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#1 xGeovanni  Icon User is offline

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Your opinion on these Pygame classes.

Posted 17 April 2013 - 12:25 PM

I have two (well, three) classes for Pygame which I often reuse. One of which is for the creation of grids, which I have been adding to and refactoring for a while now. The second is a "game" class, which holds all the game data (screen, clock, etc.) and handles it's manipulation. It's usage is in subclassing it to create specialised implementations for each game.

I have created this thread for two reasons. One is to share this code which I, personally, find useful, with others. The second is to get feedback on these and suggestions for their improvement (new features, optimization, etc.)

# Grid library for Pygame by Bobby Clarke
# GNU General Public License 3.0

# Version 1.1.1

import pygame
import math

def _isEven(i):
    return i % 2 == 0

def _range(start, stop, step=1):
    """Range function which can handle floats."""
    while start < stop:
        yield start
        start += step

class Tile(pygame.Rect):
    def __init__(self, point, size, colour = None, imgs = [], tags = []):
        self.size = [int(i) for i in size]
        self.point = point
        self.colour = colour

        for img in imgs:
            if isinstance(img, tuple):
                imgs[imgs.index(img)] = pygame.image.fromstring(img[0],
        self.imgs = imgs[:]
        self.tags = tags[:]

        pygame.Rect.__init__(self, self.point, self.size)

    def __lt__(self, other):
        return (self.point[0] < other.point[0] or
                self.point[1] < other.point[1])
    def __gt__(self, other):
        return (self.point[0] > other.point[0] or
                self.point[1] > other.point[1])
    def __le__(self, other):
        return (self.point[0] <= other.point[0] or
                self.point[1] <= other.point[1])
    def __ge__(self, other):
        return (self.point[0] >= other.point[0] or
                self.point[1] >= other.point[1])

    def toData(self, imgFormat = "RGBA"):
        return (self.point, self.size, self.colour,
               [(pygame.image.tostring(img, imgFormat),
                 img.get_size(), imgFormat) for img in self.imgs], self.tags)

    def fromData(data, baseTile = None):
        tile = Tile(*data)

        if baseTile and isinstance(baseTile, Tile):
            baseTile = tile
            return tile

    def getRect(self):
        return self
    def getColour(self):
        return self.colour
    def setColour(self, colour):
        self.colour = colour
    def getPoint(self):
        return self.point
    def addTag(self, *tags):
    def hasTag(self, tag):
        return (tag in self.tags)
    def delTag(self, tag):
    def clearTags(self):
        self.tags = []
    def addImg(self, img, resize = False):
        if isinstance(img, pygame.Surface):
            if img.get_rect() != self and resize:
                img = pygame.transform.scale(img, (self.size))
            raise TypeError("Images must be pygame.Surface object")
    def delImg(self, img):
    def clearImgs(self):
        self.imgs = []

    def isClicked(self):
        return self.collidepoint(pygame.mouse.get_pos())
    def draw(self, surface):
        if self.colour is not None:
            surface.fill(self.colour, self)
        for img in self.imgs:
            surface.blit(img, self)

class Grid():
    def __init__(self, surface, num, colour = None, tiles = None):
        self.WIDTH = surface.get_width()
        self.HEIGHT = surface.get_height()
        self.surface = surface

        if isinstance(num, int):
            self.x = math.sqrt(num)
            self.y = math.sqrt(num)
                self.x = num[0]
                self.y = num[1]
            except TypeError:
                raise TypeError("2nd argument must be int or subscriptable")
        self.tilesize = (self.WIDTH / self.x,
                         self.HEIGHT / self.y)
        self.num = num
        self.colour = colour

        if tiles:
            if hasattr(tiles, "__getitem__") and isinstance(tiles[0], Tile):
                self.tiles = tiles
                self.tiles = [[Tile.fromData(tile) for tile in column]
                              for column in tiles]
            self.tiles = self.maketiles(colour)

    def __getitem__(self, index):
        return self.tiles[index]

    def __setitem__(self, index, new):
        self.tiles[index] = new

    def __len__(self):
        return len(self.tiles)
    def index(self, tile):
        for column in self.tiles:
            if tile in column:
                return self.tiles.index(column), column.index(tile)

    def getTiles(self):
        """Get all tiles. Returns a generator"""
        for column in self.tiles:
            for tile in column:
                yield tile

    def tagSearch(self, tag):
        """Search for tiles by tag. Returns a generator"""
        for tile in self.getTiles():
            if tile.hasTag(tag):
                yield tile

