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<a href="https://www.pygame.org/">Pygame Home</a> ||
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<a href="../ref/cursors.html">cursors</a> |
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<p class="bottom"><b>Other</b>:
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<a href="../ref/camera.html">camera</a> |
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<section id="pygame-intro">
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<section id="python-pygame-introduction">
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<h2>Python Pygame Introduction<a class="headerlink" href="#python-pygame-introduction" title="Permalink to this headline">¶</a></h2>
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<dl class="docinfo field-list simple">
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<dt class="field-odd">Author</dt>
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<dd class="field-odd"><p>Pete Shinners</p>
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</dd>
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<dt class="field-even">Contact</dt>
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<dd class="field-even"><p><a class="reference external" href="mailto:pete%40shinners.org">pete<span>@</span>shinners<span>.</span>org</a></p>
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</dd>
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</dl>
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<p>This article is an introduction to the <a class="reference external" href="http://www.pygame.org">pygame library</a>
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for <a class="reference external" href="https://www.python.org/">Python programmers</a>.
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The original version appeared in the <a class="reference external" href="https://web.archive.org/web/20030810011958/http://store.pyzine.com:80/article.phtml?a=2">PyZine volume 1 issue 3</a>.
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This version contains minor revisions, to
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create an all-around better article. Pygame is a Python extension
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library that wraps the <a class="reference external" href="http://www.libsdl.org">SDL</a> library
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and its helpers.</p>
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<section id="history">
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<h3>HISTORY<a class="headerlink" href="#history" title="Permalink to this headline">¶</a></h3>
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<p>Pygame started in the summer of 2000. Being a C programmer of many
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years, I discovered both Python and SDL at about the same time. You are
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already familiar with Python, which was at version 1.5.2. You may need
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an introduction to SDL, which is the Simple DirectMedia Layer.
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Created by Sam Lantinga, SDL is a cross-platform C library for
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controlling multimedia, comparable to DirectX. It has been used for
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hundreds of commercial and open source games. I was impressed at how clean
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and straightforward both projects were and it wasn't long before I
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realized mixing Python and SDL was an interesting proposal.</p>
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<p>I discovered a small project already under-way with exactly the same
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idea, PySDL. Created by Mark Baker, PySDL was a straightforward
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implementation of SDL as a Python extension. The interface was cleaner
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than a generic SWIG wrapping, but I felt it forced a "C style" of code.
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The sudden death of PySDL prompted me to take on a new project of my
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own.</p>
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<p>I wanted to put together a project that really took advantage of
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Python. My goal was to make it easy to do the simple things, and
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straightforward to do the difficult things. Pygame was started in
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October, 2000. Six months later pygame version 1.0 was released.</p>
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</section>
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<section id="taste">
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<h3>TASTE<a class="headerlink" href="#taste" title="Permalink to this headline">¶</a></h3>
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<p>I find the best way to understand a new library is to jump straight
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into an example. In the early days of pygame, I created a bouncing ball
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animation with 7 lines of code. Let's take a look at a friendlier
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version of that same thing. This should be simple enough to follow
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along, and a complete breakdown follows.</p>
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<img alt="../_images/intro_ball.gif" class="inlined-right" src="../_images/intro_ball.gif" />
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">import</span> <span class="nn">sys</span><span class="o">,</span> <span class="nn">pygame</span>
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<span class="n">pygame</span><span class="o">.</span><span class="n">init</span><span class="p">()</span>
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<span class="n">size</span> <span class="o">=</span> <span class="n">width</span><span class="p">,</span> <span class="n">height</span> <span class="o">=</span> <span class="mi">320</span><span class="p">,</span> <span class="mi">240</span>
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<span class="n">speed</span> <span class="o">=</span> <span class="p">[</span><span class="mi">2</span><span class="p">,</span> <span class="mi">2</span><span class="p">]</span>
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<span class="n">black</span> <span class="o">=</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">0</span>
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<span class="n">screen</span> <span class="o">=</span> <span class="n">pygame</span><span class="o">.</span><span class="n">display</span><span class="o">.</span><span class="n">set_mode</span><span class="p">(</span><span class="n">size</span><span class="p">)</span>
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<span class="n">ball</span> <span class="o">=</span> <span class="n">pygame</span><span class="o">.</span><span class="n">image</span><span class="o">.</span><span class="n">load</span><span class="p">(</span><span class="s2">"intro_ball.gif"</span><span class="p">)</span>
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<span class="n">ballrect</span> <span class="o">=</span> <span class="n">ball</span><span class="o">.</span><span class="n">get_rect</span><span class="p">()</span>
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<span class="k">while</span> <span class="kc">True</span><span class="p">:</span>
