our projects - recent releases

pygame.org welcomes all python game, art, music, sound, video and multimedia projects. If they use pygame or not. Once you finished getting started you could add a new project or collaborate with other people. Or perhaps you're interested in making pygame (the python multimedia library) itself better? First you may need to learn a thing or two about pygame by reading the docs.

Mining Simulator 0.1, by Illusive Force

Mining simulator
January 23, 2023

pyBlasteroids 0.2, by Rye Salvador

A 2D Space Shooter Game in Python and Pygame
January 19, 2023

Snake 22 BETA (Wormy evolved) v0.1, by Daniel Young

Snake game made by Neonzz
January 18, 2023

Trosnoth 1.18.1, by J. D. Bartlett

Free side-scrolling team action game.
January 07, 2023

Skii 1.0, by Luke Pyle

Ski down some slopes
January 05, 2023

Historical Wargame Simulator, by Remance

Historical battle simulator in the form of a tactical map with the purpose to provide both enjoyment and educational value to the player.
December 31, 2022

Best Paysafecard Gambling Sites 2023 2, by Katie Webber

If you are looking to register as a new member of a few online casinos, there are a few things you have to check on first. One of the main things you should consider is the transaction method provided. Find out if the game service provider has secure options.
December 29, 2022

Best Paysafecard Gambling Sites 2023 1, by Katie Webber

If you are looking to register as a new member of a few online casinos, there are a few things you have to check on first. One of the main things you should consider is the transaction method provided. Find out if the game service provider has secure options.
December 29, 2022

$STONKS simulator 1.1, by Markop

Invest in the stock market and earn money!
December 25, 2022

Hue Flowing 1.0, by CMLSC

go on an adventure in a forest you painted into existence
December 23, 2022

pyAwale 0.5.2, by MiKael Navarro

pyAwale is a pure Python implementation of the Ivory Coast rules for Awale.
December 18, 2022

pyAwale 0.5.1, by MiKael Navarro

pyAwale is a pure Python implementation of the Ivory Coast rules for Awale.
December 17, 2022

pyAwale 0.5.0, by MiKael Navarro

pyAwale is a pure Python implementation of the Ivory Coast rules for Awale.
December 16, 2022

pyAwale 0.3.9, by MiKael Navarro

pyAwale is a pure Python implementation of the Ivory Coast rules for Awale.
December 16, 2022

pyAwale 0.4.0, by MiKael Navarro

pyAwale is a pure Python implementation of the Ivory Coast rules for Awale.
December 16, 2022

First Fantasy Prototype, by Andrew Mengede

Prototype for a Fallout/Final Fantasy mashup
December 01, 2022

DeliveryManager 1.1, by andrewhong

A delivery management simulator where you must manage packages and delivery trucks.
November 21, 2022

Lit By Torchlight 1.0, by Luke Pyle

Explore a dungeon with only a very limited light source.
October 30, 2022

Rage of the Blind Witch 1.0.0, by Actually a pretty cool dude

Shoot em up action platformer made in one week for the Pygame Community Halloween 2022 Game Jam.
October 28, 2022

Tetris for two 1.4, by Mikhail Shubin

Tetris with several modes for two players
October 23, 2022

Pygame Simplifier 1.6, by Mikhail Shubin

Using `pygame` can be cumbersome sometimes. This module simplifies its use by providing shortcuts for the most used `pygame` function and turning game coding into Event-driven programming.
October 23, 2022

Cube Dudes 1.0, by Andrew Mengede

​Fun, retro shooter.
October 23, 2022

Tetris for two 1.3, by Mikhail Shubin

Tetris with several modes for two players
October 04, 2022

noiboy 1, by christopher eldridge

made for gbjam
September 25, 2022

Cubester 1.0, by Kalle Saariaho

Cubester simulates Rubik's Cubes of any reasonable size (from the smallest 2 by 2 cube to the standard 3 by 3 and upwards). The user may rotate the cube and any of its discs (layers) freely. The 3D animated automatic shuffle makes it easy to create a new puzzle for solving.
September 25, 2022

