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
- 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.
- Init and open a window.
pygame.init(), screen = pygame.display.set_mode((w, h)), clock = pygame.time.Clock().
- 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().
- 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.
- Handle input two ways: event-based (
KEYDOWN/MOUSEBUTTONDOWN, for discrete
actions) and polled (pygame.key.get_pressed(), for held movement).
- 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)
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)
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
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
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
# 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.
pip install pygame got the old one → for the maintained fork use
pip install pygame-ce; having both installed causes import conflicts.
- Diagonal movement is faster → normalise the direction vector before scaling by
speed.
References
- For
Group variants (GroupSingle, LayeredUpdates for z-order), pixel-perfect
collision with mask, slicing a spritesheet, simple animation, sound/music, and
text rendering, read references/sprites-and-collision.md.
Related skills
love2d-core — the same loop concepts in LÖVE/Lua.
bevy-ecs — a heavier ECS engine when a project outgrows pygame.
input-systems / save-systems — engine-agnostic input and persistence.
platformer / roguelike — genre templates that pair with pygame.
1---2name: pygame-core3description: 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.4---5
6# pygame Core
7
8Build the foundation of a pygame game in Python: the main loop, delta-time
9movement, drawing with `Surface`/`Rect`, input, and `Sprite`/`Group` management.
10Targets **pygame-ce 2.5.7** (the actively maintained community fork; same
11`import pygame`).
12
13## When to use
14
15- Use when starting a pygame game, fixing the loop, frame-rate-dependent speed,
16 input handling, blitting, or sprite/group collision.
17- Use when code does `import pygame` and the project depends on `pygame-ce`
18 (or `pygame`).
19
20**When *not* to use:** Python language questions unrelated to pygame. 3D rendering
21(pygame is 2D). For cross-engine save/load use `save-systems`; for rebindable input
22architecture see `input-systems`.
23
24## Core workflow
25
261. **Install pygame-ce, not legacy pygame.** `pip install pygame-ce` — it's the
27 maintained fork and imports as `pygame`. Don't install both in one environment.
282. **Init and open a window.** `pygame.init()`, `screen =
29 pygame.display.set_mode((w, h))`, `clock = pygame.time.Clock()`.
303. **Run one loop: events → update → draw → flip.** Pump the event queue every
31 frame (`for event in pygame.event.get()`), update state, redraw, then
32 `pygame.display.flip()`.
334. **Make it frame-rate independent.** Get `dt = clock.tick(60) / 1000` (seconds)
34 and scale all motion by `dt`. Keep positions as floats; blit at integer rects.
355. **Handle input two ways:** event-based (`KEYDOWN`/`MOUSEBUTTONDOWN`, for discrete
36 actions) and polled (`pygame.key.get_pressed()`, for held movement).
376. **Organise objects with `Sprite` + `Group`.** Subclass `pygame.sprite.Sprite`
38 with `image`/`rect`; `group.update(dt)` and `group.draw(screen)` handle the
39 batch. Run it and watch the window before assuming it works.
40
41## Patterns
42
43### 1. Minimal game loop (the skeleton)
44
45```python
46import pygame
47
48pygame.init()
49screen = pygame.display.set_mode((800, 600))
50pygame.display.set_caption("My Game")
51clock = pygame.time.Clock()
52
53running = True
54while running:
55 dt = clock.tick(60) / 1000 # cap at 60 FPS; dt = seconds since last frame
56 for event in pygame.event.get(): # MUST drain the queue or the OS thinks it hung
57 if event.type == pygame.QUIT:
58 running = False
59
60 # update game state here, scaled by dt ...
61
62 screen.fill((18, 18, 28)) # clear each frame
63 # draw everything here ...
