Getting started =============== These bindings are easy to apprehend and learn if you come from the C++ library; class, methods and functions names are the same. We'll see here step by step everything you need to know to get started with pySFML! Of course, you need first to have pySFML downloaded and installed on your computer. To do that, read the :doc:`download ` section, it provides all explanations you'll need to install on your favourite platform. At worst, you'll need to compile. After reading this you can jump to the single :ref:`tutorials-reference` that summarizes all the large, potentially surprising, changes that you should be aware of. You'll be able to start coding serious project with the documentation at hand. Diving In --------- .. note:: On Windows, typing these commands directly in a console might cause the console to freeze, in which case it is better to save the lines of code (without the '>>>' prompt) to a file to run later. Open a terminal and run the Python interpreter. Now we can experiment:: >>> from sfml import sf >>> w = sf.RenderWindow(sf.VideoMode(640, 480), "My first pySFML Window - or not ?") >>> w.clear(sf.Color.BLUE) >>> w.display() >>> w.size = (800, 600) >>> w.clear(sf.Color.GREEN) >>> w.display() >>> w.title = "Yes, it's my first PySFML Window" >>> w.display() >>> w.capture().show() >>> w.close() >>> exit() Short Example ------------- As a start, let's compare the python short example with the C++ one. Here it is: .. code-block:: python :linenos: from sfml import sf # create the main window window = sf.RenderWindow(sf.VideoMode(640, 480), "pySFML Window") try: # load a sprite to display texture = sf.Texture.from_file("cute_image.png") sprite = sf.Sprite(texture) # create some graphical text to display font = sf.Font.from_file("arial.ttf") text = sf.Text("Hello SFML", font, 50) # load music to play music = sf.Music.from_file("nice_music.ogg") except IOError: exit(1) # play the music music.play() # start the game loop while window.is_open: # process events for event in window.events: # close window: exit if type(event) is sf.CloseEvent: window.close() window.clear() # clear screen window.draw(sprite) # draw the sprite window.draw(text) # draw the string window.display() # update the window First, you can notice the interface is not far different from the original and remains quite the same; the interface has been pythonized. Importing ^^^^^^^^^ The module hierarchy in pySFML models the C++ API rather closely. As such, you may import them directly:: import sfml.system As with any other python package, you may find yourself using aliases to more conveniently access the API:: import sfml.system as sf sf.sleep(sf.seconds(5) The problem with this approach is that it breaks down rather quickly when you want to start to use mutiple submodules from the sfml package. For this reason, we provide a convenience module named sf, which imports all of the other submodules:: from sfml import sf sf.sleep(sf.seconds(5) For the sake of keeping examples brief, the rest of the documentation uses this convenience module. However, should you ever become curious as to where a particular object resides, their fully qualified names linked. Window Creation ^^^^^^^^^^^^^^^ There's no difference here. if you want to give a style: .. code-block:: python window = sf.RenderWindow(sf.VideoMode(640, 480), "pySFML Window", sf.Style.TITLEBAR | sf.Style.RESIZE) Loading Resources ^^^^^^^^^^^^^^^^^ Instead of checking every time if the resource has effectively been loaded, pySFML takes advantages of the Python mechanisms. Just enclose your resource loading processes in a try-except bloc and Python will tell you when something goes wrong. As you can see in the code, it will trigger an exception :exc:`IOError` in accordance with the Python's exception rules. To follow the same convention as the standard Python library and so, offer a better integration, `openFromFile` and `loadFromFile` have been renamed into `from_file`. Event Handling ^^^^^^^^^^^^^^ To iterate over the pending events, use the generator that Window.events return. It's similar to the polling event process. .. code-block:: python for event in window.events: print(event) .. note:: :meth:`sfml.window.Window.poll_event` and :meth:`sfml.window.Window.wait_event` do exist. Once you get an event you need to process it. To do that, you need to check its type as you would do in C++. pysfml2 doesn't provides the attribute **type** that tells you what event it is (keyboard event, mouse event, mouse move event, etc). Therefore you need to use the built-in function :func:`type` to determine its type. .. code-block:: python if type(event) is sf.CloseEvent: window.close() You can get a list of the event class in the documentation, section window, as event handling is located in the window module ;). Updating the Screen ^^^^^^^^^^^^^^^^^^^ Don't forget to clear, draw and update the screen. .. code-block:: python window.clear() # clear screen window.draw(sprite) # draw the sprite window.draw(text) # draw the string window.display() # update the window Vectors ------- As Python is not a typed language, you don't have to care about the type when you use sf::Vector. Python just needs to know if it's a two or three dimensional vector, after, you can store any numeric type inside. .. code-block:: python vector2 = sf.Vector2() vector2.x = 5 vector2.y = 1.16 vector3 = sf.Vector3() vector3.x = Decimal(0.333333333) x, y, z = vector3 # you can unpack the vector