ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
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,
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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,
name: pygame-core description: > 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.
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`).
input handling, blitting, or sprite/group collision.
(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`.
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.
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()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 pixelsfor 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)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# 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()`pygame.event.get()` (or `pygame.event.pump()`) every frame.
Scale by `dt = clock.tick(fps) / 1000` and use pixels-per-second values.
true position as a `Vector2` of floats and assign `rect.center = round(...)` each frame.
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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