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Table of Contents
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.
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.
class Screen
New addition. One of the things we discovered is the need for a “class Constants” or “Globals” sometimes, and screen related things like FPS are kept here. This is required sometimes by sprites to calculate their updates.
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, 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 (see notes) 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.update() # update the display. 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))