PROJECT TRUNK 1.0, by Kade Hennessy

Eccentric platform-shooter starring a TRUNKMAN exploring critter-filled Beak Forest trying to find the meaning of life!
September 19, 2022

PROJECT TRUNK COPY 1.0, by Kade Hennessy

Eccentric platform-shooter starring a TRUNKMAN exploring critter-filled Beak Forest trying to find the meaning of life!
September 19, 2022

Cutting game 1.2, by duisterethomas

This is a game about cutting boxes at the right spot.
September 11, 2022

Cutting game 1.1, by duisterethomas

This is a game about cutting boxes at the right spot.
September 11, 2022

Cutting game 1.0, by duisterethomas

This is a game about cutting boxes at the right spot.
September 11, 2022

Wormy modifications difficulty new apples v1.2.0, by Daniel Young

Wormy a nibbles clone modified by Neonzz
September 05, 2022

Wormy modifications difficulty new apples v1.1.3, by Daniel Young

Wormy a nibbles clone modified by Neonzz
September 04, 2022

Wormy modifications difficulty new apples v1.1.2, by Daniel Young

Wormy a nibbles clone modified by Neonzz
September 04, 2022

Historical Wargame Simulator Arcade mode and animation system 0.5.8, by Remance

Historical battle simulator in the form of a tactical map with the purpose to provide both enjoyment and educational value to the player.
August 31, 2022

Purchase Defense Grid Firearms Online .20, by joy clark

Ghost Firearms | Grid Defense offers premium AR15 parts with a focus on Cerakote Uppers, Skeleton Lowers, 80 Percent Lower and AR-15 Build Kits
August 31, 2022

Wormy modifications difficulty new apples v1.1.1, by Daniel Young

Wormy a nibbles clone modified by Neonzz
August 29, 2022


pygame in all the languages

Learning a programming language can be hard. Learning with materials in a different human language is even harder. This is why we have started the process of converting pygame learning materials into another language. With the help of a professional qualified educator we have begun the process with Spanish. Tutorials, technical API documentation, and teaching materials will need to be translated. Already whilst going through the first tutorials we noticed gaps and problems with our existing materials. It's improving our English materials too! But the first language will be slower because of this, so we don't want to do too many at once. As pygame is a hobby project made by volunteers we don't have a big budget for things, and we don't do corporate sponsors. Costs come out of our pockets, and people work on what they enjoy doing in their spare time. So far one of our contributors has donated $800 USD, but we are seeking to raise $1200(€1200) more for the first phase of this en-devour with a fundraiser. If you think it's a worthy cause and you have a few monies to spare we'd appreciate any support.

Many thanks to: Owen Wiggins, Dan Lawrence, John Norris, Anonym, William Chambers, Franco Bonfiglio Vazquez, Fiona Beardsworth. €674 were raised on top of the $800. Updates will come here on the progress with Spanish.
May 16, 2022

pygame 2

It's happy dance time.

pygame 2 is out.
October 28, 2020

pygame 20th birthday

It looks like we're 20 years old.

pygame snake with a party hat on blowing a whistle

ps. we have a present for you coming shortly.
October 28, 2020

Ludum Dare 46

Saturday April 18th to Tuesday April 21st, 2020
Starts at 3:00 AM CEST *

Join us for Ludum Dare 46, our first event of 2020!
April 08, 2020

One focus: pygame 2 critical issues. (Feature freeze 2 months)

For the next two months, I'd like to try to focus on pygame 2 critical issues.

Backwards compatibility issues people are reporting with the pygame 2 dev releases.

So there's a feature freeze on anything not related to these issues. One issue at a time until the two months are up or we are done.


The first issue is: "SDL 2: Per Pixel Alpha error".

November 17, 2019

Alakajam, PyWeek, and Ludum Dare game jams.

Over the next weeks we have plenty of game jams that people from the pygame communities take part in.

Alakajam is first starting on September 20th. "Alakajam! is a young community gathering game development enthusiasts from all backgrounds. We host a series of informal events, that give you a chance to both make games and get people to play them. Alakajam! competitions, taking place over a week-end, three times a year. Start/end times are suited to European timezones."