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<span class="k">for</span> <span class="n">event</span> <span class="ow">in</span> <span class="n">pygame</span><span class="o">.</span><span class="n">event</span><span class="o">.</span><span class="n">get</span><span class="p">():</span>
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<span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">type</span> <span class="o">==</span> <span class="n">pygame</span><span class="o">.</span><span class="n">QUIT</span><span class="p">:</span> <span class="n">sys</span><span class="o">.</span><span class="n">exit</span><span class="p">()</span>
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<span class="n">ballrect</span> <span class="o">=</span> <span class="n">ballrect</span><span class="o">.</span><span class="n">move</span><span class="p">(</span><span class="n">speed</span><span class="p">)</span>
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<span class="k">if</span> <span class="n">ballrect</span><span class="o">.</span><span class="n">left</span> <span class="o"><</span> <span class="mi">0</span> <span class="ow">or</span> <span class="n">ballrect</span><span class="o">.</span><span class="n">right</span> <span class="o">></span> <span class="n">width</span><span class="p">:</span>
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<span class="n">speed</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span> <span class="o">=</span> <span class="o">-</span><span class="n">speed</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span>
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<span class="k">if</span> <span class="n">ballrect</span><span class="o">.</span><span class="n">top</span> <span class="o"><</span> <span class="mi">0</span> <span class="ow">or</span> <span class="n">ballrect</span><span class="o">.</span><span class="n">bottom</span> <span class="o">></span> <span class="n">height</span><span class="p">:</span>
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<span class="n">speed</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span> <span class="o">=</span> <span class="o">-</span><span class="n">speed</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span>
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<span class="n">screen</span><span class="o">.</span><span class="n">fill</span><span class="p">(</span><span class="n">black</span><span class="p">)</span>
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<span class="n">screen</span><span class="o">.</span><span class="n">blit</span><span class="p">(</span><span class="n">ball</span><span class="p">,</span> <span class="n">ballrect</span><span class="p">)</span>
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<span class="n">pygame</span><span class="o">.</span><span class="n">display</span><span class="o">.</span><span class="n">flip</span><span class="p">()</span>
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</pre></div>
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</div>
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<p>This is as simple as you can get for a bouncing animation.
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First we see importing and initializing pygame is nothing noteworthy.
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The <code class="docutils literal notranslate"><span class="pre">import</span> <span class="pre">pygame</span></code> imports the package with all the available
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pygame modules.
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The call to <code class="docutils literal notranslate"><span class="pre">pygame.init()</span></code> initializes each of these modules.
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Make sure the gif file of the bouncing ball is in the same folder
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as the code block.
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On <span class="codelineref">line 4</span> we set the size of the display window, for best
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results you can change these numbers to match your own monitor's
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resolution.
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On <span class="codelineref">line 8</span> we create a
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graphical window with the call to <code class="docutils literal notranslate"><span class="pre">pygame.display.set_mode()</span></code>.
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Pygame and SDL make this easy by defaulting to the best graphics modes
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for the graphics hardware. You can override the mode and SDL will
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compensate for anything the hardware cannot do. Pygame represents
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images as <em>Surface</em> objects.
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The <code class="docutils literal notranslate"><span class="pre">display.set_mode()</span></code> function creates a new <em>Surface</em>
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object that represents the actual displayed graphics. Any drawing you
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do to this Surface will become visible on the monitor.</p>
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<p>At <span class="codelineref">line 10</span> we load
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our ball image. Pygame supports a variety of image formats through the
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SDL_image library, including BMP, JPG, PNG, TGA, and GIF.
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The <code class="docutils literal notranslate"><span class="pre">pygame.image.load()</span></code> function
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returns us a Surface with the ball data. The Surface will keep any
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colorkey or alpha transparency from the file. After loading the ball
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image we create a variable named ballrect. Pygame comes with a
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convenient utility object type named <a class="reference internal" href="../ref/rect.html#pygame.Rect" title="pygame.Rect"><code class="xref py py-class docutils literal notranslate"><span class="pre">Rect</span></code></a>,
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which represents a rectangular area. Later, in the animation part of
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the code, we will see what the <em>Rect</em> objects can do.</p>
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<p>At this point, <span class="codelineref">line 13</span>,
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our program is initialized and ready to run. Inside an infinite loop we
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check for user input, move the ball, and then draw the ball. If you are
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familiar with GUI programming, you have had experience with events and
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event loops. In pygame this is no different,
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we check if a <em>QUIT</em> event has happened. If so we
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simply exit the program, pygame will ensure everything is cleanly
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shutdown.</p>
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<p>It is time to update our position for the ball.