64 pygame.display.flip() # present the frame
65
66pygame.quit()
67```
68
69### 2. Delta-time movement (frame-rate independent)
70
71```python
72from pygame.math import Vector2
73
74pos = Vector2(100, 100) # keep position as floats
75speed = 220 # PIXELS PER SECOND, not per frame
76
77# inside the loop, after computing dt:
78keys = pygame.key.get_pressed()
79direction = Vector2(
80 keys[pygame.K_RIGHT] - keys[pygame.K_LEFT],
81 keys[pygame.K_DOWN] - keys[pygame.K_UP],
82)
83if direction.length_squared() > 0:
84 direction = direction.normalize() # equal speed on diagonals
85pos += direction * speed * dt # RIGHT: dt-scaled
86screen.blit(player_img, (round(pos.x), round(pos.y))) # blit at integer pixels
87```
88
89### 3. Input: events vs polling
90
91```python
92for event in pygame.event.get():
93 if event.type == pygame.QUIT:
94 running = False
95 elif event.type == pygame.KEYDOWN: # discrete press: jump, menu, pause
96 if event.key == pygame.K_SPACE:
97 jump()
98 elif event.key == pygame.K_ESCAPE:
99 running = False
100 elif event.type == pygame.MOUSEBUTTONDOWN:
101 shoot_at(event.pos) # event.pos = (x, y)
102
103# Polled state (read once per frame) for continuous/held input:
104keys = pygame.key.get_pressed()
105if keys[pygame.K_a]:
106 move_left(dt)
107```
108
109### 4. A Sprite subclass + a Group
110
111```python
112class Player(pygame.sprite.Sprite):
113 def __init__(self, x, y):
114 super().__init__()
115 # convert() once at load makes blits much faster; _alpha keeps transparency.
116 self.image = pygame.image.load("player.png").convert_alpha()
117 self.rect = self.image.get_rect(center=(x, y))
118 self.pos = pygame.math.Vector2(self.rect.center)
119 self.speed = 240
120
121 def update(self, dt): # Group.update(dt) calls this per sprite
122 keys = pygame.key.get_pressed()
123 self.pos.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * self.speed * dt
124 self.rect.center = (round(self.pos.x), round(self.pos.y))
125
126all_sprites = pygame.sprite.Group()
127all_sprites.add(Player(400, 300))
128
129# in the loop:
130all_sprites.update(dt) # calls each sprite's update(dt)
131all_sprites.draw(screen) # blits each sprite at its rect
132```
133
134### 5. Collision detection
135
136```python
137# Sprite vs group: e.g. player picking up coins (True = remove collided coins).
138collected = pygame.sprite.spritecollide(player, coins, dokill=True)
139score += len(collected)
140
141# Group vs group: bullets vs enemies (kill both on hit).
142hits = pygame.sprite.groupcollide(bullets, enemies, True, True)
143
144# Plain rect overlap (no sprites needed):
145if player.rect.colliderect(door_rect):
146 open_door()
147```
148
149## Pitfalls
150
151- **Window freezes / "not responding"** → you didn't pump the event queue. Call
152 `pygame.event.get()` (or `pygame.event.pump()`) every frame.
153- **Speed differs on faster machines** → you moved by a fixed amount per frame.
154 Scale by `dt = clock.tick(fps) / 1000` and use pixels-per-second values.
155- **Sub-pixel movement snaps/jitters** → `rect` coordinates are integers; store the
156 true position as a `Vector2` of floats and assign `rect.center = round(...)` each
157 frame.
158- **Blits are slow / framerate drops** → call `.convert()` (opaque) or
159 `.convert_alpha()` (transparent) on loaded images once; un-converted surfaces blit
160 far slower.
161- **Nothing appears** → you forgot `pygame.display.flip()` (or `update()`), or you
162 drew before `screen.fill(...)` so it was cleared away.
163- **Wrong draw order** → pygame uses painter's order; later blits cover earlier ones.
164 Draw background first, sprites last.
165- **`pip install pygame` got the old one** → for the maintained fork use
166 `pip install pygame-ce`; having both installed causes import conflicts.
167- **Diagonal movement is faster** → normalise the direction vector before scaling by
168 speed.
169
170## References
171
172- For `Group` variants (`GroupSingle`, `LayeredUpdates` for z-order), pixel-perfect
173 collision with `mask`, slicing a spritesheet, simple animation, sound/music, and
174 text rendering, read `references/sprites-and-collision.md`.
175
176## Related skills
177
178- `love2d-core` — the same loop concepts in LÖVE/Lua.
179- `bevy-ecs` — a heavier ECS engine when a project outgrows pygame.
180- `input-systems` / `save-systems` — engine-agnostic input and persistence.
181- `platformer` / `roguelike` — genre templates that pair with pygame.