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A library of classes and helper functions to support game development in Pygame

Project description

PygamePal

A library of classes and functions to support game development in Pygame.

  • Simple, beginner-friendly interface.
  • Choose the bits you want to use, and continue to use Pygame for everything else!

Usage

  • Install: pip install pygamepal, or
  • Install from local source: pip install -e [repo path]

Add suggestions and bugs here!

Getting started

Licence

Distributed under the MIT License. See LICENSE for more information.

Contents

Game (create a game with minimal setup) -- Template // Example

# create new game subclass and instance
class MyGame(pygamepal.Game):
    # add init(), update() and draw() methods
myGame = MyGame()
myGame.run()
myGame.quit()

# properties
self.size = (x, y)
self.caption = 'text'
self.icon = pygame.image.load('imageURL')
self.fps = x
self.screen
self.gameTime
self.currentScene
self.input
self.events

# methods to create in subclass
self.init()
self.update(gameTime)
self.draw()

# optional other methods
self.addSprite(sprite)
self.removeSprite(sprite)

Scene -- Scene Example

# class structure
class MyScene(pygamepal.Scene):
    def init(self):
        pass
    def update(self):
        pass
    def draw(self):
        pass
    def onActive(self):
        pass
    def onInactive(self):
        pass

# create instance, passing in game object
myScene = MyScene(game)
# optional methods
myScene.addSprite(sprite)
myScene.removeSprite(sprite)

# properties
myScene.sortKey = [myScene.sortByZ | myScene.sortByLeft | myScene.sortByRight | myScene.sortByTop | myScene.sortByBottom]

Sprite -- Sprite Example

# class structure
# (pygamepal.Sprite inherits from pygame.Sprite)
class MySprite(pygamepal.Sprite):
    def init(self):
        pass
    def update(self):
        pass
    def onAddedToScene(self):
        pass
    def onRemovedFromScene(self):
        pass

# create instance
mysprite = MySprite(imageName=None, texture=None, position=(0, 0), size=(0, 0), z=0, collider=None, scaleImage=False)
# optional methods
mySprite.getCenter()
mySprite.touching(sprite)
mySprite.getCollidingSprites(newPosition)

# properties
self.position
self.z
self.size
self.collider
self.spriteImage
self.currentScene

Input -- Key Example // Mouse Example

# create new instance
input = pygamepal.Input(longPressDuration=60, doublePressTimeout=30)

# update() must be called once per frame
input.update(deltaTime=1)
# key press methods
input.isKeyDown(keycode)
input.isKeyPressed(keycode)
input.isKeyDoublePressed(keycode)
input.isKeyReleased(keycode)
input.getKeyDownDuration(keycode)
input.isKeyLongDown(keycode)
input.isKeyLongPressed(keycode)
input.getKeyLongPressPercentage(keycode)
# mouse button methods
input.isMouseButtonDown(mouseButton)
input.isMouseButtonPressed(mouseButton)
input.isMouseButtonDoublePressed(mouseButton)
input.isMouseButtonReleased(mouseButton)
input.getMouseButtonDownDuration(mouseButton)
input.isMouseButtonLongDown(mouseButton)
input.isMouseButtonLongPressed(mouseButton)
input.getMouseButtonLongPressPercentage(mouseButton)

SpriteImage -- Example // Showcase

# create new instance
spriteImage = pygamepal.spriteImage()

# add one or more sprites, associated with a state
spriteImage.addTextures(firstTexture, *moreTextures, state=None, animationDelay=12, loop=True, hFlip=False, vFlip=False)

# update() must be called once per frame
spriteImage.update()

# draw the current image/animation frame
spriteImage.draw()

# change the current image/animation state
# (does not need to be called for sprite with single state)
spriteImage.setState(state)

# resets the current animation
spriteImage.reset()

spriteImage.pause

Camera -- Example

# creates a new camera instance
camera = pygamepal.Camera(
    self, position = (0, 0), size = (640, 480),
    target = (0, 0),
    # follow delay is a (clamped) value between
    # 0 (instant snap to target) and 1 (no movement)
    lazyFollow = 0,
    # passed value for 'zoom' will be clamped
    # between 'minZoom' and 'maxZoom' values
    zoom = 1, minZoom = 0.1, maxZoom = 10,
    # zoom follow delay is a (clamped) value between
    # 0 (instant zoom) and 1 (no zoom)
    lazyZoom = 0,
    backgroundColor = 'gray30',
    borderColor='black', borderThickness = 2, 
    clamp = False, clampRect = (0, 0, 1000, 1000)
    # camera shake
    # oscillate speed (0 = no movement, 1 = fast)
    oscillateSpeed = 0.2,
    # amount of movement
    shakeMagnitude = 30,
    # movement vector
    shakeDirection = (1, 0),
    # shake dampening (0 = none, 1 = lots)
    shakeDampening = 0.4,
    # shake noise (0 = none, 10 = lots)
    shakeNoise = 0.8
)

