Making Games with ppb
summary
Hands-on walkthrough that uses the ppb engine to get a working game from a blank Python file to two small demos: a shooter and a virtual pet. Steps include installing ppb, creating a window, defining ppb event-driven sprites, wiring input handlers and an update loop, spawning projectiles, placing five targets, doing circle collision by comparing radii with vector math, and removing off‑screen objects (or else the game slows). The pet demo adds an idle subsystem for hunger/age via dataclasses events, shows feeding, image import from Piskel, and packaging/entry-point setup; examples run live but note missing camera-bounds helpers and an off-screen cleanup caveat.
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chapters (49)
- 0:00Introduction
- 1:20Getting Started
- 3:37Sprite
- 6:25Player Movement
- 8:10Event Handler
- 9:59Testing
- 12:45Why sprite is going down
- 13:20How to be net
- 13:51Event handlers
- 14:04Define controls
- 14:46Keys
- 15:14Documentation
- 16:45Controllers
- 17:35Velocity Vector
- 18:20Inverted Control
- 19:44Order of Operations
- 20:30Cue Release
- 21:30Control
- 21:56Update
- 23:31Movement
- 24:50Create Bullet
- 27:09Create Control
- 28:07Swimming Prince
- 28:29People Wired Up
- 28:59Create a Scene
- 29:55Glasses
- 30:44Sensors
- 31:34Scenes
- 32:19Inclusion
- 36:52Target Position
- 37:29Collision Detection
- 38:31Current State
- 38:51Get
- 39:44Tag
- 40:53Gate Condition
- 41:09Collision Preserves
- 41:50Anchor
- 42:26Targets
- 43:50Ground
- 45:02Pistol
- 46:36Images
- 47:56Image Attributes
- 49:15Player Position
- 49:46Collision
- 50:43Powerups
- 51:57Virtual Pet
- 52:45Life Sample
- 53:01Creek
- 57:16Installing
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