Creating a window using pygame means using the pygame library to create a graphical window for a game or other graphical application. This window can display graphics and receive user input from the keyboard and mouse.
- Pygame is a free and open-source library of Python modules designed for writing video games. It provides functions such as sound, graphics, and input, allowing programmers to create fully-featured games and multimedia programs using Python. Pygame is portable and runs on every platform and operating system.
You can create a window in pygame by following some basic steps:
- Import the Pygame module. Initialize the game engine
- Set the window size. Create the window and Set the window title
- Load images, sounds, and other assets and also Set up the game loop
- Handle events and Update game logic
- Draw the game and then Refresh the screen
Here is an example of Creating a new window with pygame.
Fig 1: Preview of the output that you will get on running this code from your IDE
In this solution, we create a new window with pygame
import pygame import pygame.freetype # So our game has 2 states. # Either we're in the world and run around; # or we're displaying a menu and the player has to make a choice. WORLD = 0 MENU = 1 # from https://www.pygame.org/docs/ref/freetype.html#pygame.freetype.Font.render_to def word_wrap(surf, text, font, color=(0, 0, 0)): font.origin = True words = text.split(' ') width, height = surf.get_size() line_spacing = font.get_sized_height() + 2 x, y = 0, line_spacing space = font.get_rect(' ') for word in words: bounds = font.get_rect(word) if x + bounds.width + bounds.x >= width: x, y = 0, y + line_spacing if x + bounds.width + bounds.x >= width: raise ValueError("word too wide for the surface") if y + bounds.height - bounds.y >= height: raise ValueError("text to long for the surface") font.render_to(surf, (x, y), None, color) x += bounds.width + space.width return x, y # This sprite handles the menu. # It renders a box and a text and listens for key presses. # If a key we're interessed in is pressed, we call the callback function. class TextMenu(pygame.sprite.Sprite): def __init__(self, font, text, listen_to, callback): super().__init__() self.image = pygame.Surface((400, 400)) self.image.fill(pygame.Color('white')) self.image.fill(pygame.Color('black'), self.image.get_rect().inflate((-50, -50))) self.rect = self.image.get_rect(topleft=(50, 50)) word_wrap(self.image.subsurface(self.image.get_rect().inflate((-100, -100))), text, font, pygame.Color('white')) self.callback = callback self.listen_to = listen_to def update(self, events, dt): for e in events: if e.type == pygame.KEYDOWN and e.key in self.listen_to: self.callback(self, e.key) # This sprite represents a building the player can "walk in" to trigger # a menu pop up. In this case, we want the user to either press 1 or 2. # Then we change the color, because why not, something should happen. class House(pygame.sprite.Sprite): def __init__(self, pos, player, show_text): super().__init__() self.image = pygame.Surface((64, 64)) self.image.fill(pygame.Color('darkred')) self.rect = self.image.get_rect(center=pos) self.show_text = show_text self.player = player # Since the menu is triggered when the player touches the building, # we don't want an endless loop, so we need a flag that prevents # the menu until the player "leaves the building" self.triggered = False def change_color(self, key): if key == pygame.K_1: self.image.fill(pygame.Color('yellow')) if key == pygame.K_2: self.image.fill(pygame.Color('darkblue')) def update(self, events, dt): if pygame.sprite.collide_rect(self, self.player): if not self.triggered: self.show_text('Welcome, little blue rect. Please press (1) or (2).', (pygame.K_1, pygame.K_2), self.change_color) self.triggered = True else: self.triggered = False # This is the player. # Does basically nothing but run around class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.image = pygame.Surface((32, 32)) self.image.fill(pygame.Color('dodgerblue')) self.rect = self.image.get_rect() self.pos = pygame.Vector2((100, 200)) def update(self, events, dt): pressed = pygame.key.get_pressed() move = pygame.Vector2((0, 0)) if pressed[pygame.K_w]: move += (0, -1) if pressed[pygame.K_a]: move += (-2, 0) if pressed[pygame.K_s]: move += (0, 2) if pressed[pygame.K_d]: move += (2, 0) if move.length() > 0: move.normalize_ip() self.pos += move*(dt/5) self.rect.center = self.pos def main(): pygame.init() screen = pygame.display.set_mode((500, 500)) font = pygame.freetype.SysFont(None, 32) clock = pygame.time.Clock() dt = 0 player = Player() # keep track of the state we're in. # we start in the WORLD state, a.k.a. running around. # the state just tells us which sprites are "active", # a.k.a. if they are updated by calling thier update function state = WORLD # sprite group for all MENU-sprites menu_sprites = pygame.sprite.Group() # sprite group for all WORLD-sprites sprites = pygame.sprite.Group(player) # this function allows other sprites to trigger a menu def show_text(text, listen_to, callback): # this function is called by the menu. # we change the state back to world and kill the TextMenu sprite def wrapped_callback(sprite, *args): nonlocal state state = WORLD callback(*args) sprite.kill() # so when this function is called , let's switch to the MENU state nonlocal state state = MENU # add the TextMenu sprite to the menu_sprites group so it "lives" menu_sprites.add(TextMenu(font, text, listen_to, wrapped_callback)) # create some buildings. They are all the same... for pos in ((300, 300), (200, 400), (100, 100)): sprites.add(House(pos, player, show_text)) while True: events = pygame.event.get() for e in events: if e.type == pygame.QUIT: return # see which sprites are "active". The WORLD sprites or the MENU sprites if state == WORLD: sprites.update(events, dt) else: menu_sprites.update(events, dt) screen.fill((30, 30, 30)) sprites.draw(screen) menu_sprites.draw(screen) pygame.display.update() dt = clock.tick(60) if __name__ == '__main__': main()
Follow the steps carefully to get the output easily.
- Install Jupyter Notebook on your computer.
- Open terminal and install the required libraries with following commands.
- Install pygame - pip install pygame.
- Copy the code using the "Copy" button above, and paste it into your IDE's Python file.
- Run the file to create a new window using pygame.
I hope you found this useful. I have added the link to dependent libraries, version information in the following sections.
I found this code snippet by searching for "Creating a window with pygame" in kandi. You can try any such use case!
🐍🎮 pygame (the library) is a Free and Open Source python programming language library for making multimedia applications like games built on top of the excellent SDL library. C, Python, Native, OpenGL.
C 5849 Version:2.4.0.dev2 License: No License
If you do not have Pygame that is required to run this code, you can install it by clicking on the above link and copying the pip Install command from the Pygame page in kandi.
You can search for any dependent library on kandi like pygame
I tested this solution in the following versions. Be mindful of changes when working with other versions.
- The solution is created in Python 3.9.6
- The solution is tested on pygame version 2.3.0
Using this solution, we are able to create a new window with pygame. It is also used for creating graphical applications.