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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.
PressStart2p.ttf
main.py
from Window import * from Game import * def main(): window = Window() window.setSize(800,600) window.setCaption("PyGame Framework Example") window.setFont("clacon2.ttf", 32) game = Game(window) game.start() if __name__ == "__main__": main()
Window.py
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, width, height): pygame.init() self.setSize(width, height) 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 - 2 return self.font def drawText(self, at_x, at_y, text, color): text_surface = self.font.render(text, False, color) x = self.fontwidth * at_x y = self.fontheight * at_y self.screen.blit(text_surface, (x + 2, y))
Screen.py
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): # 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, 0, 0)) # Clear the screen. self.drawGame() pygame.display.update() # update the display. Can also use flip() # Control the frame rate clock.tick(60) def drawGame(self): self.window.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_q: self.quit_game() if event.key == pygame.K_ESCAPE: self.quit_game() if event.key == pygame.K_LEFT: print("left") elif event.key == pygame.K_RIGHT: print("right") elif event.key == pygame.K_UP: print("up") elif event.key == pygame.K_DOWN: print("down") else: pass def quit_game(self): print("Exiting game...") pygame.quit() quit() exit()