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As was seen above in the main implementation I commented out the handling of the example timer, but you can see what's happening -- when the event is found there is then a call to the timer handler function as we normally would do in CodeSkulptor. Timers are a fair bit different in Pygame. Times New Roman, for example, is not installed on Linux by default. Add in a good number of line breaks to give us a bit of distance and then create a function defintion like the following: call this function to start everything could be thought of as the implemntation of the CodeSkulptor frame. They have no. Sound fullname except pygame. Or you can use the provided skeleton. Clock Frame is now Running doing the infinte loop until quit -- the game is running while running: event queue iteration for event in pygame. I have two helper functions I pulled from another tutorial and updated to work with Python 3. So, copy the code into your file as the last line. A couple of more steps and we'll have a skeleton file that we can use to base our CodeSkulptor port on. Clock after the boolean intialization creates a clock which gets set to 60 frames per second at the bottom of the while loop -- this keeps the while loop from running beyond that limit and is also set to 60 to match the rate at which the CodeSkulptor renderer runs at recall the CodeSkulptor draw handler runs 60 times per second. We then go on to draw what we need to draw on this refresh and end by calling pygame. The call to pygame. We can do that with the following bit of code: this calls the 'main' function when this script is executed could be thought of as a call to frame. Each font size is a separate object, so you need an object for each size you will need even if it's the same font. There is also the pygame. You now have your. The first thing you need is Python and PyGame installed on your computer. We wipe everything away that was previously drawn as our first task in the draw handler. If you are using images and sounds, then it's best to keep all of that stuff away from the main Python install path. Color , , These are just examples of the ones I needed, so you can create whatever you might need or leave them as placeholders until you see what you might need. I should add that this is the most inefficient way of clearing away and updating the screen we can use. I don't really know exactly what the call does, but it doesn't really matter from our perspective -- we'll just trust PyGame needs to be initialzed and this is how it's done: initializations pygame. We then come across the. They are for loading images and loading sounds and perform some sanity checks, generate error meesages and do file path checking. We're no longer wiping away what was previously drawn so things just get drawn on top of other things creating a mess. Strange, isn't it? This means when porting your code over you will need to adjust locations of draw. You can call pygame. Again, I'll get into the specifics later. I've named the display variable "canvas" here for similarity to CodeSkulptor since quite often we will be making calls to draw on it like we do in CodeSkulptor -- elsewhere, often times you'll see it called the screen. Having said that, there are a few differences that I will try to explain as best as I can. This is not quite so in PyGame -- in PyGame, it's like you have a blackboard and everytime you draw on it, or on top of other things already drawn, the only way to remove that item you've drawn is to erase the whole area and redraw only the things you didn't want to erase. I thought it worth mentioning, though. To see why we need to do this simply comment out the call to the fill method and then run the code again. We can call those same event handler functions from our CodeSkulptor code to handle the same events in PyGame. I would choose a location away from the main Python install directory for simplicity sake to keep everything related to your project tidy and isolated. We begin with our imports as normal -- excluding simplegui, of course. However, this is the easiset way to do it. In PyGame, we need to be more explicit and write a function main that will accomplish this for us. These currently say, "look where the. For that you want to look into the sprite class and the concept of "dirty sprites. That's essentially PyGame ready for use except for a call to intialize the library. In the elif statement I'm simply checking against a number I created for the timer. The first thing to understand is that once we render something onto a surface it stays there. Font pygame. We may need to tweak the code in those handlers, but hopefully you can see how the structure of the events is the same -- we're just doing a bit of extra work to explicitly check for the events on a continual basis, but once we have an event we deal with it in the same way we do in CodeSkulptor -- with our event handlers. We're using black.

Hello and welcome. If you're anything like me, then you want to be able to draw something on the canvas so you can actually see that you can accomplish the same thing in PyGame that you can in CodeSkulptor.

Blackjack game codeskulptor basic thing to understand when thinking about porting your CodeSkulptor code over to Python and PyGame is that the vast majority of the code will migrate over with no changes or fairly minor changes.