Then the must-use-python PyWeek challenge "Invites entrants to write a game in one week from scratch either as an individual or in a team. Is intended to be challenging and fun. Will hopefully increase the public body of python game tools, code and expertise. Will let a lot of people actually finish a game, and may inspire new projects (with ready made teams!)." PyWeek runs from Sept. 22, 2019 to Sept. 29, 2019, and theme voting is already on.

Finally, Ludum Dare is an event where you create a game from scratch in a weekend based on a theme. Saturday October 5th to Tuesday October 8th, 2019. Starts at 12:00 AM CEST *. Ludumdare is the oldest online game jam, and has the largest number of participants. There is a Jam (72h, less restrictive rules), and a compo (48h more rules). The Jam now lets people submit paper board games, and even things like crafts that aren't games at all!

Want to join in as part of a team? The pygame community game (stuntcat) is also taking part, by creating a new mini game for some of these game jams. Drop into the discord chat #communitygame channel and say hi ( https://discord.gg/r8yreB6.

Also, how about inviting women and non-binary people to make the game with you?

September 20, 2019

Learn python by contibuting to pygame (at the europython 'sprint' and online)

pygame europython sprint

If you want to join in online, come into our 'Discord' #contributing channel https://discord.gg/r8yreB6. If you're at EuroPython you can find information about the sprints on their website.

July 12, 2019

pygame 1.9.6 released with a few regression bug fixes

Whilst we focus like a shark-lazer on pygame 2, here is a bonus pygame 1.9.6 with a couple of small regression bug fixes.

- mp3 via smpeg was missing in manylinux builds.
- mixer thread deadlock issue when controlling it from different threads.
- pygame.version.vernum now has major, minor, and patch attributes.
April 25, 2019

pygame 1.9.5 released into the wilds

pygame 1.9.5

TLDR; Some highlights.

Every single source file has been heavily modified and moved in this release. Initial (source code only) support for SDL2 has been merged in. We also support compiling with SDL1 in the same code base, so the migration to pygame 2 is easier. pygame 2 will be released with SDL2 being the default backend when some remaining issues are ironed out. The 1.9.x releases will continue with SDL1 until then. Also, the C API of pygame is undergoing a transformation with lots of cleanups. Then there have been plenty of other cleanups all throughout the python code as well. There's still lots to clean up, but things should be significantly easier for people to contribute (👋 hello and thanks new contributors!). The documentation has been improved with better examples links, search functionality, and improved navigation. Support for older Macs, and newer Macs has been improved. The mask, midi, draw, and math modules have gotten lots of polish with rough edges removed.


A very special thanks to the people who have volunteered commits to pygame since the last release. In alphabetical order...

(@alphaCTzo7G) | Amos Bastian (@amosbastian) | Andrey Lopukhov (@andreyx86) | Augusto Noronha (@augusto2112) | Bernardo Sulzbach (@bernardosulzbach) | (@Bottersnike) | Cai Q.T. (@CAIQT) | (@Cerealdragon) | Charles (@charlesej) | (@ChrisWeissNike) | (@cmtrapp02) | Daniel Molina (@daniel-molina) | David Caughell (@DavidCaughell) | David Lönnhager (@dlon) | (@dr0id) | burmer (@dtschirmer) | (@e1000) | xFly_Dragon (@husano896) | (@IchMageBaume) | René Dudfield (@illume) | (@LambdaGoblin) | Lenard Lindstrom (@llindstrom) | François Magimel (@Linkid) | (@LiquidFenrir) | Mark Hurley (@markph0204) | Marius Gedminas (@mgedmin) | (@metulburr) | Michael Farrell (@micolous) | Dominik George (@Natureshadow) | Nik (@nikolas) | Nunu-Willump (@Nunu-Willump) | (@pleboulanger) | Rebecca Chen (@rchen152) | (@robertpfeiffer) | Sett (@sw00) |

Quite a few new people have helped out with this release 🤗

An equally special thanks to everyone else who has contributed in other ways. Thanks to claudeb, imallet, and deshipu for moderating the discord chat to keep it friendly. Thanks to the twitter folk, and the stackoverflow Q&A people. Thanks to everyone who puts their game up on the pygame website for others to look at. Thanks to people making tutorials and sharing articles & books they've written. Thanks to the r/pygame mods and community. Thanks to pyladies groups for running fun sessions, and for making things better. Thanks to the teachers providing feedback, and for doing something fun with their students. Thanks to Debian, Raspberrypi, Arch, Fedora, and all the other community groups. 🖤

More details.

