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

Project description

pyezgame

PyPI Python License: MIT

用 Python 写 2D 游戏,零配置,即装即用。

pyezgame 是 GameLib 的 Python 绑定,覆盖窗口、绘图、精灵、声音、输入、Tilemap、场景管理、20+ UI 控件、存档读写等全部功能。

pip install pyezgame

30 秒上手

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, "Arrow keys to move!", g.COLOR_WHITE)
    game.update()
    game.wait_frame(60)

特性

一键安装 pip install pyezgame,预编译 wheel 支持 Windows / Linux / macOS
完整 API 窗口、绘图、精灵、声音、输入、Tilemap、场景管理、UI 控件、存档读写
Pythonic C++ PascalCase → Python snake_case,多返回值自动转为 tuple
类型提示 完整 .pyi 类型存根,IDE 自动补全
18 个示例 从 Hello World 到魔塔 RPG,由浅入深
CLI 工具 ezgame list / ezgame run 01 快速浏览和运行示例

平台支持:

平台 后端 编译器
Windows Win32 GDI(零外部依赖) MSVC 2015+ / MinGW-w64
Linux SDL2 GCC 4.9+ / Clang
macOS SDL2 Apple Clang

预编译 wheel 支持 Python 3.9 ~ 3.14(64 位)。

示例程序

examples/ 目录包含 18 个由浅入深的示例,每个可独立运行:

示例 说明 关键 API
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、delta time、碰壁反弹
03_shapes.py 图形绘制展示 线、矩形、圆、椭圆、三角
04_paint.py 简易画板 鼠标输入、滚轮调笔刷
05_sprites.py 精灵 + 帧动画 load_sprite、方向动画
06_sound.py 声音播放 play_beep、play_wav、play_music
07_shooting.py 简易射击 子弹发射、碰撞销毁
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
10_tilemap.py 视差卷轴 Tilemap、视差滚动
11_font_text.py 可缩放字体 draw_text_font、show_message
12_sprite_transform.py 精灵变换 缩放 / 旋转
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 20+ 种立即模式 UI 控件
16_conway.py 康威生命游戏 细胞自动机
17_tetris.py 俄罗斯方块 完整游戏逻辑
18_magic_tower.py 魔塔 RPG Tilemap + 场景管理
ezgame list          # 列出所有示例
ezgame run snake     # 按关键词运行
python examples/01_hello.py  # 直接运行

API 参考

Python 接口遵循 snake_case 命名,与 C++ 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

所有 UI 控件均为立即模式(Immediate Mode),每帧调用一次即可自动绘制和响应交互。

基础控件:

方法 说明
button(x, y, w, h, text, color) 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)
knob(x, y, size, value, min_val, max_val) 旋钮控件,返回 (changed, value)
separator(x, y, w) 水平分隔线
v_separator(x, y, h) 垂直分隔线
label(x, y, w, h, text, bg_color, text_color) 居中文字标签

输入与选择:

方法 说明
text_input(x, y, w, buffer, focused) 文本输入框,返回 (changed, text, focused)
dropdown(x, y, w, items, selected_index, open) 下拉选择框,返回 (changed, selected_index, open)
list_box(x, y, w, h, items, selected_index, scroll_offset) 可滚动列表框,返回 (changed, selected_index, scroll_offset)
color_picker(x, y, colors, selected_index) 颜色选择器,返回 (changed, selected_index)

导航与布局:

方法 说明
tab_bar(x, y, w, tabs, selected_tab) 标签栏,返回 (changed, selected_tab)
tab_panel(x, y, w, h, tabs, selected_tab) 标签面板,返回 (active_tab, cx, cy, cw, ch)
collapsible(x, y, w, title, open) 可折叠区域,返回 (triggered, open)
menu(x, y, items, open) 弹出菜单,返回 (selected_index, open)

其他: tooltip(x, y, text) 工具提示 · image_button(x, y, w, h, sprite_id, color) 图片按钮

提示tab_panel 返回的 (cx, cy, cw, ch) 是内容区域坐标,可直接用于放置子控件。

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)

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_respath(*parts) 获取包资源目录下的绝对路径(POSIX 格式)
get_asset_path(filename) 获取 clib/assets/ 下文件的绝对路径(POSIX 格式)
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(默认上限 0.05s)
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 3.9+、C++14 编译器(MSVC 2015+ / GCC 4.9+ / Clang)、CMake 3.15+

git clone --recursive <repo-url> && cd pyezgame
pip install .

# 或开发模式
pip install -e . --no-build-isolation

Linux / macOS 需安装 SDL2 开发包:

# Ubuntu / Debian
sudo apt install libsdl2-dev libsdl2-image-dev libsdl2-ttf-dev libsdl2-mixer-dev

# macOS
brew install sdl2 sdl2_image sdl2_ttf sdl2_mixer

C++ 与 Python 对照

C++ (GameLib) Python (pyezgame)
game.Open(640, 480, "Title", true) game.open(640, 480, "Title", True)
game.Clear(COLOR_BLACK) game.clear(COLOR_BLACK)
game.FillCircle(x, y, r, color) game.fill_circle(x, y, r, color)
game.DrawText(x, y, "hi", color) game.draw_text(x, y, "hi", color)
game.IsKeyDown(KEY_LEFT) game.is_key_down(KEY_LEFT)
game.DrawPrintf(x, y, c, "Score: %d", s) game.draw_printf(x, y, c, f"Score: {s}")
GameLib::Random(0, 100) GameLib.random(0, 100)

C++ 的 Checkbox(x, y, text, &checked) 通过指针修改值;Python 返回 (triggered, checked) 元组,需手动更新状态变量。

致谢

协议

MIT License

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