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Pygame Core Agent Skill

> 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.

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill pygame-core

The instruction itself

12 sections, as written by the author

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+ (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/jittersrect 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.

  • 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.

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How to use it

Copy the folder

Take gamedev-skills/pygame-core from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.

Install what it needs

The instructions reference pip. Without those the skill loads but fails at the first command.