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pygame-core

Build and debug a 2D Python game with pygame-ce. Organize the game loop, drawing, keyboard and mouse input, and sprite collisions, while using elapsed time between frames to keep movement speed consistent across different frame rates.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

원문원문 설명 보기

Structure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when building or debugging a pygame game — when the user mentions pygame, pygame-ce, the game loop, blit, Surface, Rect, sprite groups, or clock.tick. Targets pygame-ce.

실행 점수 미검증

설치 방법 보기

이럴 때 유용합니다

  • Starting a 2D game with pygame-ce
  • Fixing movement speed that varies with frame rate
  • Adding keyboard and mouse controls
  • Managing sprites and collision detection

포함된 파일(2)

  • SKILL.md7.0 KB
  • references/sprites-and-collision.md4.1 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

pygame Core

Build the foundation of a pygame game in Python: the main loop, delta-time movement, drawing with Surface/Rect, input, and Sprite/Group management. Targets pygame-ce 2.5.8 (the actively maintained community fork; same import pygame).

When to use

  • Use when starting a pygame game, fixing the loop, frame-rate-dependent speed, input handling, blitting, or sprite/group collision.
  • Use when code does import pygame and the project depends on pygame-ce (or pygame).

When not to use: Python language questions unrelated to pygame. 3D rendering (pygame is 2D). For cross-engine save/load use save-systems; for rebindable input architecture see input-systems.

Core workflow

  1. Install pygame-ce, not legacy pygame. pip install pygame-ce — it's the maintained fork and imports as pygame. Don't install both in one environment.
  2. Init and open a window. pygame.init(), screen = pygame.display.set_mode((w, h)), clock = pygame.time.Clock().
  3. Run one loop: events → update → draw → flip. Pump the event queue every frame (for event in pygame.event.get()), update state, redraw, then pygame.display.flip().
  4. Make it frame-rate independent. Get dt = clock.tick(60) / 1000 (seconds) and scale all motion by dt. Keep positions as floats; blit at integer rects.
  5. Handle input two ways: event-based (KEYDOWN/MOUSEBUTTONDOWN, for discrete actions) and polled (pygame.key.get_pressed(), for held movement).
  6. Organise objects with Sprite + Group. Subclass pygame.sprite.Sprite with image/rect; group.update(dt) and group.draw(screen) handle the batch. Run it and watch the window before assuming it works.

Patterns

1. Minimal game loop (the skeleton)

import pygame

pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()

running = True
while running:
    dt = clock.tick(60) / 1000          # cap at 60 FPS; dt = seconds since last frame
    for event in pygame.event.get():    # MUST drain the queue or the OS thinks it hung
        if event.type == pygame.QUIT:
            running = False

    # update game state here, scaled by dt ...

    screen.fill((18, 18, 28))           # clear each frame
    # draw everything here ...
    pygame.display.flip()               # present the frame

pygame.quit()

2. Delta-time movement (frame-rate independent)

from pygame.math import Vector2

pos = Vector2(100, 100)        # keep position as floats
speed = 220                    # PIXELS PER SECOND, not per frame

# inside the loop, after computing dt:
keys = pygame.key.get_pressed()
direction = Vector2(
    keys[pygame.K_RIGHT] - keys[pygame.K_LEFT],
    keys[pygame.K_DOWN]  - keys[pygame.K_UP],
)
if direction.length_squared() > 0:
    direction = direction.normalize()      # equal speed on diagonals
pos += direction * speed * dt              # RIGHT: dt-scaled
screen.blit(player_img, (round(pos.x), round(pos.y)))  # blit at integer pixels

3. Input: events vs polling

for event in pygame.event.get():
    if event.type == pygame.QUIT:
        running = False
    elif event.type == pygame.KEYDOWN:        # discrete press: jump, menu, pause
        if event.key == pygame.K_SPACE:
            jump()
        elif event.key == pygame.K_ESCAPE:
            running = False
    elif event.type == pygame.MOUSEBUTTONDOWN:
        shoot_at(event.pos)                   # event.pos = (x, y)

# Polled state (read once per frame) for continuous/held input:
keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
    move_left(dt)

4. A Sprite subclass + a Group

class Player(pygame.sprite.Sprite):
    def __init__(self, x, y):
        super().__init__()
        # convert() once at load makes blits much faster; _alpha keeps transparency.
        self.image = pygame.image.load("player.png").convert_alpha()
        self.rect = self.image.get_rect(center=(x, y))
        self.pos = pygame.math.Vector2(self.rect.center)
        self.speed = 240

    def update(self, dt):                      # Group.update(dt) calls this per sprite
        keys = pygame.key.get_pressed()
        self.pos.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * self.speed * dt
        self.rect.center = (round(self.pos.x), round(self.pos.y))

all_sprites = pygame.sprite.Group()
all_sprites.add(Player(400, 300))

# in the loop:
all_sprites.update(dt)        # calls each sprite's update(dt)
all_sprites.draw(screen)      # blits each sprite at its rect

5. Collision detection

# Sprite vs group: e.g. player picking up coins (True = remove collided coins).
collected = pygame.sprite.spritecollide(player, coins, dokill=True)
score += len(collected)

# Group vs group: bullets vs enemies (kill both on hit).
hits = pygame.sprite.groupcollide(bullets, enemies, True, True)

# Plain rect overlap (no sprites needed):
if player.rect.colliderect(door_rect):
    open_door()

Pitfalls

  • Window freezes / "not responding" → you didn't pump the event queue. Call pygame.event.get() (or pygame.event.pump()) every frame.
  • Speed differs on faster machines → you moved by a fixed amount per frame. Scale by dt = clock.tick(fps) / 1000 and use pixels-per-second values.
  • Sub-pixel movement snaps/jitters → rect coordinates are integers; store the true position as a Vector2 of floats and assign rect.center = round(...) each frame.
  • Blits are slow / framerate drops → call .convert() (opaque) or .convert_alpha() (transparent) on loaded images once; un-converted surfaces blit far slower.
  • Nothing appears → you forgot pygame.display.flip() (or update()), or you drew before screen.fill(...) so it was cleared away.
  • Wrong draw order → pygame uses painter's order; later blits cover earlier ones. Draw background first, sprites last.
  • pip install pygame got the old one → for the maintained fork use pip install pygame-ce; having both installed causes import conflicts.
  • Diagonal movement is faster → normalise the direction vector before scaling by speed.

References

  • For Group variants (GroupSingle, LayeredUpdates for z-order), pixel-perfect collision with mask, slicing a spritesheet, simple animation, sound/music, and text rendering, read references/sprites-and-collision.md.

Related skills

  • love2d-core — the same loop concepts in LÖVE/Lua.
  • bevy-ecs — a heavier ECS engine when a project outgrows pygame.
  • input-systems / save-systems — engine-agnostic input and persistence.
  • platformer / roguelike — genre templates that pair with pygame.

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