#945 Vector: Explain slices and swizzling
#944 Update surface documentation
#937 Make mask offset boundary checking consistent
#936 Update midi documentation
#931 Fix drawing 1 pixel wide off-surface ellipses
#929 Use SDL_RWops instead of pg_FopenUTF8.
#928 Fix LayeredDirty's inconsistent use of its source rect
#927 Workaround for locale errors with PyPy
#926 Update dependencies for manylinux builds.
#924 Upload .whl binaries to a github draft release when creating tag.
#923 Update scrap documentation
#922 #881 #879 Fix zero-sized mask segfaults
#920 Fix the SystemError when no type specific clipboard content exists.
#917 Update scrap tests
#914 Update freetype tests
#911 #893 #889 #876 #874 #844 #840 #831 #819 Improved mask tests
#900 Add sprite tests
#899 bugfix for dirty sprite when using a source rect
#891 Add missing Vector2.magnitude()
#873 Fix mask index out of bounds segmentation fault
#806 Mask constructor 'fill' argument
#807 Use version directives consistently in documentation and update style
#805 Event functions: pump parameter and keyword arguments
#803 Add customized repr()/str() output for Mask objects
#802 Fix aaline()/aalines() not drawing on a surface's border
#797 Keep surface alpha value for copied surfaces with SRCALPHA flag
#760 #707 Load images on multiple threads properly
#783 Fix overlap_mask() making incorrect mask
#751 #749 #748 #746 #745 Added get_init() to all modules with an init() function
#725 Allow camera module to be used on Windows
#722 API version macros
#698 Use pre styles in docs
#670 Converting between ANSI notes and MIDI notes or frequencies
#663 Compile for PyPy 3 and PyPy fixes
#665 Chimp tutorial: reindent and clean some code
#664 Chimp tutorial: fix reST syntax
#656 #649 Handle Unicode objects and paths properly
#631 Fix failing tests test_aapolygon and test_pie
#630 Fix freetype rotation rendering
#596 aaline cleanup
#582 draw.aaline: blend correctly
#577 #573 Fixed FreeType memory leaks
#571 Fix surface.blits() bugs

#560 Added math.Vector2 subclass test for issue
#558 Raise TypeError on invalid point arguments
#557 Update typecheck to allow subtypes
#545 update system font lists in sysfont.py
#538 Mac fonts support using system_profiler
#559 Allow clean silencing of support prompt
#553 Fix homebrew travis mac builds
#551 Fixed freezing while playing music from file objects
#550 updated for python 3
#546 Improve message on failed imports & cleanup
#544 Spelling fix in examples/glcube.py
#540 DirtySprite subclass allow other _layer values
#536 dependency version into README & Cleanup SDL1.2
#534 More test cleanups.
#535 draw_py for Python algos & aaline testing
#534 More Test cleanup
#518 Organise the docs modules by usage, add search form.
#517 Test cleanup n+1 : yet another test cleanup branch
#516 PY_VERSION_HEX < 0x02070000 : cleanup
#515 Fix draw polygon ; tests & code cleanup
#514 Cleanup Python < 2.7 references
#511 Fix odd-width ellipses not drawing correctly
#510 Update unit tests draw.ellipse, add unit tests draw.(aa)line(s)
#509 Midi tests : add, refactor, cleanup
#508 More test method cleanup
#507 Improve mac compile times on travis.
#505 Remove "if 1:" pattern in tests
#504 Cleanup mixer test
#503 Clang format all the src_c/.c files
#502 Cleanup some test methods & test/sndarray_test.py
#501 Add draw_ellipse unit test
#500 Test for overlap mask
#499 Remove boilerplate imports from top of test files
#498 Adding a test for Thick Line Bug
#493 0 sized masks are now possible
#489 transform.scale does not crash for zero sized surfaces
#488 Added unit test 'test_zero_surface_transform' for issue 411
#486 Moved jquery.plugin.docscomments.js into pygameweb.
#485 Repo cleanup. 8 things in top level. Rest in buildconfig/. Old stuff removed.
#484 Added mac sdl2 support. Changed config.py -sdl2
#483 Support older mac core duo 2 cpus
#482 The giant SDL2_patches merging PR.
#476 Do not try to add portmidi on freebsd. It does not exist.
#475 Resurrect Python 3.4 builds on Appveyor

