Install in Claude Code
Copygit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills /tmp/pygame-core && cp -r /tmp/pygame-core/skills/other-engines/pygame-core ~/.claude/skills/pygame-coreThen start a new Claude Code session; the skill loads automatically.
Definition
SKILL.md
# 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 2.5.7** (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)
```python
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)
```python
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
```python
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
```python
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
```python
# 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.
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