0))

              label_w = label.get_width() * new_size[0] // original_size[0]
              label_h = label.get_height() * new_size[1] // original_size[1]

              screen.blit(pygame.transform.scale(label, (label_w, label_h)), (0,0))
              pygame.display.flip()


              Option 2:



              Use pygame.freetype:



              import pygame.freetype

              myFont = pygame.freetype.SysFont('monospace', 30)


              Calculate the scaled size of the text area and render it directly to the resized screen. Note the text is scaled by the ratio of the new window width and original window width.
              This implementation keeps the ration of the width and height of the text and doesn't stretch or squeeze the text:



              pygame.event.pump()
              event = pygame.event.wait()
              if event.type == QUIT:
              pygame.display.quit()
              elif event.type == VIDEORESIZE:
              screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)

              new_size = event.dict['size']
              screen.blit(pygame.transform.scale(back_end_image_set, new_size), (0,0))

              myFont.render_to(screen, (0, 0), "Check 1", fgcolor=red, size = 300 * new_size[0] // original_size[0])
              pygame.display.flip()





              share|improve this answer



























                2














                2










                2









                First store the original size of the surface:



                original_size = (1200,700)
                screen = pygame.display.set_mode(original_size, HWSURFACE|DOUBLEBUF|RESIZABLE)


                Then you've 2 options.



                Option 1:



                Use pygame.font and render the text to a surface:



                myFont = pygame.font.SysFont("monospace", 300)
                label = myFont.render("Check 1", 40, (red))


                Scale the text surface by the ratio of the new window size and original window size and blit it to the surface:



                pygame.event.pump()
                event = pygame.event.wait()
                if event.type == QUIT:
                pygame.display.quit()
                elif event.type == VIDEORESIZE:
                screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)

                new_size = event.dict['size']
                screen.blit(pygame.transform.scale(back_end_image_set, new_size), (0,0))

                label_w = label.get_width() * new_size[0] // original_size[0]
                label_h = label.get_height() * new_size[1] // original_size[1]

                screen.blit(pygame.transform.scale(label, (label_w, label_h)), (0,0))
                pygame.display.flip()


                Option 2:



                Use pygame.freetype:



                import pygame.freetype

                myFont = pygame.freetype.SysFont('monospace', 30)


                Calculate the scaled size of the text area and render it directly to the resized screen. Note the text is scaled by the ratio of the new window width and original window width.
                This implementation keeps the ration of the width and height of the text and doesn't stretch or squeeze the text:



                pygame.event.pump()
                event = pygame.event.wait()
                if event.type == QUIT:
                pygame.display.quit()
                elif event.type == VIDEORESIZE:
                screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)

                new_size = event.dict['size']
                screen.blit(pygame.transform.scale(back_end_image_set, new_size), (0,0))

                myFont.render_to(screen, (0, 0), "Check 1", fgcolor=red, size = 300 * new_size[0] // original_size[0])
                pygame.display.flip()





                share|improve this answer













                First store the original size of the surface:



                original_size = (1200,700)
                screen = pygame.display.set_mode(original_size, HWSURFACE|DOUBLEBUF|RESIZABLE)


                Then you've 2 options.



                Option 1:



                Use pygame.font and render the text to a surface:



                myFont = pygame.font.SysFont("monospace", 300)
                label = myFont.render("Check 1", 40, (red))


                Scale the text surface by the ratio of the new window size and original window size and blit it to the surface:



                pygame.event.pump()
                event = pygame.event.wait()
                if event.type == QUIT:
                pygame.display.quit()
                elif event.type == VIDEORESIZE:
                screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)

                new_size = event.dict['size']
                screen.blit(pygame.transform.scale(back_end_image_set, new_size), (0,0))

                label_w = label.get_width() * new_size[0] // original_size[0]
                label_h = label.get_height() * new_size[1] // original_size[1]

                screen.blit(pygame.transform.scale(label, (label_w, label_h)), (0,0))
                pygame.display.flip()


                Option 2:



                Use pygame.freetype:



                import pygame.freetype

                myFont = pygame.freetype.SysFont('monospace', 30)


                Calculate the scaled size of the text area and render it directly to the resized screen. Note the text is scaled by the ratio of the new window width and original window width.
                This implementation keeps the ration of the width and height of the text and doesn't stretch or squeeze the text:



                pygame.event.pump()
                event = pygame.event.wait()
                if event.type == QUIT:
                pygame.display.quit()
                elif event.type == VIDEORESIZE:
                screen = pygame.display.set_mode(event.dict['size'], HWSURFACE|DOUBLEBUF|RESIZABLE)

                new_size = event.dict['size']
                screen.blit(pygame.transform.scale(back_end_image_set, new_size), (0,0))

                myFont.render_to(screen, (0, 0), "Check 1", fgcolor=red, size = 300 * new_size[0] // original_size[0])
                pygame.display.flip()






                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Mar 27 at 22:12









                Rabbid76Rabbid76

                58.3k13 gold badges38 silver badges69 bronze badges




                58.3k13 gold badges38 silver badges69 bronze badges





















                    Got a question that you can’t ask on public Stack Overflow? Learn more about sharing private information with Stack Overflow for Teams.







                    Got a question that you can’t ask on public Stack Overflow? Learn more about sharing private information with Stack Overflow for Teams.



















                    draft saved

                    draft discarded
















































                    Thanks for contributing an answer to Stack Overflow!


                    • Please be sure to answer the question. Provide details and share your research!

                    But avoid


                    • Asking for help, clarification, or responding to other answers.

                    • Making statements based on opinion; back them up with references or personal experience.

                    To learn more, see our tips on writing great answers.




                    draft saved


                    draft discarded














                    StackExchange.ready(
                    function ()
                    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f55382238%2fresize-proportionally-to-the-screen%23new-answer', 'question_page');

                    );

                    Post as a guest















                    Required, but never shown





















































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown

































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown







                    Popular posts from this blog

                    Kamusi Yaliyomo Aina za kamusi | Muundo wa kamusi | Faida za kamusi | Dhima ya picha katika kamusi | Marejeo | Tazama pia | Viungo vya nje | UrambazajiKuhusu kamusiGo-SwahiliWiki-KamusiKamusi ya Kiswahili na Kiingerezakuihariri na kuongeza habari

                    Swift 4 - func physicsWorld not invoked on collision? The Next CEO of Stack OverflowHow to call Objective-C code from Swift#ifdef replacement in the Swift language@selector() in Swift?#pragma mark in Swift?Swift for loop: for index, element in array?dispatch_after - GCD in Swift?Swift Beta performance: sorting arraysSplit a String into an array in Swift?The use of Swift 3 @objc inference in Swift 4 mode is deprecated?How to optimize UITableViewCell, because my UITableView lags

                    Access current req object everywhere in Node.js ExpressWhy are global variables considered bad practice? (node.js)Using req & res across functionsHow do I get the path to the current script with Node.js?What is Node.js' Connect, Express and “middleware”?Node.js w/ express error handling in callbackHow to access the GET parameters after “?” in Express?Modify Node.js req object parametersAccess “app” variable inside of ExpressJS/ConnectJS middleware?Node.js Express app - request objectAngular Http Module considered middleware?Session variables in ExpressJSAdd properties to the req object in expressjs with Typescript