Sugargame is a Python package which allows PyGame programs to run well under Sugar. It is a fork of olcpgames, which is no longer maintained.
Get it from:
What it does:
- Wraps a Sugar activity around an existing PyGame program with few changes
- Allows Sugar toolbars and other widgets to be added to the activity UI
- Provides hooks for saving to and restoring from the Journal
See also Development Team/Sugargame/Examples.
Wrapping a Pygame program
To use Sugargame to Sugarize a Pygame program, set up an activity directory and copy the Sugargame package to it.
The activity directory should look something like this:
activity/ - Activity directory: activity.info, SVG icon, etc. sugargame/ - Sugargame package MyActivity.py - Activity class mygame.py - Pygame code setup.py - Install script
To make the Activity class, start with test/TestActivity.py from the Sugargame distribution.
The activity must create a single PygameCanvas widget:
self._canvas = sugargame.canvas.PygameCanvas(self) self.set_canvas(self._canvas)
The activity may assign keyboard focus to the PygameCanvas widget, so that keyboard events generate pygame events:
The activity must call the run_pygame method of the PygameCanvas widget, passing the main loop function of the Pygame program.
# Start the game running. self._canvas.run_pygame(self.game.run)
In your Pygame main loop, you must pump the GTK event loop:
while gtk.events_pending(): gtk.main_iteration()
Adding Pygame to a PyGTK activity
To add Pygame to an existing Sugar activity, create a PygameCanvas widget and call run_pygame on it.
widget = sugargame.canvas.PygameCanvas(self) vbox.pack_start(widget) widget.run_pygame(self.game.run)
Due to limitations of Pygame and SDL, there can only be one PygameCanvas in the entire activity.
The argument to run_pygame is a function structured like a Pygame program. In the main loop, remember to dispatch GTK messages using gtk.main_iteration().
def main_loop(): clock = pygame.time.Clock() screen = pygame.display.get_surface() while self.running: # Pump GTK messages. while gtk.events_pending(): gtk.main_iteration() # Pump PyGame messages. for event in pygame.event.get(): if event.type == pygame.QUIT: return elif event.type == pygame.VIDEORESIZE: pygame.display.set_mode(event.size, pygame.RESIZABLE) # Check the mouse position x, y = pygame.mouse.get_pos() # Clear Display screen.fill((255,255,255)) #255 for white # Draw stuff here ................. # Flip Display pygame.display.flip() # Try to stay at 30 FPS self.clock.tick(30)
For help with Sugargame, please email the Sugar Labs development list:
Sugargame is developed by Wade Brainerd <email@example.com>.
It is loosely based on the source code to the olpcgames framework, developed by the One Laptop per Child project.
- Fix bugs in event handling. (Pablo Moleri)
- Remove reference to gtk.Socket.get_window() method, which is missing in older versions of PyGTK.
- Initial version of Sugargame
Differences between Sugargame and olpcgames
The olpcgames framework provides a wrapper around Pygame which attempts to allow a Pygame program to run mostly unmodified under Sugar. To this end, the Pygame program is run in a separate thread with its own Pygame message loop while the main thread runs the GTK message loop. Also, olpcgames wraps Sugar APIs such as the journal and mesh into a Pygame-like API.
Sugargame takes a simpler approach; it provides a way to embed Pygame into a GTK widget. The Sugar APIs are used to interact with Sugar, the Pygame APIs are used for the game.
- Simpler code
- More elegant interface between Pygame and GTK
- Runs as a single thread: no thread related segfaults
- Possible to use Sugar widgets with Pygame
- No support for Pango or SVG sprites (yet)