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Lesson 9: Pygame

The document provides an overview of using Pygame to create a "whack-a-mole" game. It discusses setting up sprites to represent moles, using groups to manage sprites, handling events like mouse clicks, and detecting collisions between sprites. The event loop structure is also outlined, with the loop waiting for events, updating sprites, and redrawing the screen each iteration.

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Lhay Dizon
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
97 views

Lesson 9: Pygame

The document provides an overview of using Pygame to create a "whack-a-mole" game. It discusses setting up sprites to represent moles, using groups to manage sprites, handling events like mouse clicks, and detecting collisions between sprites. The event loop structure is also outlined, with the loop waiting for events, updating sprites, and redrawing the screen each iteration.

Uploaded by

Lhay Dizon
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 29

Lesson 9

pyGame
Prepared by: Maria Kristela V. Fajardo, DIT
Exercise: Whack-a-mole
• Goal: Let's create a "whack-a-mole" game where moles pop
up on screen periodically.
– The user can click a mole to "whack" it. This leads to:
• A sound is played.
• The player gets +1 point.
• A new mole appears elsewhere on the screen.

• The number of points is displayed at the top of the screen.

2
What is pyGame?

• A set of Python modules to make it easier to write games.


– home page: http://pygame.org/
– documentation: http://pygame.org/docs/ref/

• pyGame helps you do the following and more:


– Sophisticated 2-D graphics drawing functions
– Deal with media (images, sound F/X, music) nicely
– Respond to user input (keyboard, joystick, mouse)
– Built-in classes to represent common game objects

3
pyGame at a glance
• pyGame consists of many modules of code to help you:
cdrom cursors display draw event
font image joystick key mouse
movie sndarray surfarray time transform

• To use a given module, import it. For example:


import pygame
from pygame import *
from pygame.display import *

4
Game fundamentals
• sprites: Onscreen characters or other moving objects.

• collision detection: Seeing which pairs of sprites touch.

• event: An in-game action such as a mouse or key press.

• event loop: Many games have an overall loop that:


– waits for events to occur, updates sprites, redraws screen

5
A basic skeleton
pygame_template.py
1 from pygame import *
2 from pygame.sprite import *
3
4 pygame.init() # starts up pyGame
5 screen = display.set_mode((width, height))
6 display.set_caption("window title")
7
8 create / set up sprites.
9
10 # the overall event loop
11 while True:
12 e = event.wait() # pause until event occurs
13 if e.type == QUIT:
14 pygame.quit() # shuts down pyGame
15 break
16
17 update sprites, etc.
18 screen.fill((255, 255, 255)) # white background
19 display.update() # redraw screen

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Initializing pyGame
• To start off our game, we must pop up a graphical window.
• Calling display.set_mode creates a window.
– The call returns an object of type Surface, which we will call
screen. We can call methods on the screen later.
– Calling display.set_caption sets the window's title.

from pygame import *

pygame.init() # starts up pyGame


screen = display.set_mode((width, height))
display.set_caption("title")
...
pygame.quit()

7
Surfaces
screen = display.set_mode((width, height)) # a surface

• In Pygame, every 2D object is an object of type Surface


– The screen object, each game character, images, etc.
– Useful methods in each Surface object:
Surface((width, height)) constructs new Surface of given size
fill((red, green, blue)) paints surface in given color (rgb 0-255)
get_width(), get_height() returns the dimensions of the surface
get_rect() returns a Rect object representing the
x/y/w/h bounding this surface
blit(surface, coords) draws another surface onto this surface at
the given coordinates
– after changing any surfaces, must call display.update()
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Sprites
• Sprites: Onscreen characters or
other moving objects.

• A sprite has data/behavior such as:


– its position and size on the screen
– an image or shape for its appearance
– the ability to collide with other sprites
– whether it is alive or on-screen right now
– might be part of certain "groups" (enemies, food, ...)

• In pyGame, each type of sprite is represented as a subclass


of the class pygame.sprite.Sprite

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A rectangular sprite
from pygame import *
from pygame.sprite import *
class name(Sprite):
def __init__(self): # constructor
Sprite.__init__(self)
self.image = Surface(width, height)
self.rect = Rect(leftX, topY, width, height)

other methods (if any)

– Important fields in every sprite:


image - the image or shape to draw for this sprite (a Surface)
– as with screen, you can fill this or draw things onto it
rect - position and size of where to draw the sprite (a Rect)
– Important methods: update, kill, alive

10
Rect methods
clip(rect) * crops this rect's size to bounds of given rect
collidepoint(p) True if this Rect contains the point
colliderect(rect) True if this Rect touches the rect
collidelist(list) True if this Rect touches any rect in the list
collidelistall(list) True if this Rect touches all rects in the list
contains(rect) True if this Rect completely contains the rect
copy() returns a copy of this rectangle
inflate(dx, dy) * grows size of rectangle by given offsets
move(dx, dy) * shifts position of rectangle by given offsets
union(rect) * smallest rectangle that contains this and rect
* Many methods, rather than mutating, return a new rect.
– To mutate, use _ip (in place) version, e.g. move_ip

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A Sprite using an image
from pygame import *
from pygame.sprite import *
class name(Sprite):
def __init__(self): # constructor
Sprite.__init__(self)
self.image = image.load("filename").convert()
self.rect = self.image.get_rect().move(x, y)

other methods (if any)

– When using an image, you load it from a file with


image.load and then use its size to define the rect field
– Any time you want a sprite to move on the screen,
you must change the state of its rect field.

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Setting up sprites
• When creating a game, we think about the sprites.
– What sprites are there on the screen?
– What data/behavior should each one keep track of?
– Are any sprites similar? (If so, maybe they share a class.)