March 31, 2019

🐱‍🏍 stuntcat early release. What's next?

🐱‍🏍 stuntcat is our open source mini-game we worked on in order to drive pygame 2 development forward. We wanted to make a real mini-game and try to release it for sale on as many platforms as possible. So that other people can look at the source code and distribute their game on more platforms too.

We only had 4 days... but during that time more than 14 people got involved. We learnt a lot during this. The compilation instructions for pygame 2 were improved so that more people could build development versions. We automated the installer generation for Windows, Mac, and pypi on github (so other projects can copy this base-code and do it too). Gif animation saving was started (because when you release your game you want a gif right?). Missing features and areas where documentation could be improved were identified (animated sprites, and scenes anyone?). Fixes to pymunk (a great 2D physics engine) were made so distributing physics games to end users is now easier. There's also an example of using the tile map loader (PyTMX) with the physics engine. More than a month after the game jam finished we are working on issues discovered during the making of 🐱‍🏍 stuntcat.

We want to make distributing pygame apps easier for people. You made your game, now you want to share it with your friends or even sell it right? The first place we made a release was on itch.io, a platform for selling games and apps. There we uploaded the Mac, Windows, and source for people to download with a pay-what-you-feel option.

Next step is to release the game on Steam (another popular games platform). For the next step we need to raise $100 for the Steam App fee. We also have to make the game better! It's already a pretty fun mini game, but requires more mini games and more polish. We also need to make pygame 2 pre-release binaries so that we can actually publish on Steam.

Thanks to the makers of stuntcat: bitcraft, blubberquark, Bottersnake, claudeb, illume, Kuba | ThePolish, TJWhale, hfoxp, xeno, M, CaptHurls, dlon, dirk0, viblo, and kleines filmröllchen.

day 0: $0 of $100 raised for Steam app fee.
day 1: $5 of $100
day 2: $57 of $100
day 3: $100 of $113.20
day 14: $107 of $113.20
day 20: $127 of $113.20
If you ever wanted to support pygame development financially and you can afford it, this is how you can by purchasing stuntcat on itch.io for $2 or what ever you feel. update: we raised enough to make a steam release. Thanks to everyone who chipped in!

January 07, 2019





Pygame is a set of Python modules designed for writing video games. Pygame adds functionality on top of the excellent SDL library. This allows you to create fully featured games and multimedia programs in the python language.

Pygame is highly portable and runs on nearly every platform and operating system.

Pygame itself has been downloaded millions of times.

Pygame is free. Released under the LGPL licence, you can create open source, freeware, shareware, and commercial games with it. See the licence for full details.

For a nice introduction to pygame, examine the line-by-line chimp tutorial, and the introduction for python programmers. buffer, and many other different backends... including an ASCII art backend! OpenGL is often broken on linux systems, and also on windows systems - which is why professional games use multiple backends.

Multi core CPUs can be used easily. With dual core CPUs common, and 8 core CPUs cheaply available on desktop systems, making use of multi core CPUs allows you to do more in your game. Selected pygame functions release the dreaded python GIL, which is something you can do from C code.

Uses optimized C and Assembly code for core functions. C code is often 10-20 times faster than python code, and assembly code can easily be 100x or more times faster than python code.

Comes with many operating systems. Just an apt-get, emerge, pkg_add, or yast install away. No need to mess with installing it outside of your operating system's package manager. Comes with binary pos system installers (and uninstallers) for Windows or MacOSX. Pygame does not require setup tools with even ctypes to install.

