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p5bg:pygame_framework [2024/09/04 08:32] – created appledogp5bg:pygame_framework [2024/09/11 06:43] (current) – removed appledog
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-= PyGame Framework 
- 
-This is a lighter version of [[:pygame terminal]], without the terminal stuff, mainly used for quickly making a 2d arcade style game. We will quickly go over the main points and then discuss changes and patterns discovered over the past several projects. 
- 
-== main.py 
-Unchanged from pygame terminal. It is possible to completely minimize main.py into a game = Game(), but that just passes the buck. Main should be the first place someone looks, so let's keep some 'headline information' there-- the name of the program, general window information, and so on. We'll pass this information to Game, to keep Game's //init// as simple as possible. 
- 
-<Code> 
-from Window import Window 
-from Game import Game 
- 
-def main(): 
-    window = Window() 
-    window.setLogo("logo32x32.png") 
-    window.setCaption("Bullet Game") 
-    window.setSize(Screen.WIDTH, Screen.HEIGHT) 
-    window.setFont("assets/ps2p.ttf", 32) 
-     
-    game = Game(window) 
-    game.start() 
- 
-if __name__ == "__main__": 
-    main() 
-</Code> 
- 
-== Screen and Window 
-The first thing we always do is have a Screen class and a Window class. The Screen class defines things like WIDTH and HEIGHT, and the Window class holds the pygame screen and other pygame initialization. 
- 
-Initially, this code would appear at the start of a main.py. Later we moved it into class Game's __init__. However, to keep things clean we made it into it's own class. 
- 
-=== class Screen: 
-This contains things like the width and height that will be needed by many different classes. This could also be put into window. 
- 
-<Code:Python> 
- 
-class Screen: 
-    WIDTH = 800 
-    HEIGHT = 600 
- 
-    MARGIN = 96 
-    GAMETOP = MARGIN 
-    GAMEBOT = HEIGHT - MARGIN 
-</Code> 
- 
-Here, margin and gametop are used as display boundaries for things like sprites so text can be drawn at the top of the screen and things stay within the edges of the screen. The most important parts are WIDTH and HEIGHT. A big question is, should Screen and Window be merged? 
- 
-=== class Window: 
-| def __init__ | This calls pygame.init(). See [[main]] | 
-| setLogo | this sets the little icon in the corner of the screen. It's the icon for the desktop, usually. Normally we don't care about this. | 
-| setCaption | This will set the title of the window. Usually the name of the program or game. | 
-| setFont | This will probably be moved to it's own Font class later. That way we can have multiple fonts if we want and it keeps the code a bit cleaner. | 
- 
-==== full code 
-<Code:Python> 
-import pygame 
-from Screen import * 
- 
-class Window: 
-    def __init__(self): 
-        pygame.init() 
- 
-    def setLogo(self, filename): 
-        self.logo = pygame.image.load(filename) 
-        pygame.display.set_icon(self.logo) 
-        return self.logo 
- 
-    def setCaption(self, cap): 
-        pygame.display.set_caption(cap) 
- 
-    def setSize(self, width, height): 
-        self.width = width 
-        self.height = height 
-        self.size = (width, height) 
-        self.screen = pygame.display.set_mode(self.size) 
-        return self.screen 
- 
-    def setFont(self, filename, size): 
-        pygame.font.init() 
-        self.font = pygame.font.Font(filename, size) 
- 
-        font_width, font_height = self.font.size("@") 
-        self.fontwidth = font_width 
-        self.fontheight = size 
- 
-        return self.font 
-</Code> 
- 
-== game.py 
-<Code:Python> 
-import pygame 
-import time 
- 
-class Game: 
-    def __init__(self, window): 
-        self.window = window 
-        self.screen = window.screen 
-        self.logo = window.logo 
-        self.font = window.font 
- 
-        # Clear the screen. 
-        self.screen.fill((0, 0, 0)) 
- 
-        # Set up game variables 
-        self.running = True 
- 
-    def start(self): 
-        # Main loop 
-        while self.running == True: 
-            self.checkEvents() 
- 
-            self.screen.fill((0, 0, 0))  # Clear the screen. 
- 
-            self.drawGame() 
- 
-            pygame.display.flip()  # update the display. 
-            time.sleep(1 / 60)  # Sleep for 1/FPS, or about 60 fps. 
- 
-    def drawGame(self): 
-        self.drawText(0, 2, "it works!", "gray") 
- 
- 
-    def checkEvents(self): 
-        for event in pygame.event.get(): 
-            if event.type == pygame.QUIT: 
-                self.running = False 
-                return 
- 
-            if event.type == pygame.KEYDOWN: 
-                # key down event, process keys. 
- 
-                if event.key == pygame.K_LEFT: 
-                    pass 
-                     
-                elif event.key == pygame.K_RIGHT: 
-                    pass 
- 
-                elif event.key == pygame.K_UP: 
-                    pass 
- 
-                elif event.key == pygame.K_DOWN: 
-                    pass 
- 
-                else: 
-                    pass 
- 
- 
-    def drawText(self, at_x, at_y, text, color): 
-        text_surface = self.font.render(text, False, color) 
-        x = self.window.fontwidth * at_x 
-        y = self.window.fontheight * at_y 
-        self.screen.blit(text_surface, (x + 2, y)) 
-</Code> 
  
p5bg/pygame_framework.1725438740.txt.gz · Last modified: 2024/09/04 08:32 by appledog

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