A Font From a File
Part of the Game Rules section of Coddy's Pygame journey. Lesson 6 of 29.
pygame.font.Font(None, 32) uses pygame's built-in font. It reads well, but every pygame game that uses it looks the same. A font file gives your game its own letters.
The asset pack has four in assets/fonts/. Pass the file's path instead of None:
font = pygame.font.Font("assets/fonts/pixel.ttf", 24)
big_font = pygame.font.Font("assets/fonts/pixel.ttf", 48)The number is the size in pixels. One Font object has one size, so a title and a score at different sizes need two objects. Make them once, before the loop: loading a font reads the file, which is too slow to do every frame.
The path is relative to the folder of main.py. A wrong path stops the program with FileNotFoundError, naming the file it looked for.
Each font draws its own size: pixel.ttf at 24 is about as tall as the built-in font at 32, so compare by eye and adjust.
Challenge
Easy- Make
fontthe fileassets/fonts/pixel.ttfat size 24. - Add
big_font, the same file at size 48. - Draw
Meteor DodgeandGame overwithbig_font.
Try it yourself
import random
import pygame
pygame.init()
screen = pygame.display.set_mode((480, 360))
pygame.display.set_caption("Meteor Dodge")
clock = pygame.time.Clock()
font = pygame.font.Font(None, 32)
WHITE = (240, 240, 240)
def reset():
global player, rock, score
player = pygame.Rect(220, 300, 40, 40)
rock = pygame.Rect(random.randint(0, 456), -24, 24, 24)
score = 0
def draw_menu():
screen.fill((30, 30, 46))
title = font.render("Meteor Dodge", True, WHITE)
screen.blit(title, title.get_rect(center=(240, 140)))
hint = font.render("Press Enter to play", True, WHITE)
screen.blit(hint, hint.get_rect(center=(240, 200)))
def draw_game():
screen.fill((30, 30, 46))
pygame.draw.rect(screen, (255, 196, 0), player)
pygame.draw.rect(screen, (235, 80, 80), rock)
score_text = font.render(f"Score: {score}", True, WHITE)
screen.blit(score_text, (10, 10))
def play_frame():
global score, state
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
player.x -= 6
if keys[pygame.K_RIGHT]:
player.x += 6
player.clamp_ip(screen.get_rect())
rock.y += 4
if rock.top > 360:
rock.y = -24
rock.x = random.randint(0, 456)
score += 1
if rock.colliderect(player):
state = "over"
draw_game()
def draw_over():
draw_game()
message = font.render("Game over", True, WHITE)
screen.blit(message, message.get_rect(center=(240, 160)))
hint = font.render("Press R to play again", True, WHITE)
screen.blit(hint, hint.get_rect(center=(240, 200)))
reset()
state = "menu"
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN and state == "menu":
state = "play"
elif event.key == pygame.K_r and state == "over":
reset()
state = "play"
if state == "menu":
draw_menu()
elif state == "play":
play_frame()
else:
draw_over()
pygame.display.flip()
clock.tick(60)
pygame.quit()
All lessons in Game Rules
Practice on your own: Pygame playground