    def pointSearch(self, point):
        """Search for tiles by point. Returns a tile"""
        for tile in self.getTiles():
            if tile.collidepoint(point):
                return tile
    def rectSearch(self, rect):
        """Search for tiles by rect. Returns a generator"""
        for tile in self.getTiles():
            if tile.colliderect(rect):
                yield tile
    def getColumn(self, i):
        return self.tiles[i]
    def getRow(self, i):
        return [column[i] for column in self.tiles]
    def checker(self, colour1, colour2 = None):
        for column in self.tiles:
            for tile in column:
                if _isEven(self.tiles.index(column) + column.index(tile)):
                    if colour2:
    def getBetweenTiles(self, tile1, tile2):
        """Inefficient and badly implemented"""
        index1 = self.index(tile1)
        index2 = self.index(tile2)
        if index1[0] != index2[0] and index1[1] != index2[1]:
            raise ValueError("Tiles must be in same row or column")
        for column in self.tiles:
            if tile1 in column and tile2 in column:
                return column[column.index(tile1) : column.index(tile2)]
        for i in range(self.y):
            row = self.getRow(i)
            if tile1 in row and tile2 in row:
                    return row[row.index(tile1) : row.index(tile2)]

    def getSurroundingTiles(self, tile,  adjacent = True, diagonal = True):    
        di = (0, 1, 0, -1, 1, 1, -1, -1)
        dj = (1, 0, -1, 0, 1, -1, 1, -1)
        # indices 0 - 3 are for horizontal, 4 - 7 are for vertical
        index = list(self.getTiles()).index(tile)
        max_x = self.x - 1 # Offset for 0 indexing
        max_y = self.y - 1

        i = int(math.floor(index / self.x))
        j = int(index % self.y)

        surroundingTiles = []

        startat = 0 if adjacent else 4
        stopat = 8 if diagonal else 4

        for k in range(startat, stopat):
            ni = i + di[k]
            nj = j + dj[k]
            if ni >= 0 and nj >= 0 and ni <= max_x and nj <= max_y:


        return sorted(surroundingTiles)

    def draw(self, drawGrid = False, gridColour = (0, 0, 0), gridSize = 1):
        for tile in self.getTiles():

            if drawGrid:
                pygame.draw.rect(self.surface, gridColour, tile, gridSize)

    def maketiles(self, colour):
        """Make the tiles for the grid"""
        tiles = []
        width = self.WIDTH / self.x
        height = self.HEIGHT / self.y
        for i in _range(0, self.WIDTH, width):
            column = []
            for j in _range(0, self.HEIGHT, height):
                sq = Tile((i, j), (width, height), colour)
        return tiles

    def toData(self):
        return (self.num, self.colour,
                [[tile.toData() for tile in column] for column in self.tiles])

    def fromData(data, surface):
        return Grid(*([surface] + list(data)))

import pygame
import sys
import threading

    from grid import Grid
except ImportError:
    raise ImportWarning("Grid library is unavailable, do not attempt to use Grids")
def getKeycodes():
    """A method to get all the keycodes
     used in pygame in to a dictionary"""
    keycodes = {item[2:].lower() : eval("pygame." + item)
                for item in dir(pygame) if "K_" in item}
    return keycodes

KEYCODES = getKeycodes()

def key(key):
    return KEYCODES[key]

class Renderer(threading.Thread):
    def __init__(self, RENDERRATE, *renderFuncs):
        self.clock = pygame.time.Clock()
        self.renderFuncs = renderFuncs
        self.deltaTime = self.clock.tick(self.RENDERRATE)

    def run(self):
        while True:
            self.deltaTime = self.clock.tick(self.RENDERRATE)
            for func in self.renderFuncs:
class Game():
    def __init__(self, WIDTH, HEIGHT, gridsize = None,
                 FRAMERATE = 0, RENDERRATE = None, fillcolour = (0, 0, 0),
                 fullscreen = False):
        if fullscreen:
            self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
            self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
        self.SCREENSIZE = self.screen.get_size()
        self.SCREENRECT = pygame.Rect((0, 0), self.SCREENSIZE)
        self.WIDTH, self.HEIGHT = self.SCREENSIZE
        self.fillcolour = fillcolour
        self.returnValue = None
        self.dirtyRects = []
        self.oldDirtyRects = []
        self.clock = pygame.time.Clock()
        if RENDERRATE is None:
            self.renderer = None
            self.renderer = Renderer(RENDERRATE, self.render, self.updateDisplay)
        self.deltaTime = self.clock.tick(self.FRAMERATE)
        if gridsize:
            self.grid = Grid(self.screen, gridsize)

    def updateDisplay(self):
        if self.dirtyRects:
            pygame.display.update(self.dirtyRects + self.oldDirtyRects)

    def setup(self):
        """Hook for setup"""
    def update(self):
        """Hook for game update"""
    def render(self):
        """Hook for game render"""
    def handleEvent(self, event):
        """Hook for event handling"""
    def handleInputs(self):
        """Input handling"""
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
    def run(self):
        if self.renderer:
        while True:
            self.deltaTime = self.clock.tick(self.FRAMERATE) / 1000
            self.oldDirtyRects = self.dirtyRects
            self.dirtyRects = []
            if not self.renderer:
            if self.returnValue is not None:
                return self.returnValue
    def quit(self):

In closing, I am aware that there should be more comments.

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