pygame

pygame is a cursor rule for Cursor from sanjeed5/awesome-cursor-rules-mdc. It costs 2,441 tokens per session, scanned A, original, CC0-1.0.

A set of Python guidelines for building games with Pygame and pygame-gui, a library for creating game interfaces.

In plain words
What is it for?
Use it when creating Pygame games with menus, buttons, responsive layouts, themes, and a consistent game loop.
Why use it?
It helps keep game logic and interface code organized while avoiding uneven timing, scattered UI code, and performance problems.

Cursor rule for Cursor

Written for Cursor: a Cursor rule (.mdc).

Good fit Use it when creating Pygame games with menus, buttons, responsive layouts, themes, and a consistent game loop.

Compare 6 cursor rules from other repositories ↓
Install with agentmods
npx agentmods add rules/sanjeed5/awesome-cursor-rules-mdc/pygame
About the project

awesome-cursor-rules-mdc is a generator that creates Cursor MDC rule files from structured library information, using semantic search and language models to gather and organize guidance. Developers use it to produce reusable rules for libraries in Cursor, and the catalogue includes 200 of those rules.

sanjeed5/awesome-cursor-rules-mdc · 3,571 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/sanjeed5/awesome-cursor-rules-mdc

Made for: Cursor.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for pygame

README.md
[![agentmods](https://agentmods.dev/badge/rules/sanjeed5/awesome-cursor-rules-mdc/pygame.svg)](https://agentmods.dev/rules/sanjeed5/awesome-cursor-rules-mdc/pygame)
Your own site
<a href="https://agentmods.dev/rules/sanjeed5/awesome-cursor-rules-mdc/pygame"><img src="https://agentmods.dev/badge/rules/sanjeed5/awesome-cursor-rules-mdc/pygame.svg" alt="Measured on agentmods" height="20"></a>
Per session 2,441 This file is loaded in full into every session.
When invoked 2,441 The same file — it is already loaded in full.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.02441 $0.02441
Opus 5 $0.01221 $0.01221
Sonnet 5 $0.00488 $0.00488
Haiku 4.5 $0.00244 $0.00244

Measured 4d ago against content hash 35878418ca69, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

pygame scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

rules-mdc/pygame.mdc · 313 lines

How it starts

The opening of the file, as written. The whole thing — 313 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Pygame Best Practices

This guide outlines the essential patterns for building robust and visually appealing Pygame applications, leveraging pygame-gui for all UI interactions. Adhere to these principles for maintainable, performant, and scalable game development.

1. Core Application Structure

Always structure your Pygame application with a clear main loop, a single UIManager, and a fixed timestep. Separate game logic from UI logic.

❌ BAD: Scattered UI element creation, no UIManager, variable framerate.

import pygame

pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Bad Example")

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        # UI logic directly in main loop
        if event.type == pygame.MOUSEBUTTONDOWN:
            print("Mouse clicked!")

    screen.fill((0, 0, 0))
    # Draw game elements
    pygame.draw.rect(screen, (255, 0, 0), (100, 100, 50, 50))
    pygame.display.flip()

✅ GOOD: Dedicated UIManager, fixed timestep, clear event processing.

import pygame
import pygame_gui
from pygame_gui.core.interfaces import IUIManagerInterface

class Game:
    def __init__(self, screen_size: tuple[int, int]):
        pygame.init()
        self.screen = pygame.display.set_mode(screen_size)
        pygame.display.set_caption("Good Example")
        self.manager: IUIManagerInterface = pygame_gui.UIManager(screen_size, 'data/themes/default.json')
        self.clock = pygame.time.Clock()
        self.is_running = True
        self.fps = 60

        # Example UI button
        pygame_gui.elements.UIButton(
            relative_rect=pygame.Rect((350, 275), (100, 50)),
            text='Click Me',
            manager=self.manager
        )

    def run(self):
        while self.is_running:
            time_delta = self.clock.tick(self.fps) / 1000.0
            self._handle_events()
            self._update(time_delta)
            self._draw()
        pygame.quit()

    def _handle_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.is_running = False
            if event.type == pygame_gui.UI_BUTTON_PRESSED:
                print("Button pressed!")
            self.manager.process_events(event)

    def _update(self, time_delta: float):
        self.manager.update(time_delta)
        # Update game logic here

    def _draw(self):
        self.screen.fill((0, 0, 0))
        # Draw game elements
        pygame.draw.rect(self.screen, (255, 0, 0), (100, 100, 50, 50))
        self.manager.draw_ui(self.screen)
        pygame.display.flip()

if __name__ == '__main__':
    game = Game((800, 600))
    game.run()

Read the full file on GitHub · 313 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 4d ago First seen · 313 lines · 2,441 tokens per session scan A 35878418ca69

Subscribe to this mod's changes

pygame is a cursor rule published in the GitHub repository sanjeed5/awesome-cursor-rules-mdc (3,571 stars, last pushed 3mo ago), licensed CC0-1.0. It adds 2,441 tokens to every session, about $0.0122 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.