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<span class="codelineref">Lines 17</span> moves the ballrect variable by the current speed.
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<span class="codelineref">Lines 18 thru 21</span> reverse the speed if the ball has moved outside the screen.
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Not exactly Newtonian physics, but it is all we need.</p>
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<p>On <span class="codelineref">line 23</span> we erase
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the screen by filling it with a black RGB color. If you have never
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worked with animations this may seem strange. You may be asking "Why do
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we need to erase anything, why don't we just move the ball on the
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screen?" That is not quite the way computer animation works. Animation
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is nothing more than a series of single images, which when displayed in
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sequence do a very good job of fooling the human eye into seeing
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motion. The screen is just a single image that the user sees. If we did
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not take the time to erase the ball from the screen, we would actually
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see a "trail" of the ball as we continuously draw the ball in its new
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positions.</p>
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<p>On <span class="codelineref">line 24</span> we draw the ball image onto the screen.
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Drawing of images is handled by the
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<a class="reference internal" href="../ref/surface.html#pygame.Surface.blit" title="pygame.Surface.blit"><code class="xref py py-meth docutils literal notranslate"><span class="pre">Surface.blit()</span></code></a> method.
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A blit basically means copying pixel colors from one image to another.
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We pass the blit method a source <a class="reference internal" href="../ref/surface.html#pygame.Surface" title="pygame.Surface"><code class="xref py py-class docutils literal notranslate"><span class="pre">Surface</span></code></a>
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to copy from, and a position to place the source onto the destination.</p>
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<p>The last thing we need to do is actually update the visible display.
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Pygame manages the display with a double buffer. When we are finished
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drawing we call the <a class="tooltip reference internal" href="../ref/display.html#pygame.display.flip" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.display.flip()</span></code><span class="tooltip-content">Update the full display Surface to the screen</span></a> method.
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This makes everything we have drawn on the screen Surface
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become visible. This buffering makes sure we only see completely drawn
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frames on the screen. Without it, the user would see the half completed
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parts of the screen as they are being created.</p>
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<p>That concludes this short introduction to pygame. Pygame also has
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modules to do things like input handling for the keyboard, mouse, and
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joystick. It can mix audio and decode streaming music.
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With the <em>Surfaces</em> you can draw simple
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shapes, rotate and scale the picture, and even manipulate the pixels of
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an image in realtime as numpy arrays.
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Pygame also has the ability to act as a
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cross platform display layer for PyOpenGL. Most of the pygame modules
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are written in C, few are actually done in Python.</p>
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<p>The pygame website has full reference documentation for every pygame
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function and tutorials for all ranges of users. The pygame source comes
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with many examples of things like monkey punching and UFO shooting.</p>
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</section>
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<section id="python-and-gaming">
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<h3>PYTHON AND GAMING<a class="headerlink" href="#python-and-gaming" title="Permalink to this headline">¶</a></h3>
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<p>"Is Python suitable for gaming?" The answer is, "It depends on the
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game."</p>
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<p>Python is actually quite capable at running games. It will likely even
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surprise you how much is possible in under 30 milliseconds. Still, it
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is not hard to reach the ceiling once your game begins to get more
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complex. Any game running in realtime will be making full use of the
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computer.</p>
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<img alt="../_images/intro_blade.jpg" class="inlined-right" src="../_images/intro_blade.jpg" />
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<p>Over the past several years there has been an interesting trend in game development,
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the move towards higher level languages. Usually a game is split into
|
|
two major parts. The game engine, which must be as fast as possible,
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and the game logic, which makes the engine actually do something. It
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wasn't long ago when the engine of a game was written in assembly, with
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portions written in C. Nowadays, C has moved to the game engine, while
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often the game itself is written in higher level scripting languages.
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Games like Quake3 and Unreal run these scripts as portable bytecode.</p>
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<p>In early 2001, developer Rebel Act Studios finished their game,
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Severance: Blade of Darkness. Using their own custom 3D engine, the
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rest of the game is written with Python. The game is a bloody action
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3rd person perspective fighter. You control medieval warriors into
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intricate decapitating combination attacks while exploring dungeons and
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castles. You can download third party add-ons for this game, and find
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they are nothing more than Python source files.</p>
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<p>More recently, Python has been used in a variety of games like Freedom
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Force, and Humungous' Backyard Sports Series.</p>
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<img alt="../_images/intro_freedom.jpg" class="inlined-right" src="../_images/intro_freedom.jpg" />
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<p>Pygame and SDL serve as an excellent C engine for 2D games.
