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Python bindings for GameLib - a beginner-friendly game development library

Project description

pyezgame

License: MIT Python GameLib

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_COLORKEYSPRITE_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) .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)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

协议

MIT License. 随便用。

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