Python bindings for GameLib - a beginner-friendly game development library
Project description
pyezgame
GameLib 的 Python 绑定 —— 用 Python 写 2D 游戏,零配置,即装即用。
pyezgame 将 GameLib 这个面向 C++ 初学者的游戏开发库移植到了 Python。通过 pybind11 封装,Python 开发者可以用简洁的 Python 语法实现窗口创建、图形绘制、精灵动画、声音播放、键盘鼠标输入等功能,无需了解底层 C++ 细节。
特性亮点
- 一键安装 —
pip install .即可编译安装,自动处理 C++ 编译 - 完整 API — 覆盖 GameLib 全部功能:窗口、绘图、精灵、声音、输入、Tilemap、场景管理、UI 控件、存档读写
- Pythonic 接口 — C++ 的
PascalCase方法全部转为 Python 的snake_case,返回值适配 Python 习惯(如tuple返回多值) - 类型提示 — 提供完整的
.pyi类型存根,IDE 自动补全友好 - 18 个示例 — 从 Hello World 到魔塔 RPG,由浅入深,每个示例可独立运行
- CLI 工具 — 内置
ezgame命令行,快速浏览和运行示例
快速上手
安装
需要 Python 3.8+ 和支持 C++11 的编译器(Windows 下推荐 MSVC 或 MinGW-w64)。
# 克隆仓库(含 GameLib 子目录)
git clone --recursive <repo-url>
cd pyezgame
# 安装(自动编译 C++ 扩展)
pip install .
或使用 uv:
uv sync
uv pip install .
第一个程序
import pyezgame as g
game = g.GameLib()
game.open(640, 480, "My Game", True)
x, y = 320, 240
while not game.is_closed():
if game.is_key_down(g.KEY_LEFT):
x -= 3
if game.is_key_down(g.KEY_RIGHT):
x += 3
if game.is_key_down(g.KEY_UP):
y -= 3
if game.is_key_down(g.KEY_DOWN):
y += 3
game.clear(g.COLOR_BLACK)
game.fill_circle(x, y, 15, g.COLOR_CYAN)
game.draw_text(10, 10, "Up/Down/Left/Right to move!", g.COLOR_WHITE)
game.update()
game.wait_frame(60)
运行:
python my_game.py
运行内置示例
# 列出所有示例
ezgame list
# 按编号运行
ezgame run 01
# 按名称关键词运行
ezgame run snake
也可以直接运行 Python 文件:
python examples/01_hello.py
python examples/09_snake.py
示例程序
examples/ 目录包含 18 个由浅入深的 Python 示例:
入门基础
| 示例 | 说明 | 学到什么 |
|---|---|---|
01_hello.py |
Hello World | 游戏循环、窗口创建、文字绘制 |
02_movement.py |
键盘移动 + 弹跳小球 | 键盘输入、get_delta_time、碰壁反弹 |
03_shapes.py |
所有图形绘制展示 | 线、矩形、圆、椭圆、三角的描边与填充 |
04_paint.py |
简易画板 | 鼠标输入、滚轮调笔刷、失焦暂停 |
精灵与声音
| 示例 | 说明 | 学到什么 |
|---|---|---|
05_sprites.py |
精灵基础 + 帧动画 | load_sprite、方向动画 |
06_sound.py |
声音播放演示 | play_beep、play_wav、play_music |
07_shooting.py |
简易射击 | 子弹发射、碰撞销毁 |
完整小游戏
| 示例 | 说明 | 学到什么 |
|---|---|---|
08_breakout.py |
打砖块 | 碰撞检测、多对象管理 |
09_snake.py |
贪吃蛇 | draw_grid / fill_cell、状态机 |
Tilemap 与文字
| 示例 | 说明 | 学到什么 |
|---|---|---|
10_tilemap.py |
双层视差卷轴 | Tilemap、视差滚动 |
11_font_text.py |
可缩放字体与 UI | draw_text_font、show_message |
高级特性
| 示例 | 说明 | 学到什么 |
|---|---|---|
12_sprite_transform.py |
精灵缩放 + 旋转 | draw_sprite_scaled / draw_sprite_rotated |
13_clip_rect.py |
裁剪矩形 | set_clip / clear_clip |
14_space_shooter.py |
太空射击 | 综合实战 |
15_ui_controls.py |
UI 控件演示 | button、checkbox、radio_box、slider、spinner |
进阶项目
| 示例 | 说明 | 学到什么 |
|---|---|---|
16_conway.py |
康威生命游戏 | 细胞自动机、网格模拟 |
17_tetris.py |
俄罗斯方块 | 完整游戏逻辑、方块旋转 |
18_magic_tower.py |
魔塔 | Tilemap RPG、场景管理 |
API 参考
Python 接口遵循 snake_case 命名约定,与 C++ 版本的 PascalCase 一一对应。
窗口与主循环
| 方法 | 说明 |
|---|---|
open(w, h, title, center, resizable) |
创建窗口;w/h 为 framebuffer 逻辑尺寸 |
is_closed() |
窗口是否已关闭 |
update() |