Truly portable. Supports Linux (pygame comes with most main stream linux distributions), Windows (95, 98, ME, 2000, XP, Vista, 64-bit Windows, etc), Windows CE, BeOS, MacOS, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. The code contains support for AmigaOS, Dreamcast, Atari, AIX, OSF/Tru64, RISC OS, SymbianOS and OS/2, but these are not officially supported. You can use it on hand held devices, game consoles and the One Laptop Per Child (OLPC) computer.

It's Simple and easy to use. Kids and adults make shooter games with pygame. Pygame is used in the OLPC project and has been taught in essay courses to young kids and college students. It's also used by people who first programmed in z80 assembler or c64 basic.

Many games have been published. Including Indie Game Festival finalists, Australian Game festival finalists, popular shareware, multimedia projects and open source games. Over 660 projects have been published on the pygame websites such as: list needed. Many more games have been released with SDL (which pygame is based on), so you can be sure much of it has been tested well by millions of users.

You control your main loop. You call pygame functions, they don't call your functions. This gives you greater control when using other libraries, and for different types of programs.

Does not require a GUI to use all functions. You can use pygame from a command line if you want to use it just to process images, get joystick input, or play sounds.

Fast response to reported bugs. Some bugs are patched within an hour of being reported. Do a search on our mailing list for BUG... you'll see for yourself. Sometimes we suck at bug fixes, but mostly we're pretty good bug fixers. Bug reports are quite rare these days, since a lot of them have been fixed already.

Small amount of code. It does not have hundreds of thousands of lines of code for things you won't use anyway. The core is kept simple, and extra things like GUI libraries, and effects are developed separately outside of pygame.

Modular. You can use pieces of pygame separately. Want to use a different sound library? That's fine. Many of the core modules can be initialized and used separately.


The pygame Documentation page has a number of tutorials. A Newbie Guide to pygame is very good.

There are lots of examples that come with pygame. See https://github.com/pygame/pygame/tree/master/examples. They should be installed, and are runnable like:

python -m pygame.examples.aliens

Below are unofficial tutorials and guides. Anything with wrong install instructions is not allowed.

General Tutorials

Pygame Tutorials on Specific Topics

Books with Pygame Tutorials

Non-English Resources


Brazilian Portuguese

Français (french)

  • Sur Wikibooks, Traduction compl�te des tutoriels officiels de Pete Shinners.





def show_cook_book_love(screen):
    txt = "I love the CookBook!"
    f = SysFont("Arial", 12)
    s = f.render(txt, 1, (0,0,0))
    screen.blit(s, (0,0))

Posting A Recipe:

  • Please start a new page for each recipe.
  • Use the <pre><code>YOUR CODE</code></pre> tags to put in code.(View source of some other pages to see how it is done.)
  • Except where otherwise noted, recipes posted in the pygame cookbook are in public domain.
  • Tabs are lost when posting, so convert tabs to spaces first if you use them.

Generic recipes

CommandDispatch (A pattern for building GUIs)
MemoizingDecorator (Another lazy resource loader)
SignalSlot (A signal/slot implementation)
Interpolator (An improved interpolator)

PyGame recipes

HeadlessNoWindowsNeeded (Use pygame without using creating a window)
ShadowEffects (Using arrays)

PyOpenGL recipes



Cookbook Code

3D Models




Royalty Free Music

Sound Effects

Royalty-Free Sound Effects


Stock Photos

Clip Art

Free Game Engines

Pixel Art

Other Resource lists

Help (irc, lists)


The pygame community is active on the subreddit (reddit.com/r/pygame) and the discord server (invite link)

Mailing List

Pygame maintains an active mailing list. You can email the list at pygame-users@seul.org

If you do not have a mail client configured on your computer you can subscribe to the mailing list by sending a plain-text e-mail to majordomo@seul.org. Leave the subject field blank and in the body put only "subscribe pygame-users" (without the quotes).

You will receive an authentication response. Follow the directions in that e-mail to complete the subscription process.