I say this up front so that you can know that you're not going to have to rewrite large chunks of code from the ground up. The smart and efficient way to do it is blackjack game codeskulptor only wipe and update the parts of the screen that have changed since the last refresh -- there's no point in wiping away and redrawing something that hasn't changed.

This is the equivalent of our blackboard erasure I mentioned earlier. So, fontObj3 should use the PyGame default font when this is run on a Linux machine that has not installed the font.

This took me a long time to get my head around because I'm used to making a call to draw something and having it appear and then stopping that call and having it disappear.

Blackjack game codeskulptor simply calls the main function when the script is run. Blackjack game codeskulptor commented out the calls to my here input handlers and the example timer more on timers belowbut hopefully you can see the structure of what's going on.

Also, don't forget to save with a ". I've commented out the calls to specific font files since it will generate an error if the file can not be found. It's important to note that PyGame draws using worst blackjack losses upper left 0, 0 corner of the object and not the center of the object like CodeSkulptor does.

PyGame requires us to create font and colour objects before they can be used. Again, we just need to go one step further by explicitly calling the draw handler function in PyGame, but once we call it our CodeSkulptor function and code will do the same job as it did in CodeSkulptor -- we will need to tweak some function calls, but the basic structure remains the same.

That's how fontObj3 is getting its font. The meat of this function is an infinite until exited by the user while loop. Also, they hold a user defined event number that is given to them upon creation which is then used when iterating over the event queue to determine which timer event is happening.

Okay, we are now very close to having a skeleton file that we can actually run and have it create something like a frame with canvas in CodeSkulptor terms.

You can just copy them in after the previous section: Pygame Wrapper functions -- resource loading sanity checks Taken from the "Monkey tutorial" and updated for 3. You rule 6 blackjack now be ready to begin. We know the draw handler runs at 60 frames per second, so the eye doesn't catch this process, but that's what's going on.

This is way we draw things in PyGame -- the. A nice simple text animation, but we now have something happening. Within this loop we iterate over an event queue using for event in pygame. One of the main differences is that we need to create our own while loop which runs continually while the program is running until the program is ended by the user -- in effect, this keeps our event queue running, our draw handler drawing and the program "on.

This is the other main difference in PyGame -- we must be more explicit in our instructions when drawing.

Most of the time, if a change is needed it will simply be in the form of replacing a call to a simpleGUI function with a call to the PyGame equivalent function. Another main difference is in how rendering is handled in PyGame: in PyGame, we need to be more explicit in our instructions to the renderer in telling it to refresh our scene with new images while discarding old images.

Okay, let's begin. Okay, that should complete everything we need to do for the top of our file and we should be clear to start copying over our CodeSkulptor code following on. Install Blackjack game codeskulptor and then Pygame.

This fill operation does just what it sounds like it might do -- it fills the entire screen with a colour.

If you plan to distribute your project, then I recommend you do as above in the first two cases and actually provide the font file along with the code and other resources -- unless you know your font will be available on all systems.

The only difference is we've had to write the contents of the function that. They are simply running when they are given a time of something greater than 0 and stopped when they are given a time of 0. If you paste this code block into your file, above the main function, for example, you should be able to now run it from within IDLE and have a window with some animating text appear.

The fonts files are loaded without a path, so I'm loading them from the same directory that the. Don't expect to be able port graphically intensive games like Rice Rocks using this draw method -- it will grind to a halt. Next we have our little text animation: we create two text objects by using our previously created font object and calling a.

Rest assured that you will find an equivalent function in PyGame -- it may be called a bit diferently or behave slightly differently, but if you are familiar with simpleGUI calls it will likely seem eerily familiar.

If it can't find the font, then a default one is used. I know, this seems weird, but this is how it works. The first thing that likely stands out in the draw handler impementation is that there is an immendiate call to something called canvas. However, let's just hold up on that task for the moment and move to the bottom of the file.

We next need to actually call the main function we created above. However, I must pass this to the timer function each time I want to start it running.

So, we initialize a boolean "running" to True and then create a while loop that runs as long as that boolean is True. Finally, we have a call to pygame. An indeed, right above clock.