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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 '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.

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()

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.


class Screen:
    WIDTH = 800
    HEIGHT = 600

    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?

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

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

game.py

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))
p5bg/pygame_framework.1725438740.txt.gz · Last modified: 2024/09/04 08:32 by appledog

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