• For our Whack-a-Mole game:


class Mole(Sprite):
...

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Sprite groups
name = Group(sprite1, sprite2, ...)
– To draw sprites on screen, put them into a Group
– Useful methods of each Group object:
draw(surface) - draws all sprites in group on a Surface
update() - calls every sprite's update method

my_mole1 = Mole() # create a Mole object


my_mole2 = Mole()
all_sprites = Group(my_mole1, other_mole2)
...
# in the event loop
all_sprites.draw(screen)

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Events
• event-driven programming: When the overall program is
a series of responses to user actions, or "events."

• event loop (aka "main loop", "animation loop"):


Many games have an overall loop to do the following:
– wait for an event to occur, or
wait a certain interval of time
– update all game objects (location, etc.)
– redraw the screen
– repeat

15
The event loop
– In an event loop, you wait for something to happen, and then
depending on the kind of event, you process it:

while True:
e = event.wait() # wait for an event
if e.type == QUIT:
pygame.quit() # exit the game
break
elif e.type == type:
code to handle some other type of events;
elif ...

16
Mouse events
• Mouse actions lead to events with specific types:
– press button down: MOUSEBUTTONDOWN
– release button: MOUSEBUTTONUP
– move the cursor: MOUSEMOTION

• At any point you can call mouse.get_pos() which returns


the mouse's current position as an (x, y) tuple.

e = event.wait()
if e.type == MOUSEMOTION:
pt = mouse.get_pos()
x, y = pt
...

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Collision detection
• collision detection: Examining pairs of sprites to see if
they are touching each other.
– e.g. seeing whether sprites' bounding rectangles intersect
– usually done after events occur,
or at regular timed intervals
– can be complicated and error-prone
• optimizations: pruning (only comparing some sprites, not all), ...

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Collisions btwn. rectangles
• Recall: Each Sprite contains a Rect collision rectangle
stored as a field named rect
• Rect objects have useful methods for detecting collisions
between the rectangle and another sprite:
collidepoint(p) returns True if this Rect contains the point
colliderect(rect) returns True if this Rect touches the rect

if sprite1.rect.colliderect(sprite2.rect):
# they collide!
...

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Collisions between groups
global pyGame functions to help with collisions:
spritecollideany(sprite, group)
– Returns True if sprite has collided with any sprite in the group

spritecollide(sprite, group, kill)

– Returns a list of all sprites in group that collide with sprite


– If kill is True, a collision causes sprite to be deleted/killed

groupcollide(group1, group2, kill1, kill2)

– Returns list of all sprites in group1 that collide with group2

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Drawing text: Font
• Text is drawn using a Font object:
name = Font(filename, size)
– Pass None for the file name to use a default font.

• A Font draws text as a Surface with its render method:


name.render("text", True, (red, green, blue))

Example:
my_font = Font(None, 16)
text = my_font.render("Hello", True, (0, 0, 0))

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Displaying text
• A Sprite can be text by setting that text's Surface
to be its .image property.
Example:
class Banner(Sprite):
def __init__(self):
my_font = Font(None, 24)
self.image = my_font.render("Hello", True, \
(0, 0, 0))
self.rect = self.image.get_rect().move(50,70)

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Exercise: Pong
• Let's create a Pong game with a bouncing ball and paddles.
– 800x480 screen, 10px white border around all edges
– 15x15 square ball bounces off of any surface it touches
– two 20x150 paddles move when holding Up/Down arrows
– game displays score on top/center of screen in a 72px font

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Animation
• Many action games, rather than waiting for key/mouse
input, have a constant animation timer.
– The timer generates events at regular intervals.
– On each event, we can move/update all sprites, look for
collisions, and redraw the screen.

24
Timer events
time.set_timer(USEREVENT, delayMS)

• Animation is done using timers


– Events that automatically occur every delayMS milliseconds;
they will have a type of USEREVENT
– Your event loop can check for these events.
Each one is a "frame" of animation

while True:
e = event.wait()
if e.type == USEREVENT:
# the timer has ticked
...

25
Key presses
• key presses lead to KEYDOWN and KEYUP events
• key.get_pressed() returns an array of keys held down
– the array indexes are constants like K_UP or K_F1
– values in the array are booleans (True means pressed)
– Constants for keys: K_LEFT, K_RIGHT, K_UP, K_DOWN,
K_a - K_z, K_0 - K_9, K_F1 - K_F12, K_SPACE,
K_ESCAPE, K_LSHIFT, K_RSHIFT, K_LALT, K_RALT,
K_LCTRL, K_RCTRL, ...

keys_down = key.get_pressed()
if keys_down[K_LEFT]:
# left arrow is being held down
...
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Updating sprites
class name(Sprite):
def __init__(self):
...

def update(self): # right by 3px per tick


self.rect = self.rect.move(3, 0)

• Each sprite can have an update method that describes how


to move that sprite on each timer tick.
– Move a rectangle by calling its move(dx, dy) method.
– Calling update on a Group updates all its sprites.

27
Sounds
• Loading and playing a sound file:
from pygame.mixer import *
mixer.init() # initialize sound system
mixer.stop() # silence all sounds
Sound("filename").play() # play a sound

• Loading and playing a music file:


music.load("filename") # load bg music file
music.play(loops=0) # play/loop music
# (-1 loops == infinite)
others: stop, pause, unpause, rewind, fadeout, queue

28
The sky's the limit!
• pygame.org has lots of docs and examples
• can download tons of existing games
– run them
– look at their code for ideas
• if you can imagine it,
you can create it!

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