Forums and Newsgroups

GMane, and google groups offer web based, and newsgroup access to the pygame mailing list. So you can talk with a forum-like interface to the pygame mailing list.

If you prefer newsgroups, GMane is running a newsgroup gateway at gmane.comp.python.pygame.

If you have a google account, and like google groups, there is a mailing list mirror at google groups mirror. To post, you must subscribe to the real mailing list first. It started mirroring the mailing list in 2008/04/28.

For a forum-like interface, you can use Nabble which started mirroring on 2012/05/21.

Mailing list archives are hosted by Gmane and Seul.org.


pygame IRC channel. irc.freenode.net 6667 #pygame

questions and answers


Notes for hacking, developing, and modifying pygame.

Building pygame

See the wiki page: Compilation to figure out how to compile pygame on different platforms.

How to do debug builds?
python setup.py build --debug install
How to speed up compilation? The build only compiles things that have changed by default. Parallel builds can be done with python 3.5+, where you can set the -j option with the number of workers you want to use. Probably setting it to the same as your number of CPU cores is a good idea.
python setup.py build -j4 install

Buildbots, pygame compiled on every change

There is a pygame github page. Development now happens on github.

Right now, pygame uses Github Actions and AppVeyor (windows) for CI. These are useful to make sure that changes proposed by contributors do not break pygame in any way, pygame must still build and work fine across different platforms and python versions.

Linux manylinux builds

Manylinux builds are binary files for pip which should work on many versions of linux. See in the pygame repo manylinux-build/README.rst

Generating docs

python setup.py docs

This runs buildconfig/makeref.py which runs Sphinx to generate HTML docs and src_c/docs/{module}_doc.h C headers from reStructuredText source.

The reStructuredText .rst files are stored in the pygame/docs/reST/ref/ (reference manual) and docs/reST/tut/(tutorials) directories.

An online reStructuredText primer can be found on the Python website site.

Sphinx specific markup is described in theSphinx Documentation.

Parameters for functions should be documented with param info field lists.

The Python Sphinx package itself depends on Docutils, Jinja2, and Pygments.

Running tests

To run the tests from the test sub-directory in the pygame distribution:

python test/__main__.py -v

To run the tests from the installed pygame.tests module:

python -m pygame.tests -v

In either case the --help command line option will give usage instructions.

An important option is -v. This lets you see more details of the tests as they run.

C API docs

The C API docs can be found at https://www.pygame.org/docs/c_api.html. The source code for these docs in RestructuredText format is in docs/reST/c_api.rst and docs/reST/c_api/.

Code style

Try and follow the code style of the particular file you are editing.

Use 4 spaces instead of tabs, and Pep-8 generally.  Make sure your editor doesn't insert tabs.

Try to keep things under 80 characters wide.

Try not to mix in white space commits with other code commits.  This makes reading diffs easier if you separate the whitespace updates from the actual changes.

For C code, we use clang-format. There is a config in src_c/.clang-format which tries to use a pep-7 style.

Writing tests.

Tests are in the test/ directory.

Please see test/README.txt (in the pygame repo) for more of a description on the tests, and the testing framework.

A naming convention is used for all tests. So from the name of a module, class, method, or function, you can find the tests for it.

Each module has a test file.  eg. for pygame.surface there is test/surface_test.py

In that file there are methods for each of the classes, functions and methods. So Surface.blit has a 'test_blit' method.  There can be multiple test methods for each method. eg. 'test_blit_keyword_args' in surface_test.py one of a few tests Surface.blit.  Add extra words at the end of the method name to make multiple tests for the same method.

Methods named with todo at the front "todo_blit" are methods that need to be written. Or finished. By default all of the todo tests are skipped by the test runner.  You can however, make the todo_ tests fail - to see how many more tests need to be finished.

Tests can use tags in order to organise them. There are optionally [modulename]_tags.py files for each module. A test/surface_tags.py file is used to specify tags for the pygame.surface module. You can use tags to skip tests on different platforms, or to choose different tests to exclude or run.

There are some test related tools + code in test/util/ .