刷新画面并处理输入,每帧调用一次 |
wait_frame(fps) |
帧率控制 |
get_delta_time() |
帧间隔(秒) |
get_fps() |
当前帧率 |
get_time() |
运行总时间(秒) |
get_width() / get_height() |
framebuffer 逻辑尺寸 |
win_resize(w, h) |
设置窗口客户区尺寸 |
set_maximized(maximized) |
最大化或还原可缩放窗口 |
set_title(title) |
修改窗口标题 |
show_fps(show) |
标题栏显示实时 FPS |
show_mouse(show) |
显示或隐藏鼠标光标 |
aspect_lock(lock, color) |
锁定长宽比,黑边填充指定颜色 |
show_message(text, title, buttons) |
弹出消息框 |
绘图
| 方法 | 说明 |
|---|---|
clear(color) |
清屏 |
set_pixel(x, y, color) |
画点(支持 Alpha 混合) |
get_pixel(x, y) |
读点 |
set_clip(x, y, w, h) |
设置裁剪矩形 |
clear_clip() |
清除裁剪,恢复整屏 |
get_clip() |
获取当前裁剪矩形 (x, y, w, h) |
get_clip_x() / get_clip_y() / get_clip_w() / get_clip_h() |
获取裁剪矩形各分量 |
screenshot(filename) |
保存当前帧为 BMP 文件 |
draw_line(x1, y1, x2, y2, color) |
画线 |
draw_rect(x, y, w, h, color) |
矩形边框 |
fill_rect(x, y, w, h, color) |
填充矩形 |
draw_circle(cx, cy, r, color) |
圆形边框 |
fill_circle(cx, cy, r, color) |
填充圆 |
draw_ellipse(cx, cy, rx, ry, color) |
椭圆边框 |
fill_ellipse(cx, cy, rx, ry, color) |
填充椭圆 |
draw_triangle(x1, y1, x2, y2, x3, y3, color) |
三角形边框 |
fill_triangle(x1, y1, x2, y2, x3, y3, color) |
填充三角形 |
文字
| 方法 | 说明 |
|---|---|
draw_text(x, y, text, color) |
内置 8x8 字体绘制文字 |
draw_number(x, y, number, color) |
绘制整数 |
draw_text_scale(x, y, text, color, w, h) |
缩放文字(每字符 w×h 像素) |
draw_printf(x, y, color, text) |
格式化输出(Python 中用 f-string) |
draw_printf_scale(x, y, color, w, h, text) |
缩放格式化输出 |
draw_text_font(x, y, text, color, size) |
可缩放字体绘制(支持 UTF-8) |
draw_text_font(x, y, text, color, font, size) |
指定字体绘制 |
get_text_width_font(...) / get_text_height_font(...) |
测量文字尺寸 |
精灵系统
| 方法 | 说明 |
|---|---|
create_sprite(w, h) |
创建空白精灵,返回 ID |
load_sprite(filename) |
加载图片精灵(PNG/JPG/BMP/GIF/TIFF) |
load_sprite_bmp(filename) |
从 BMP 加载精灵 |
free_sprite(id) |
释放精灵 |
draw_sprite(id, x, y) |
绘制精灵(不透明快路径) |
draw_sprite_ex(id, x, y, flags) |
带翻转/透明/Alpha 混合绘制 |
draw_sprite_region(id, x, y, sx, sy, sw, sh) |
绘制精灵子区域 |
draw_sprite_region_ex(id, x, y, sx, sy, sw, sh, flags) |
带标志绘制精灵子区域 |
draw_sprite_scaled(id, x, y, w, h, flags) |
缩放绘制 |
draw_sprite_rotated(id, cx, cy, angle, flags) |
旋转绘制 |
draw_sprite_frame(id, x, y, fw, fh, index, flags) |
绘制 sprite sheet 帧 |
draw_sprite_frame_scaled(...) |
缩放绘制帧 |
draw_sprite_frame_rotated(...) |
旋转绘制帧 |
set_sprite_pixel(id, x, y, color) |
修改精灵像素 |
get_sprite_pixel(id, x, y) |
读取精灵像素 |
get_sprite_width(id) / get_sprite_height(id) |
读取精灵尺寸 |
set_sprite_color_key(id, color) |
设置 Color Key |
get_sprite_color_key(id) |
读取 Color Key |
精灵标志:SPRITE_FLIP_H(水平翻转)、SPRITE_FLIP_V(垂直翻转)、SPRITE_COLORKEY(Color Key 透明)、SPRITE_ALPHA(Alpha 混合)
注意:
draw_sprite(id, x, y)默认走不透明快路径。如果素材需要透明,请显式传入SPRITE_COLORKEY或SPRITE_ALPHA标志。
输入
| 方法 | 说明 |
|---|---|
is_key_down(key) |
按键是否按住 |
is_key_pressed(key) |
按键是否刚按下(单次触发) |
is_key_released(key) |
