pygame wasm, package and run python/pygame directly in modern web browsers.
Project description
pygbag
Python WebAssembly for everyone ( packager + test server )
Runs python code directly in modern web browsers, including mobile versions.
"your.app.folder" must contain a main.py and its loop must be async aware eg:
import asyncio
# Try to declare all your globals at once to facilitate compilation later.
COUNT_DOWN = 3
# Do init here
# Load any assets right now to avoid lag at runtime or network errors.
async def main():
global COUNT_DOWN
# avoid this kind declaration, prefer the way above
COUNT_DOWN = 3
while True:
# Do your rendering here, note that it's NOT an infinite loop,
# and it is fired only when VSYNC occurs
# Usually 1/60 or more times per seconds on desktop
# could be less on some mobile devices
print(f"""
Hello[{COUNT_DOWN}] from Python
""")
# pygame.display.update() should go right next line
await asyncio.sleep(0) # Very important, and keep it 0
if not COUNT_DOWN:
return
COUNT_DOWN = COUNT_DOWN - 1
# This is the program entry point:
asyncio.run(main())
# Do not add anything from here, especially sys.exit/pygame.quit
# asyncio.run is non-blocking on pygame-wasm and code would be executed
# right before program start main()
Usage:
pip3 install pygbag --user --upgrade
pygbag your.app.folder
Command help:
pygbag --help your.app.folder
Example :
user@pp /data/git/pygbag $ python3 -m pygbag --help your.app.folder
*pygbag 0.7.2*
Serving python files from [/data/git/pygbag/your.app.folder/build/web]
with no security/performance in mind, i'm just a test tool : don't rely on me
usage: __main__.py [-h] [--bind ADDRESS] [--directory DIRECTORY] [--PYBUILD PYBUILD] [--app_name APP_NAME] [--ume_block UME_BLOCK] [--can_close CAN_CLOSE] [--cache CACHE] [--package PACKAGE] [--title TITLE] [--version VERSION] [--build] [--html] [--no_opt] [--archive] [--icon ICON] [--cdn CDN]
[--template TEMPLATE] [--ssl SSL] [--port [PORT]]
options:
-h, --help show this help message and exit
--bind ADDRESS Specify alternate bind address [default: localhost]
--directory DIRECTORY
Specify alternative directory [default:/data/git/pygbag/your.app.folder/build/web]
--PYBUILD PYBUILD Specify python version [default:3.11]
--app_name APP_NAME Specify user facing name of application [default:your.app.folder]
--ume_block UME_BLOCK
Specify wait for user media engagement before running [default:1]
--can_close CAN_CLOSE
Specify if window will ask confirmation for closing [default:0]
--cache CACHE md5 based url cache directory
--package PACKAGE package name, better make it unique
--title TITLE App nice looking name
--version VERSION override prebuilt version path [default:0.7.2]
--build build only, do not run test server
--html build as html with embedded assets (pygame-script)
--no_opt turn off assets optimizer
--archive make build/web.zip archive for itch.io
--icon ICON icon png file 32x32 min should be favicon.png
--cdn CDN web site to cache locally [default:https://pygame-web.github.io/archives/0.7/]
--template TEMPLATE index.html template [default:default.tmpl]
--ssl SSL enable ssl with server.pem and key.pem
--port [PORT] Specify alternate port [default: 8000]```
developper options:
--git force cdn use of pygbag current git github CI build
--dev change port to 8666 and use local build served on 8000
Now navigate to http://localhost:8000 with a modern Browser.
Use http://localhost:8000#debug for getting a terminal and a sized down canvas.
For pygame-script go to http://localhost:8000/test.html
( for a game folder named "test" with option --html )
V8 based browsers are preferred ( chromium/brave/chrome ... )
starting with 81.0.4044 ( android 4.4 ).
Because they set baseline restrictions on WebAssembly loading.
Using them while testing ensure proper operation on all browsers
NOTES:
- pygbag only provide support for pygame-ce ( pygame community edition )
- safari mobile audio auto handling is broken, do not use sound at game start
and use option : --ume_block 0
- first load will be slower, because setting up local cache from cdn to avoid
useless network transfer for getting pygame and cpython prebuilts.
- each time there's a change in the code or template
you must run `pygbag your.app.folder` but cache is not destroyed.
- if you want to reset prebuilts cache, remove the build/web-cache folder in
your.app.folder
BUILDING:
Pygbag is not only a python module and its python runtimes are stored online !
Rebuilding all the toolchain can be quite hard.
https://github.com/pygame-web/python-wasm-sdk <= build CPython (not pyodide)
The default is to build only pygame, but feel free to fork and add yours.
So read/use pygbag CI to see how to build pygame + the C loader (pymain) and
how it is linked it to libpython + libpygame.
https://github.com/pygame-web/pygbag
Default prebuilts CPython + pygame-ce used by pygbag are stored on github pages
from the repo https://github.com/pygame-web/archives under versioned folders.
TEST REPL:
[interactive repl](http://pygame-web.github.io/showroom/python311.html?-i&noapp#pygame-scripts/hello.py%20arg1%20arg2)
ADDING STATIC MODULES:
see in package.d directory and use vendor/vendor.sh
SUPPORT FOR STATIC MODULES :
see in package.d/<vendor>/README.md for module <vendor> specific support
[vendor readme (if applicable)](vendor/README.md)
GENERIC PYGBAG SUPPORT OR PYGAME MODULE:
[for generic help around pygbag](https://github.com/pygame-web/pygbag/blob/main/packages.d/pygame/README.md)
GENERIC CPYTHON WASM:
[python.org forum](https://discuss.python.org/c/webassembly/28)
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