pygame-core

pygame-core is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 85 tokens per session (1,800 once invoked), scanned A, original, Apache-2.0.

A foundation for making a two-dimensional game with pygame, a Python library for drawing graphics, reading input, and handling game objects. It covers the repeating game loop, movement, drawing, input, and collisions.

In plain words
What is it for?
Use it to start or debug a pygame-ce game, including its window, event loop, keyboard and mouse input, sprites, groups, drawing, and collision handling.
Why use it?
It helps avoid common problems such as movement changing with frame rate, missed input events, or incorrectly managed game objects.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the other-engines plugin — 10 skills shipped together , and of gamedev

Good fit Use it to start or debug a pygame-ce game, including its window, event loop, keyboard and mouse input, sprites, groups, drawing, and collision handling.

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Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/pygame-core
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.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill pygame-core
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install other-engines, the plugin that ships this one along with the rest of its 10 skills.

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-core

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/pygame-core/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/pygame-core)
Your own site
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for pygame-core

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/pygame-core"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/pygame-core.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 85 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,800 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00085 $0.01800
Opus 5 $0.00043 $0.00900
Sonnet 5 $0.00017 $0.00360
Haiku 4.5 $0.00009 $0.00180

Measured 13d ago against content hash 97ab7a07ff5f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

pygame-core 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 13d 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.

skills/other-engines/pygame-core/SKILL.md · 187 lines

How it starts

The opening of the file, as written. The whole thing — 187 lines — stays where its author put it; the contents beside it link to each section on GitHub.

pygame Core

Build the foundation of a pygame game in Python: the main loop, delta-time movement, drawing with Surface/Rect, input, and Sprite/Group management. Targets pygame-ce 2.5.7 (the actively maintained community fork; same import pygame).

When to use

  • Use when starting a pygame game, fixing the loop, frame-rate-dependent speed, input handling, blitting, or sprite/group collision.
  • Use when code does import pygame and the project depends on pygame-ce (or pygame).

When not to use: Python language questions unrelated to pygame. 3D rendering (pygame is 2D). For cross-engine save/load use save-systems; for rebindable input architecture see input-systems.

Core workflow

  1. Install pygame-ce, not legacy pygame. pip install pygame-ce — it's the maintained fork and imports as pygame. Don't install both in one environment.
  2. Init and open a window. pygame.init(), screen = pygame.display.set_mode((w, h)), clock = pygame.time.Clock().
  3. Run one loop: events → update → draw → flip. Pump the event queue every frame (for event in pygame.event.get()), update state, redraw, then pygame.display.flip().
  4. Make it frame-rate independent. Get dt = clock.tick(60) / 1000 (seconds) and scale all motion by dt. Keep positions as floats; blit at integer rects.
  5. Handle input two ways: event-based (KEYDOWN/MOUSEBUTTONDOWN, for discrete actions) and polled (pygame.key.get_pressed(), for held movement).
  6. Organise objects with Sprite + Group. Subclass pygame.sprite.Sprite with image/rect; group.update(dt) and group.draw(screen) handle the batch. Run it and watch the window before assuming it works.

Patterns

1. Minimal game loop (the skeleton)

import pygame

pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("My Game")
clock = pygame.time.Clock()

running = True
while running:
    dt = clock.tick(60) / 1000          # cap at 60 FPS; dt = seconds since last frame
    for event in pygame.event.get():    # MUST drain the queue or the OS thinks it hung
        if event.type == pygame.QUIT:
            running = False

    # update game state here, scaled by dt ...

    screen.fill((18, 18, 28))           # clear each frame
    # draw everything here ...
    pygame.display.flip()               # present the frame

pygame.quit()

Read the full file on GitHub · 187 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 13d ago First seen · 187 lines · 85 tokens per session scan A 97ab7a07ff5f

Subscribe to this mod's changes

pygame-core is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 85 tokens to every session and 1,800 once invoked, about $0.0004 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 2026-08-30.

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