按键是否刚松开(单次触发) |
get_mouse_x() / get_mouse_y() |
鼠标位置(自动映射到 framebuffer 坐标) |
is_mouse_down(button) |
鼠标按键是否按下 |
is_mouse_pressed(button) |
鼠标按键是否刚按下(单次触发) |
is_mouse_released(button) |
鼠标按键是否刚松开(单次触发) |
get_mouse_wheel_delta() |
滚轮增量 |
is_active() |
窗口是否处于激活状态 |
声音
| 方法 | 说明 |
|---|---|
play_wav(filename, repeat, volume) |
播放 WAV 音效,返回通道 ID |
play_beep(freq, duration, repeat, volume) |
蜂鸣器,返回通道 ID |
stop_wav(channel) |
停止指定通道 |
is_playing(channel) |
查询通道是否播放中 |
set_volume(channel, volume) |
设置通道音量(0-1000) |
stop_all() |
停止所有音效 |
set_master_volume(volume) |
设置主音量(0-1000) |
get_master_volume() |
获取主音量 |
play_music(filename, loop) |
播放背景音乐(MP3/MIDI/WAV) |
stop_music() |
停止背景音乐 |
is_music_playing() |
音乐是否播放中 |
Tilemap 瓦片地图
| 方法 | 说明 |
|---|---|
create_tilemap(cols, rows, tile_size, tileset_id) |
创建瓦片地图 |
save_tilemap(filename, map_id) |
保存到 .glm 文件 |
load_tilemap(filename, tileset_id) |
从 .glm 文件加载 |
free_tilemap(map_id) |
释放地图 |
set_tile(map_id, col, row, tile_id) |
设置瓦片(-1=空) |
get_tile(map_id, col, row) |
读取瓦片 |
get_tilemap_cols(map_id) / get_tilemap_rows(map_id) |
读取地图尺寸 |
get_tile_size(map_id) |
读取瓦片尺寸 |
world_to_tile_col(map_id, x) / world_to_tile_row(map_id, y) |
像素坐标转瓦片坐标 |
get_tile_at_pixel(map_id, x, y) |
按像素位置读取瓦片 |
fill_tile_rect(map_id, col, row, cols, rows, tile_id) |
批量填充矩形区域 |
clear_tilemap(map_id, tile_id) |
清空地图 |
draw_tilemap(map_id, x, y, flags) |
绘制地图(传 -cameraX, -cameraY 实现卷轴) |
场景管理
| 方法 | 说明 |
|---|---|
set_scene(scene) |
切换场景(下一帧生效) |
get_scene() |
获取当前场景 |
is_scene_changed() |
本帧是否刚进入新场景 |
get_previous_scene() |
获取切换前的场景 |
UI 控件
| 方法 | 说明 |
|---|---|
button(x, y, w, h, text, color) |
立即模式按钮,点击返回 True |
checkbox(x, y, text, checked) |
复选框,返回 (triggered, checked) |
radio_box(x, y, text, value, index) |
单选框,返回 (triggered, value) |
toggle_button(x, y, w, h, text, toggled, color) |
开关按钮,返回 (triggered, toggled) |
slider(x, y, w, value, min_val, max_val) |
水平滑块,返回 (changed, value) |
progress_bar(x, y, w, h, value, max_val, color) |
进度条 |
spinner(x, y, w, value, min_val, max_val, step) |
数字微调器,返回 (changed, value) |
separator(x, y, w) |
水平分隔线 |
label(x, y, w, h, text, bg_color, text_color) |
居中文字标签 |
网格辅助
| 方法 | 说明 |
|---|---|
draw_grid(x, y, rows, cols, cell_size, color) |
绘制网格 |
fill_cell(grid_x, grid_y, row, col, cell_size, color) |
填充网格单元格 |
存档读写(静态方法)
| 方法 | 说明 |
|---|---|
GameLib.save_int(filename, key, value) |
保存整数 |
GameLib.save_float(filename, key, value) |
保存浮点数 |
GameLib.save_string(filename, key, value) |
保存字符串 |
GameLib.load_int(filename, key, default) |
读取整数 |
GameLib.load_float(filename, key, default) |
读取浮点数 |
GameLib.load_string(filename, key, default) |
读取字符串 |
GameLib.has_save_key(filename, key) |
判断 key 是否存在 |
GameLib.delete_save_key(filename, key) |
删除指定 key |
GameLib.delete_save(filename) |
删除整个存档 |