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Games will still find the largest part of their runtime is spent
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inside SDL handling the graphics.
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SDL can take advantage of graphics hardware acceleration.
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Enabling this can change a game from running around 40 frames per
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second to over 200 frames per second. When you see your Python game
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running at 200 frames per second, you realize that Python and games can
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work together.</p>
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<p>It is impressive how well both Python and SDL work on multiple
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platforms. For example, in May of 2001 I released my own full pygame
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project, SolarWolf, an arcade style action game. One thing that has
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surprised me is that one year later there has been no need for any
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patches, bug fixes, or updates. The game was developed entirely on
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windows, but runs on Linux, Mac OSX, and many Unixes without any extra
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work on my end.</p>
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<p>Still, there are very clear limitations. The best way to manage
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hardware accelerated graphics is not always the way to get fastest
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results from software rendering. Hardware support is not available on
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all platforms. When a game gets more complex, it often must commit to
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one or the other. SDL has some other design limitations, things like
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full screen scrolling graphics can quickly bring your game down to
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unplayable speeds. While SDL is not suitable for all types of games,
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remember companies like Loki have used SDL to run a wide variety of
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retail quality titles.</p>
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<p>Pygame is fairly low-level when it comes to writing games. You'll
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quickly find yourself needing to wrap common functions into your own
|
|
game environment. The great thing about this is there is nothing inside
|
|
pygame to get in your way. Your program is in full control of
|
|
everything. The side effect of that is you will find yourself borrowing
|
|
a lot of code to get a more advanced framework put together. You'll
|
|
need a better understanding of what you are doing.</p>
|
|
</section>
|
|
<section id="closing">
|
|
<h3>CLOSING<a class="headerlink" href="#closing" title="Permalink to this headline">¶</a></h3>
|
|
<p>Developing games is very rewarding, there is something exciting about
|
|
being able to see and interact with the code you've written. Pygame
|
|
currently has almost 30 other projects using it. Several of them are
|
|
ready to play now. You may be surprised to visit the pygame website,
|
|
and see what other users have been able to do with Python.</p>
|
|
<p>One thing that has caught my attention is the amount of people coming
|
|
to Python for the first time to try game development. I can see why
|
|
games are a draw for new programmers, but it can be difficult since
|
|
creating games requires a firmer understanding of the language. I've
|
|
tried to support this group of users by writing many examples and
|
|
pygame tutorials for people new to these concepts.</p>
|
|
<p>In the end, my advice is to keep it simple. I cannot stress this
|
|
enough. If you are planning to create your first game, there is a
|
|
lot to learn. Even a simpler game will challenge your designs, and
|
|
complex games don't necessarily mean fun games. When you understand
|
|
Python, you can use pygame to create a simple game in only one or two
|
|
weeks. From there you'll need a surprising amount of time to add
|
|
the polish to make that into a full presentable game.</p>
|
|
<section id="pygame-modules-overview">
|
|
<h4>Pygame Modules Overview<a class="headerlink" href="#pygame-modules-overview" title="Permalink to this headline">¶</a></h4>
|
|
<table class="colwidths-given more-to-explore docutils align-default">
|
|
<colgroup>
|
|
<col style="width: 29%" />
|
|
<col style="width: 71%" />
|
|
</colgroup>
|
|
<tbody>
|
|
<tr class="row-odd"><td><p><a class="reference internal" href="../ref/cdrom.html#module-pygame.cdrom" title="pygame.cdrom: pygame module for audio cdrom control"><code class="xref py py-mod docutils literal notranslate"><span class="pre">cdrom</span></code></a></p></td>
