| name | python-pygame |
| description | Pygame patterns for 2D game development. Trigger: When building games with Pygame, game loops, sprites, collision detection, input handling.
|
| metadata | {"author":"gentleman-ai","version":"1.0"} |
Pygame Initialization (REQUIRED)
import pygame
from pygame.locals import *
pygame.init()
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("My Game")
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
clock = pygame.time.Clock()
FPS = 60
def main():
running = True
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
screen.fill(BLACK)
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
if __name__ == "__main__":
main()
Game Loop Pattern (REQUIRED)
class Game:
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode((800, 600))
self.running = True
self.all_sprites = pygame.sprite.Group()
def handle_events(self):
for event in pygame.event.get():
if event.type == QUIT:
self.running = False
elif event.type == KEYDOWN:
self.handle_keydown(event.key)
def update(self, dt):
"""Update game state. dt = delta time in seconds"""
self.all_sprites.update(dt)
def render(self):
self.screen.fill((0, 0, 0))
self.all_sprites.draw(self.screen)
pygame.display.flip()
def run(self):
clock = pygame.time.Clock()
while self.running:
dt = clock.tick(60) / 1000.0
self.handle_events()
self.update(dt)
self.render()
pygame.quit()
Sprites (REQUIRED)
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((32, 32))
self.image.fill((0, 255, 0))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.speed = 300
def update(self, dt):
"""dt = delta time in seconds"""
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
self.rect.x -= self.speed * dt
if keys[K_RIGHT]:
self.rect.x += self.speed * dt
if keys[K_UP]:
self.rect.y -= self.speed * dt
if keys[K_DOWN]:
self.rect.y += self.speed * dt
screen = pygame.display.get_surface()
self.rect.clamp_ip(screen.get_rect())
Collision Detection
if player.rect.colliderect(enemy.rect):
print("Collision!")
collisions = pygame.sprite.spritecollide(
player,
enemies,
dokill=True
)
for enemy in collisions:
player.score += 10
hits = pygame.sprite.groupcollide(
bullets,
enemies,
dokilla=True,
dokillb=True
)
Input Handling
def handle_input(self):
keys = pygame.key.get_pressed()
self.player.velocity.x = 0
self.player.velocity.y = 0
if keys[K_LEFT] or keys[K_a]:
self.player.velocity.x = -self.player.speed
if keys[K_RIGHT] or keys[K_d]:
self.player.velocity.x = self.player.speed
if keys[K_UP] or keys[K_w]:
self.player.velocity.y = -self.player.speed
if keys[K_DOWN] or keys[K_s]:
self.player.velocity.y = self.player.speed
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_SPACE:
self.player.jump()
elif event.key == K_ESCAPE:
self.pause_game()
elif event.key == K_p:
self.shoot()
if event.type == MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
print(f"Clicked at {mouse_pos}")
Drawing Primitives
pygame.draw.line(screen, WHITE, (0, 0), (100, 100), 2)
pygame.draw.circle(screen, RED, (400, 300), 50)
pygame.draw.rect(screen, GREEN, (100, 100, 200, 100))
pygame.draw.polygon(screen, BLUE, [(0, 0), (100, 0), (50, 100)])
font = pygame.font.Font(None, 36)
text = font.render("Score: 0", True, WHITE)
screen.blit(text, (10, 10))
Game States
class GameState:
MENU = "menu"
PLAYING = "playing"
PAUSED = "paused"
GAME_OVER = "game_over"
class Game:
def __init__(self):
self.state = GameState.MENU
def update(self):
if self.state == GameState.MENU:
self.update_menu()
elif self.state == GameState.PLAYING:
self.update_game()
elif self.state == GameState.PAUSED:
self.update_paused()
def update_menu(self):
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_RETURN:
self.state = GameState.PLAYING
def update_game(self):
pass
def update_paused(self):
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
self.state = GameState.PLAYING
Sound
pygame.mixer.init()
jump_sound = pygame.mixer.Sound("jump.wav")
explosion_sound = pygame.mixer.Sound("explosion.wav")
jump_sound.play()
explosion_sound.play()
pygame.mixer.music.load("background.mp3")
pygame.mixer.music.play(-1)
pygame.mixer.music.pause()
pygame.mixer.music.unpause()
Resources