工具方法(静态方法)
| 方法 | 说明 |
|---|---|
GameLib.random(min, max) |
随机数 [min, max] |
GameLib.rect_overlap(x1, y1, w1, h1, x2, y2, w2, h2) |
矩形碰撞检测 |
GameLib.circle_overlap(cx1, cy1, r1, cx2, cy2, r2) |
圆形碰撞检测 |
GameLib.point_in_rect(px, py, x, y, w, h) |
点在矩形内 |
GameLib.distance(x1, y1, x2, y2) |
两点距离 |
颜色常量
COLOR_BLACK COLOR_WHITE COLOR_RED COLOR_GREEN COLOR_BLUE
COLOR_YELLOW COLOR_CYAN COLOR_MAGENTA COLOR_ORANGE COLOR_PINK
COLOR_PURPLE COLOR_GRAY COLOR_DARK_GRAY COLOR_LIGHT_GRAY
COLOR_DARK_RED COLOR_DARK_GREEN COLOR_DARK_BLUE COLOR_SKY_BLUE
COLOR_BROWN COLOR_GOLD COLOR_TRANSPARENT
自定义颜色:COLOR_RGB(r, g, b) 或 COLOR_ARGB(a, r, g, b)
颜色分量提取:COLOR_GET_A(c) / COLOR_GET_R(c) / COLOR_GET_G(c) / COLOR_GET_B(c)
工具函数
| 函数 | 说明 |
|---|---|
get_asset_path(filename) |
获取 clib/assets/ 下文件的绝对路径 |
clamp(value, lo, hi) |
将值限制在 [lo, hi] 范围内 |
safe_dt(game, max_dt) |
获取帧间隔,上限截断防止跳帧 |
draw_checkerboard(game, x, y, w, h, cell) |
绘制棋盘格图案 |
draw_panel(game, x, y, w, h, title) |
绘制带标题栏的面板 |
从源码构建
前置要求
- Python 3.8+
- C++11 编译器(MSVC 2015+ / GCC 4.9+ / Clang)
- CMake 3.15+
构建步骤
# 安装构建依赖
pip install scikit-build-core pybind11
# 构建并安装
pip install .
# 或开发模式
pip install -e . --no-build-isolation
使用 uv:
uv sync
uv pip install -e . --no-build-isolation
C++ 与 Python API 对照
| C++ (GameLib) | Python (pyezgame) | 说明 |
|---|---|---|
game.Open(640, 480, "Title", true) |
game.open(640, 480, "Title", True) |
创建窗口 |
game.IsClosed() |
game.is_closed() |
窗口是否关闭 |
game.Clear(COLOR_BLACK) |
game.clear(COLOR_BLACK) |
清屏 |
game.FillCircle(x, y, r, color) |
game.fill_circle(x, y, r, color) |
填充圆 |
game.DrawText(x, y, "hi", color) |
game.draw_text(x, y, "hi", color) |
绘制文字 |
game.IsKeyDown(KEY_LEFT) |
game.is_key_down(KEY_LEFT) |
按键检测 |
game.Update() |
game.update() |
刷新画面 |
game.WaitFrame(60) |
game.wait_frame(60) |
帧率控制 |
game.DrawPrintf(x, y, c, "Score: %d", s) |
game.draw_printf(x, y, c, f"Score: {s}") |
格式化输出用 f-string |
GameLib::Random(0, 100) |
GameLib.random(0, 100) |
静态方法 |
C++ 版本的
Checkbox(x, y, text, &checked)通过指针修改checked值;Python 版本返回(triggered, checked)元组,需要手动更新状态变量。
项目结构
pyezgame/
├── clib/ # GameLib C++ 头文件(编译用)
│ ├── GameLib.h # Win32 版本
│ └── GameLib.SDL.h # SDL2 版本
├── pyezgame/ # Python 包
│ ├── __init__.py # 包入口
│ ├── __init__.pyi # 类型存根
│ └── cli.py # CLI 命令行工具
├── src/
│ └── bindings.cpp # pybind11 C++ 绑定代码
├── examples/ # Python 示例程序(18 个)
│ ├── 01_hello.py
│ ├── ...
│ └── 18_magic_tower.py
├── CMakeLists.txt # CMake 构建配置
└── pyproject.toml # Python 项目配置
适合做什么?
- 太空射击 / 横版卷轴 / 俄罗斯方块 / 贪吃蛇 / 打砖块
- 走迷宫 / 接水果 / 弹幕游戏 / 康威生命游戏
- 回合制 RPG / 魔塔 / 视觉小说 / 地图编辑器 / 画板程序
- 课程作业演示(零配置交付)
- 任何你想得到的 2D 游戏或互动程序
致谢
- GameLib — 底层 C++ 游戏库,单头文件,零依赖
- pybind11 — C++ / Python 互操作绑定库
- scikit-build-core — Python C 扩展构建系统
协议
MIT License. 随便用。
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