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PyGame templates for beginners and for very, very beginners. PyGame template/tutorial script for beginners to PyGame (but not to Python).
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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) |
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# 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) |
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()
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Thanks for making this, i just copy this whenever i need to make something with pygame