# update() must be called once per frame
camera.update(deltaTime=1)

# draws surface to the destinationSurface, using camera attributes
camera.draw(surface, destinationSurface)

# shakes the camera
camera.shake(direction=(1, 0))

Particles -- Example

# creates a new particle emitter
particles = pygamepal.particles(
    # emitter attributes
    emitterPosition=(0,0), emitterSize=(0,0),
    emitterLifetime=100,
    emitterVelocity=(0,0), emitterAcceleration=(0,0),
    emitterParticleDelay=5,
    # particle attributes
    particleVelocityMin=(-1,-1), particleVelocityMax=(1,1),
    particleAccelerationMin=(0,0), particleAccelerationMax=(0,0),
    particleLifetime=100,
    particleSize=20,
    particleSizeDecay=0.2,
    particleColors=None
)

# update() must be called once per frame
particles.update(deltaTime=1)

# call draw() once per frame to draw all particles
particles.draw(surface)

Transitions -- Example // Showcase

Transition types:

  • TransitionFade
  • TransitionFadeToBlack
  • TransitionWipeLeft
  • TransitionWipeRight
  • TransitionWipeUp
  • TransitionWipeDown
  • TransitionMoveLeft
  • TransitionMoveRight
  • TransitionMoveUp
  • TransitionMoveDown

Easing functions

  • linear
  • bounceEaseOut
# creates a new transition instance
transition = pygamepal.TransitionFade(fromSurface=None, toSurface=None, duration=100, easingFunction=linear)

# update() and draw() should be called each game loop frame
transition.update(deltaTime=1)
transition.draw(surface)

# transition properties
transition.duration = x # number of frames (default) / game time in ms
transition.easingFunction = pygampal.bounceEaseOut

Triggers -- Example

# creates a new trigger
# -- onCollide is executed every frame that this trigger collides with another
# -- onEnter is executed once on collision
# -- onExit is executed once when triggers are no longer colliding
# -- these functions should be of the form, e.g.:
# -- def onEnter(thisTrigger, otherTrigger):
# --     [add code here]
trigger = pygamepal.Trigger(x=0, y=0, w=10, h=10, onEnter=None, onCollide=None, onExit=None)

# update() must be called once per frame
trigger.update(deltaTime=1)

# you can call draw() to see triggers
trigger.draw(screen)

Buttons -- Example

# create a new button
button = pygamepal.Button(
    # input is not optional
    input,
    position = (0,0), size = (100,50),
    label = None,
    fgColor = 'white', bgColor = 'black',
    borderWidth = 1,
    borderColor = 'white',
    image = None,
    # this method called when highlighted
    onHighlighted = None,
    # this method is called when selected
    onSelected = None,
    # updateMethod and drawMethod give the ability
    # to override default button befaviour
    updateMethod = None,
    drawMethod = None,
    # a keycode can also be associated with a button
    # (only works if pygamepal.input is specified)
    keyCode = None
)

# call update() and draw() each frame
button.update(deltaTime = 1)
button.draw(screen)

# if creating your own update method, you
# may want to use the following methods
# to set the button state
self.setHighlighted()
self.setSelected()

# if creating your own draw method, you
# may want to use the following methods
# to draw the button components
self.drawBackground(screen)
self.drawImage(screen)
self.drawText(screen)
self.drawBorder(screen)

Utility functions

# draws text with minimal required parameters
drawText(screen, text, x, y, font=None, antialias=True, color='white', background=None)
# minimal example:
drawText(screen, 'Hello, world!')

# returns a list of sub-textures from a large spritesheet/texture
# the list has the same dimensions as the original texture, but
# can be flattened using flatten(2dList).
splitTexture(texture, newTextureWidth, newTextureHeight)
# simple example, splitting a single 96x32 spritesheet into 4 separate textures:
textureList = splitTexture(texture, 32, 32)
firstTexture = textureList[0][0] # or firstTexture = flatten(textureList)[0]

# flattens a 2d list into a single list
newList = flatten(2dList)
# see above for example

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