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Save MatthewJA/7544830 to your computer and use it in GitHub Desktop.
import sys | |
import pygame | |
from pygame.locals import * | |
pygame.init() | |
fps = 60 | |
fpsClock = pygame.time.Clock() | |
width, height = 640, 480 | |
screen = pygame.display.set_mode((width, height)) | |
# Game loop. | |
while True: | |
screen.fill((0, 0, 0)) | |
for event in pygame.event.get(): | |
if event.type == QUIT: | |
pygame.quit() | |
sys.exit() | |
# Update. | |
# Draw. | |
pygame.display.flip() | |
fpsClock.tick(fps) |
# PyGame template. | |
# Import standard modules. | |
import sys | |
# Import non-standard modules. | |
import pygame | |
from pygame.locals import * | |
def update(dt): | |
""" | |
Update game. Called once per frame. | |
dt is the amount of time passed since last frame. | |
If you want to have constant apparent movement no matter your framerate, | |
what you can do is something like | |
x += v * dt | |
and this will scale your velocity based on time. Extend as necessary.""" | |
# Go through events that are passed to the script by the window. | |
for event in pygame.event.get(): | |
# We need to handle these events. Initially the only one you'll want to care | |
# about is the QUIT event, because if you don't handle it, your game will crash | |
# whenever someone tries to exit. | |
if event.type == QUIT: | |
pygame.quit() # Opposite of pygame.init | |
sys.exit() # Not including this line crashes the script on Windows. Possibly | |
# on other operating systems too, but I don't know for sure. | |
# Handle other events as you wish. | |
def draw(screen): | |
""" | |
Draw things to the window. Called once per frame. | |
""" | |
screen.fill((0, 0, 0)) # Fill the screen with black. | |
# Redraw screen here. | |
# Flip the display so that the things we drew actually show up. | |
pygame.display.flip() | |
def runPyGame(): | |
# Initialise PyGame. | |
pygame.init() | |
# Set up the clock. This will tick every frame and thus maintain a relatively constant framerate. Hopefully. | |
fps = 60.0 | |
fpsClock = pygame.time.Clock() | |
# Set up the window. | |
width, height = 640, 480 | |
screen = pygame.display.set_mode((width, height)) | |
# screen is the surface representing the window. | |
# PyGame surfaces can be thought of as screen sections that you can draw onto. | |
# You can also draw surfaces onto other surfaces, rotate surfaces, and transform surfaces. | |
# Main game loop. | |
dt = 1/fps # dt is the time since last frame. | |
while True: # Loop forever! | |
update(dt) # You can update/draw here, I've just moved the code for neatness. | |
draw(screen) | |
dt = fpsClock.tick(fps) |
Thankyou! By the way, the 2nd one doesn't show the screen as of 3.6
HypersDevelopment
Actually... It doesn't do anything when you use the second one. In CMD it just outputs
pygame 1.9.6
Hello from the pygame community. https://www.pygame.org/contribute.html
And then Kicks You back to the Command Interpreter instead of doing anything.
Thanks for making this, i just copy this whenever i need to make something with pygame
HypersDevelopment
Actually... It doesn't do anything when you use the second one. In CMD it just outputspygame 1.9.6
Hello from the pygame community. https://www.pygame.org/contribute.htmlAnd then Kicks You back to the Command Interpreter instead of doing anything.
You need to add this line to the bottom of it: runPyGame()
https://gist.github.com/MatthewJA/7544830#file-pygame-beginner-template-py-L60
should be dt = 1 / fps * 1000
reference for futureself
https://github.com/robemapes/pg-template/blob/main/main.py
import sys
import pygame as pg
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
WIDTH, HEIGHT = 640, 480
FPS = 60
pg.init()
fps_clock = pg.time.Clock()
screen = pg.display.set_mode((WIDTH, HEIGHT))
while True:
screen.fill(BLACK)
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
pg.display.flip()
fps_clock.tick(FPS)
PLEASE don't limit the fps to 60 as you do in fpsClock.tick(fps)
! It's very annoying for anyone with a high refresh rate screen. Instead just omit fps
and use fpsClock.tick()
Thanks!