13. Advanced topics
13.1. Instructor note
This introduces object oriented programming, but I wouldn’t attempt this with young students since it requires abstract thinking.
13.2. Classes
You’ve already been using class types provided by Pygame Zero, e.g. Rect and Actor. But if we want to store velocity as in Program 7.4 we find these classes do not include vx and vy variables inside them by default. We have to remember to add a vx and vy every time we create an Actor.
So let’s create our own class, called Sprite, that is the same as Actor but with these variables included.
1from rlzero import *
2
3
4WIDTH = 500
5HEIGHT = 500
6
7class MySprite(Sprite):
8 vx = 1
9 vy = 1
10
11ball = MySprite('alien.png')
12
13def draw():
14 clear()
15 ball.draw()
16
17def update():
18 ball.x += ball.vx
19 ball.y += ball.vy
20 if ball.x > WIDTH or ball.x < 0:
21 ball.vx = -ball.vx
22 if ball.y > HEIGHT or ball.y < 0:
23 ball.vy = -ball.vy
24
25
26run()
13.3. Methods
Classes can contain functions (called methods) as well as variables. Methods are the best place to modify the class’s variables.
1from rlzero import *
2
3WIDTH = 500
4HEIGHT = 500
5
6class MySprite(Sprite):
7 vx = 1
8 vy = 1
9
10 def update(self):
11 self.x += self.vx
12 self.y += self.vy
13 if self.x > WIDTH or self.x < 0:
14 self.vx = -self.vx
15 if self.y > HEIGHT or self.y < 0:
16 self.vy = -self.vy
17
18ball = MySprite("alien.png")
19
20def draw():
21 clear()
22 ball.draw()
23
24def update():
25 ball.update()
26
27run()
13.4. Joystick tester
This program demonstrates using joysticks and for loops, but is mainly included to help you test the input from your controllers.
(I don’t suggest typing this one yourself.)
1import pygame
2
3def update():
4 screen.clear()
5 joystick_count = pygame.joystick.get_count()
6 y = 0
7 for i in range(joystick_count):
8 joystick = pygame.joystick.Joystick(i)
9 joystick.init()
10 name = joystick.get_name()
11 axes = joystick.get_numaxes()
12 buttons = joystick.get_numbuttons()
13 hats = joystick.get_numhats()
14 screen.draw.text(
15 "Joystick {} name: {} axes:{} buttons:{} hats:{}".format(
16 i, name, axes, buttons, hats), (0, y))
17 y += 14
18 for i in range(axes):
19 axis = joystick.get_axis(i)
20 screen.draw.text("Axis {} value: {:>6.3f}".format(i, axis),
21 (20, y))
22 y += 14
23 for i in range(buttons):
24 button = joystick.get_button(i)
25 screen.draw.text("Button {:>2} value: {}".format(i, button),
26 (20, y))
27 y += 14
28 for i in range(hats):
29 hat = joystick.get_hat(i)
30 screen.draw.text("Hat {} value: {}".format(i, str(hat)),
31 (20, y))
32 y += 14
13.5. Distributing your Pygame Zero games
This is often tricky to get working, but you can distribute your games to people who don’t have Python or Mu installed. You can put them on a USB stick, or a website for people to download, or even on itch.io for people to buy.
Install the full version of python from www.python.org.
Edit your game source code (using Mu). We will assume your source is in a file
MY_GAME.py
. At the top of the file add the line:import pgzrun
At the bottom of the file add the line:
pgzrun.go()
Save the file.
Open a command shell: Click start menu and type
cmd.exe
. You should see a prompt similar to this:C:\Users\YourName>
This means you are in the user YourName home directory, with the
mu_code
sub-directory inside it. If you are in a different directory you will have to change it with thecd
command.Install Nuitka and PGZero. At the command prompt type:
pip install nuitka pgzero
Create the executable. At the command prompt type this (all one long line):
python -m nuitka --onefile --include-package-data=pgzero,pygame --include-data-dir=mu_code=. --output-dir=Documents mu_code/MY_GAME.py
Remember to replace
MY_GAME
with the actual name of the Python file. If Nuitka asks for confirmation, typeYes
and press enter.This will generate a program called
MY_GAME.exe
in yourDocuments
folder.In Windows Explorer, double click the
MY_GAME.exe
icon inDocuments
to play your game. To distribute your game, copy this file.