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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.
Fonts
- Press Start 2P (an arcade font) pressstart2p.ttf.zip
- CLACON2 (Classic Console 2) clacon2.ttf.zip
- IBM VGA 8×16 (9×16 is better?) pxplus_ibm_vga8.ttf.zip
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
Note that the window will not usually appear until the events loop (“for event in pygame.event.get()”) later.
drawText is included here, since it is a kind of convenience function. If you don't need this you don't need the setFont() in main() or the TTF file either.
import pygame
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 - 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 clock.tick(60).
Some extra framework code was added for convenience, mainly the key event stuff. However, please note that the pygame window will not usually appear until the “for event in pygame.event.get()” loop.
import pygame
import time
class Game:
def __init__(self, window):
self.window = window
self.screen = window.screen
self.font = window.font
# Set up game variables (see notes)
self.running = True
def start(self):
# Clock for controlling the frame rate
clock = pygame.time.Clock()
# Variables to keep track of time, if needed
frame_counter = 0
time_start = time.time() * 1000
# Main Loop
while self.running == True:
# Manage time for timed events like animations
time_clock = (time.time() * 1000) - time_start
frame_counter += 1
if frame_counter > Screen.FPS:
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(Screen.FPS)
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()
Color.py
This is an important file because it allows us to set and use standard colors.
class Color:
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GRAY = (127, 127, 127)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# VGA Colors (in hexadecimal)
VGA_BLACK = 0x000000 # Color 0
VGA_BLUE = 0x0000AA # Color 1
VGA_GREEN = 0x00AA00 # Color 2
VGA_CYAN = 0x00AAAA # Color 3
VGA_RED = 0xAA0000 # Color 4
VGA_MAGENTA = 0xAA00AA # Color 5
VGA_BROWN = 0xAA5500 # Color 6
VGA_LIGHT_GRAY = 0xAAAAAA # Color 7
VGA_DARK_GRAY = 0x555555 # Color 8
VGA_LIGHT_BLUE = 0x5555FF # Color 9
VGA_LIGHT_GREEN = 0x55FF55 # Color 10
VGA_LIGHT_CYAN = 0x55FFFF # Color 11
VGA_LIGHT_RED = 0xFF5555 # Color 12
VGA_LIGHT_MAGENTA = 0xFF55FF # Color 13
VGA_YELLOW = 0xFFFF55 # Color 14
VGA_WHITE = 0xFFFFFF # Color 15
# Array of VGA colors for easy access by index
vga_color = [
VGA_BLACK, # 0
VGA_BLUE, # 1
VGA_GREEN, # 2
VGA_CYAN, # 3
VGA_RED, # 4
VGA_MAGENTA, # 5
VGA_BROWN, # 6
VGA_LIGHT_GRAY, # 7
VGA_DARK_GRAY, # 8
VGA_LIGHT_BLUE, # 9
VGA_LIGHT_GREEN, # 10 (A)
VGA_LIGHT_CYAN, # 11 (B)
VGA_LIGHT_RED, # 12 (C)
VGA_LIGHT_MAGENTA, # 13 (D)
VGA_YELLOW, # 14 (E)
VGA_WHITE # 15 (F)
]