|
|
<td><p>playback</p></td>
|
|
</tr>
|
|
<tr class="row-even"><td><p><a class="reference internal" href="../ref/cursors.html#module-pygame.cursors" title="pygame.cursors: pygame module for cursor resources"><code class="xref py py-mod docutils literal notranslate"><span class="pre">cursors</span></code></a></p></td>
|
|
<td><p>load cursor images, includes standard cursors</p></td>
|
|
</tr>
|
|
<tr class="row-odd"><td><p><a class="reference internal" href="../ref/display.html#module-pygame.display" title="pygame.display: pygame module to control the display window and screen"><code class="xref py py-mod docutils literal notranslate"><span class="pre">display</span></code></a></p></td>
|
|
<td><p>control the display window or screen</p></td>
|
|
</tr>
|
|
<tr class="row-even"><td><p><a class="reference internal" href="../ref/draw.html#module-pygame.draw" title="pygame.draw: pygame module for drawing shapes"><code class="xref py py-mod docutils literal notranslate"><span class="pre">draw</span></code></a></p></td>
|
|
<td><p>draw simple shapes onto a Surface</p></td>
|
|
</tr>
|
|
<tr class="row-odd"><td><p><a class="reference internal" href="../ref/event.html#module-pygame.event" title="pygame.event: pygame module for interacting with events and queues"><code class="xref py py-mod docutils literal notranslate"><span class="pre">event</span></code></a></p></td>
|
|
<td><p>manage events and the event queue</p></td>
|
|
</tr>
|
|
<tr class="row-even"><td><p><a class="reference internal" href="../ref/font.html#module-pygame.font" title="pygame.font: pygame module for loading and rendering fonts"><code class="xref py py-mod docutils literal notranslate"><span class="pre">font</span></code></a></p></td>
|
|
<td><p>create and render TrueType fonts</p></td>
|
|
</tr>
|
|
<tr class="row-odd"><td><p><a class="reference internal" href="../ref/image.html#module-pygame.image" title="pygame.image: pygame module for loading and saving images"><code class="xref py py-mod docutils literal notranslate"><span class="pre">image</span></code></a></p></td>
|
|
<td><p>save and load images</p></td>
|
|
</tr>
|
|
<tr class="row-even"><td><p><a class="reference internal" href="../ref/joystick.html#module-pygame.joystick" title="pygame.joystick: Pygame module for interacting with joysticks, gamepads, and trackballs."><code class="xref py py-mod docutils literal notranslate"><span class="pre">joystick</span></code></a></p></td>
|
|
<td><p>manage joystick devices</p></td>
|
|
</tr>
|
|
<tr class="row-odd"><td><p><a class="reference internal" href="../ref/key.html#module-pygame.key" title="pygame.key: pygame module to work with the keyboard"><code class="xref py py-mod docutils literal notranslate"><span class="pre">key</span></code></a></p></td>
|
|
<td><p>manage the keyboard</p></td>
|
|
</tr>
|
|
<tr class="row-even"><td><p><a class="reference internal" href="../ref/mouse.html#module-pygame.mouse" title="pygame.mouse: pygame module to work with the mouse"><code class="xref py py-mod docutils literal notranslate"><span class="pre">mouse</span></code></a></p></td>
|
|
<td><p>manage the mouse</p></td>
|
|
</tr>
|
|
<tr class="row-odd"><td><p><a class="reference internal" href="../ref/sndarray.html#module-pygame.sndarray" title="pygame.sndarray: pygame module for accessing sound sample data"><code class="xref py py-mod docutils literal notranslate"><span class="pre">sndarray</span></code></a></p></td>
|
|
<td><p>manipulate sounds with numpy</p></td>
|
|
</tr>
|
|
<tr class="row-even"><td><p><a class="reference internal" href="../ref/surfarray.html#module-pygame.surfarray" title="pygame.surfarray: pygame module for accessing surface pixel data using array interfaces"><code class="xref py py-mod docutils literal notranslate"><span class="pre">surfarray</span></code></a></p></td>
|
|
<td><p>manipulate images with numpy</p></td>
|
|
</tr>
|
|
<tr class="row-odd"><td><p><a class="reference internal" href="../ref/time.html#module-pygame.time" title="pygame.time: pygame module for monitoring time"><code class="xref py py-mod docutils literal notranslate"><span class="pre">time</span></code></a></p></td>
|
|
<td><p>control timing</p></td>
|
|
</tr>
|
|
<tr class="row-even"><td><p><a class="reference internal" href="../ref/transform.html#module-pygame.transform" title="pygame.transform: pygame module to transform surfaces"><code class="xref py py-mod docutils literal notranslate"><span class="pre">transform</span></code></a></p></td>
|
|
<td><p>scale, rotate, and flip images</p></td>
|
|
</tr>
|
|
</tbody>
|
|
</table>
|
|
</section>
|
|
</section>
|
|
</section>
|
|
</section>
|
|
|
|
|
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<br /><br />
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<hr />
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<a href="https://github.com/pygame/pygame/edit/main/docs/reST/tut\PygameIntro.rst" rel="nofollow">Edit on GitHub</a>
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