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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






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            1 Answer
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            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





















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