To see if anything in a module is not documented... you can use: python compare_docs.py pygame.sprite sprite.doc

To generate some test stubs for your unittests from an existing file... you can do: python gen_stubs.py midi

Submitting changes to github

See http://www.contribution-guide.org/. If you are a member of the pygame repo on github you can start a new branch like this:
git clone git@github.com:pygame/pygame.git
cd pygame
git checkout -b my-fixes-branch
# Edit your changes here.
git commit .
git push --set-upstream origin my-fixes-branch
Then go to the web https://github.com/pygame/pygame to create a pull request. Add a couple of reviewers who you think might want to review the code. If you are not part of the github pygame organization, then fork pygame with github, and then when you're ready, send us a pull request.

Issue triage

There's a lot of issues, and people often only care about the issue for a short time. It can be helpful to categorize issues to save time for other developers, and to try and move an issue along.

Here are some general guidelines:

  • Thank the person for submitting the issue. They didn't have to, and it took them some time.
  • If issue reporters haven't provided sufficient information to act on, ask them to do the same
  • Ask users reporting bugs with older pygame versions to test whether the bug still happens on the latest version
  • Tell people we need a test. Tell them in which file.
  • Tell people we don't have time, if we are not likely to fix it soon.
  • Tell people if a PR would be accepted. Tell them which files they may need to edit.
  • Tell people to use stackoverflow/etc for issues with their own code. Then close these issues. Maybe link to some documentation on it if there is some.
  • Labeling the module/OS/version they are on. If it's an issue with image loading label it 'image'. If it's on windows, label it 'windows', if it's an SDL2 issue label it SDL2.
  • Adding tasks to the top of the issue including, 'add a unit test', 'add reproducable code' are helpful to see how far along the issue is to being fixed.

Dealing with code reviews and the automated testing of the Continuous Integration tools

So, you've come up with some excellent bug fixes, tests or improvements to pygame and you are wondering how to go from there to getting your code merged into the pygame mainline. Here are some top tips:

  • Submit your code as a clean, focused pull request. Ideally this means that only the essential changes you made for the improvement you are making make it into your pull request. If you don't know what a pull request is then this guide from GitHub may be of some help.
  • Create documentation. If you are making a new feature don't forget the documentation, pygames online docs are published from the github repo source files each time pygame is released, and if your feature doesn't have any documentation nobody will know it exists.
  • Write unit & interactive tests. Whichever seem appropriate for making clear the intended uses of your module and testing out the full ranges of inputs and potential error states.
  • Please be patient for code review. It can take some time, but also don't worry about it. It just means that somebody else from the pygame community will have a look over and run your code and check for things like tests, documentation and functionality. If you contribute to pygame enough you too may become a code reviewer and help us sift through the stacks of pull requests.
  • Automated testing platforms (CI). CI runners are basically online testing robots that try and run any submitted pull requests on as wide a range of computing platforms and software versions as possible to check for compatibility. It can often take several attempts to get your perfectly-working local code to pass the inspection of these CI task masters. Don't stress about this its very common even for those of us that have been doing pull requests for a while. Common pitfalls include:
    • The 'dummy' video driver. CI runners are just server machines on a rack somewhere in an amazon warehouse they don't have screens connected to them so pygame has to use a fake video driver called the 'dummy' to run pygame applications on them. This driver doesn't have the same range of functionality as the regular video drivers so it is not uncommon to have to skip a unit test when this driver is being used. You can activate it locally too by setting the SDL_VIDEODRIVER environment variable.
    • Platform specific code. Sometimes code can be platform specific, what works on one can break on another. These would need conditional handling for the different platforms pygame supports
    • Multiple versions of SDL/Python/other deps. Pygame should work on any SDL version higher than 2 and Python version higher than 3.6 (at the time of writing). At times there are features in SDL/Python that are only added in a minor or patch version. The code should make use of conditionals to error gracefully, or workaround this.
    • If in doubt just ask in your pull request's comment page as it's likely someone will have seen a similar issue before and may be able to help.

Deprecation of old code

See https://github.com/pygame/pygame/issues/2197 for some discussion and PRs linked to it.


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project comments


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