p5bg:pygame_framework
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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 ' | ||
- | |||
- | == class Window | ||
- | Minor changes. | ||
- | drawText was moved to here, since it operates on the window itself and can sometimes be needed by things outside of Game. | ||
- | |||
- | < | ||
- | import pygame | ||
- | |||
- | class Window: | ||
- | def __init__(self): | ||
- | pygame.init() | ||
- | |||
- | def setLogo(self, | ||
- | self.logo = pygame.image.load(filename) | ||
- | pygame.display.set_icon(self.logo) | ||
- | return self.logo | ||
- | |||
- | def setCaption(self, | ||
- | pygame.display.set_caption(cap) | ||
- | |||
- | def setSize(self, | ||
- | self.width = width | ||
- | self.height = height | ||
- | self.size = (width, height) | ||
- | self.screen = pygame.display.set_mode(self.size) | ||
- | return self.screen | ||
- | |||
- | def setFont(self, | ||
- | pygame.font.init() | ||
- | self.font = pygame.font.Font(filename, | ||
- | |||
- | font_width, font_height = self.font.size(" | ||
- | self.fontwidth = font_width | ||
- | self.fontheight = size - 2 | ||
- | |||
- | return self.font | ||
- | |||
- | def drawText(self, | ||
- | text_surface = self.font.render(text, | ||
- | x = self.fontwidth * at_x | ||
- | y = self.fontheight * at_y | ||
- | self.screen.blit(text_surface, | ||
- | |||
- | == class Font | ||
- | As seen above we may or may not abstract font out to a different class as well. More complete code will be presented in the future. | ||
- | |||
- | === class Screen | ||
- | New addition. One of the things we discovered is the need for a "class Constants" | ||
- | |||
- | < | ||
- | |||
- | class Screen: | ||
- | |||
- | WIDTH = 800 | ||
- | HEIGHT = 600 | ||
- | FPS = 60 | ||
- | |||
- | MARGIN = 96 | ||
- | GAMETOP = MARGIN | ||
- | GAMEBOT = HEIGHT - MARGIN | ||
- | </ | ||
- | |||
- | 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? | ||
- | |||
- | == Game.py | ||
- | A number of changes. One, instead of display.flip() we use display.update(). Second, instead of time.sleep(1 / 60) to get 60 FPS we use p | ||
- | |||
- | < | ||
- | import pygame | ||
- | import time | ||
- | |||
- | class Game: | ||
- | def __init__(self, | ||
- | self.window = window | ||
- | self.screen = window.screen | ||
- | #self.logo = window.logo | ||
- | self.font = window.font | ||
- | |||
- | # Clear the screen. | ||
- | self.screen.fill((0, | ||
- | |||
- | # Set up game variables (see notes) | ||
- | self.running = True | ||
- | |||
- | def start(self): | ||
- | |||
- | # Clock for controlling the frame rate | ||
- | clock = pygame.time.Clock() | ||
- | |||
- | # Main game loop | ||
- | frame_counter = 0 | ||
- | time_start = time.time() * 1000 | ||
- | |||
- | while self.running == True: | ||
- | # Manage time for timed events like animations | ||
- | time_clock = (time.time() * 1000) - time_start | ||
- | frame_counter += 1 | ||
- | if frame_counter > 60: | ||
- | frame_counter = 1 | ||
- | |||
- | # All event handling | ||
- | self.checkEvents() | ||
- | |||
- | # Frame generation | ||
- | self.screen.fill((0, | ||
- | self.drawGame() | ||
- | pygame.display.update() | ||
- | |||
- | # Control the frame rate | ||
- | clock.tick(60) | ||
- | |||
- | def drawGame(self): | ||
- | self.window.drawText(0, | ||
- | |||
- | 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_q: | ||
- | self.quit_game() | ||
- | if event.key == pygame.K_ESCAPE: | ||
- | self.quit_game() | ||
- | |||
- | if event.key == pygame.K_LEFT: | ||
- | print(" | ||
- | |||
- | elif event.key == pygame.K_RIGHT: | ||
- | print(" | ||
- | |||
- | elif event.key == pygame.K_UP: | ||
- | print(" | ||
- | |||
- | elif event.key == pygame.K_DOWN: | ||
- | print(" | ||
- | |||
- | else: | ||
- | pass | ||
- | |||
- | def quit_game(self): | ||
- | print(" | ||
- | pygame.quit() | ||
- | quit() | ||
- | exit() | ||
- | </ | ||
p5bg/pygame_framework.1725443241.txt.gz · Last modified: 2024/09/04 09:47 by appledog