Dive into the nitty-gritty of game-making with this popular Python library.
In the last issue, I talked about my experience in PyWeek, a week-long game jam done specifically with Python and the PyGame library. This week, we’ll talk more about PyGame itself and give some examples of how to do things in it.
To start with, PyGame is a pretty old library but one that’s still being used and updated for a reason: it’s an easy way to write your own game engines in Python.
If you’re not sure what I mean by “game engine” I mean a lot of the real guts of a game. A game engine is the code for things like physics, motion controls, or handling keypresses, mouse movement, and using a controller.
I think of games writing as being on a spectrum: on one end you have things like GameMaker where you don’t necessarily need to do programming to make a game. On the other end you could write all the code to:
- Talk to the graphics hardware to be able to put colors in specific pixels
- Load images from files and turn it into something that can be displayed on the screen
- Ask the operating system for keyboard/mouse/controller inputs
- Handle refreshing the screen many times a second
Most ways of writing games are in the middle. Things like Unity and Godot are more towards the GameMaker end; meanwhile, something like PyGame is closer to the full DIY way of making games.
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