56
Lessons written
3
Modules
48
Lessons planned
28
Projects & games
🎮 Game🧩 Challenge🛠️ Project
| Code | Lesson | Type | Milestone |
|---|---|---|---|
| 01 | What Is Pygame Zero? Install & First WindowInstall pgzero, run an empty window, save the file. | ||
| 02 | The Game Loop: draw() & update()How a game ticks — 60 times per second. | ||
| 03 | Coordinates: Screen Origin & y-Axisx, y and why y goes downwards in graphics. | ||
| 04 | Drawing Shapes: Rect, Circle, LineFilled and outlined primitives. | ||
| 05 | Colours & BackgroundsRGB tuples, named colours, gradient hacks. | ||
| 06 | Mini-Game: Doodle PadDraw with the mouse, clear with space. | 🎮 Game | |
| 07 | Actors: Your First SpriteLoad an image, place it on the canvas. | ||
| 08 | Moving Actors: actor.x += 1The simplest way to push a sprite around. | ||
| 09 | Velocity & Time-Based MovementWhy frame-rate-independent movement matters. | ||
| 10 | Multiple Actors: Lists of SpritesSpawn many; update them all in a loop. | ||
| 11 | Mini-Game: Cat ParadeTen cats walking in a line, each at its own speed. | 🎮 Game | |
| 12 | Challenge: 100 Sprites at 60 FPSSpawn 100 actors and keep the frame rate locked. | 🧩 Challenge | |
| 13 | Keyboard Input: Arrow KeysThe keyboard object — held vs pressed. | ||
| 14 | Keyboard Input: Multiple Keys at OnceDiagonal movement, run + jump combos. | ||
| 15 | Mouse Input: Click & Dragon_mouse_down, on_mouse_move, on_mouse_up. | ||
| 16 | Mini-Game: Sky PainterPaint trails on the screen with the arrow keys. | 🎮 Game | |
| 17 | Mini-Game: Bug SquasherClick moving bugs before they escape. | 🎮 Game | |
| 18 | Mini-Game: Cat & Mouse ChaseWASD to dodge, score for survival time. | 🎮 Game | |
| 19 | Collision Detection: colliderectHave two rectangles overlapped this frame? | ||
| 20 | Collision: collidepoint (Mouse on Actor)Did the user click on the right sprite? | ||
| 21 | Collision Reactions: Bounce, Destroy, ScoreWhat to do when things touch. | ||
| 22 | Mini-Game: Pong LiteTwo paddles, one ball, infinite rally. | 🎮 Game | |
| 23 | Mini-Game: Brick BreakerSmash a wall of bricks with a bouncing ball. | 🎮 Game | |
| 24 | Sprite Animation: Cycle FramesSwap costumes every few frames — a walking animation. | ||
| 25 | Sprite Animation: Direction-Based FramesFace left, face right, face up — without flipping by hand. | ||
| 26 | Sound Effects: sounds.boom.play()One-shot sounds that fire on event. | ||
| 27 | Background Music with music.playLoop a track; fade in / fade out. | ||
| 28 | Mini-Game: Falling Stars with SoundCatch the stars; chime on hit, thud on miss. | 🎮 Game | |
| 29 | Mini-Game: Drum MachineClick pads, schedule beats, play a loop. | 🎮 Game | |
| 30 | Score, Lives & Health BarsThe numbers every arcade game shows. | ||
| 31 | Game States: Start → Play → Game OverA single state variable, branching draw and update. | ||
| 32 | Saving High Scores to a FileTop 5 scores survive between sessions. | ||
| 33 | Mini-Game: Asteroids Lite — Part 1 (Movement)Rotate, thrust, wrap around the screen. | 🎮 Game | |
| 34 | Mini-Game: Asteroids Lite — Part 2 (Game States)Start screen, play, game-over — and a hi-score table. | 🎮 Game | |
| 35 | Simple Physics: Gravity & JumpConstant downward acceleration; an impulse up. | ||
| 36 | Bouncing & FrictionEnergy loss on each bounce; sliding to a stop. | ||
| 37 | Mini-Game: Gravity CatcherCatch falling objects in a basket. | 🎮 Game | |
| 38 | Mini-Game: Endless Runner — Part 1 (Movement)Player runs; world scrolls; jump on spacebar. | 🎮 Game | |
| 39 | Mini-Game: Endless Runner — Part 2 (Obstacles)Procedurally spawn rocks and pits; score for distance. | 🎮 Game | |
| 40 | Tile-Based BackgroundsBuild a level out of 16×16 tiles. | ||
| 41 | Scrolling BackgroundsParallax layers — clouds, hills, foreground. | ||
| 42 | Multiple Levels & Difficulty CurvesProgressive challenge — speed and spawn rates. | ||
| 43 | Particles: Explosions & TrailsSmall sprites with short lives — fireworks made of code. | ||
| 44 | Screen Shake & Hit FlashesThe two tricks that make every hit feel solid. | ||
| 45 | Title, Pause & Game Over ScreensThree more states; clean transitions; clear instructions. | ||
| 46 | Challenge: Make Your Game Feel "Juicy"Take a working game; add shake, particles, sound polish. | 🧩 Challenge | |
| 47 | Capstone Part 1: Plan & Build Your Arcade GameChoose a genre, sketch the design, build the prototype. | 🛠️ Project | |
| 48 | Capstone Part 2: Polish & ShareAdd sound, score, juicy polish, and show it to your class. | 🛠️ Project |
| Code | Lesson | Type | Milestone |
|---|---|---|---|
| 01 | Pygame vs Pygame ZeroWhy go deeper, and what Pygame Zero hid from you. | ⏳ Planned | |
| 02 | Setting Up: pygame.init() & the Main LoopThe classic while running: pattern. | ⏳ Planned | |
| 03 | The Event System: Queue & PollingKeyboard, mouse, quit — all through one queue. | ⏳ Planned | |
| 04 | Display Surface & Drawing PrimitivesSurfaces, blits, and what actually gets drawn. | ⏳ Planned | |
| 05 | Coordinates & the Rect ObjectThe Swiss-army knife of Pygame geometry. | ⏳ Planned | |
| 06 | Loading & Drawing Imagesconvert_alpha, blit and image performance. | ⏳ Planned | |
| 07 | Sprites as Classes: Your First PlayerOOP applied — every entity is a class. | ⏳ Planned | |
| 08 | Sprite Class: Image, Rect & update()The three things every sprite must have. | ⏳ Planned | |
| 09 | Movement & Velocity VectorsSmooth movement using x/y velocity components. | ⏳ Planned | |
| 10 | Diagonal Speed NormalisationWhy diagonal moves shouldn't feel faster. | ⏳ Planned | |
| 11 | Sprite Groups: Many Objects, One UpdateGroup.update() and Group.draw(). | ⏳ Planned | |
| 12 | Sprite Group Performance: Why Groups MatterSpawn 1,000 sprites; keep 60 FPS. | ⏳ Planned | |
| 13 | Collision: colliderectRectangle-vs-rectangle, the fast default. | ⏳ Planned | |
| 14 | Collision: spritecollide & groupcollideOne sprite vs a group; group vs group. | ⏳ Planned | |
| 15 | Collision: Pixel-Perfect MasksWhen rectangles aren't accurate enough. | ⏳ Planned | |
| 16 | Mini-Game: Top-Down Shooter — Part 1 (Player)Player class, movement, shooting bullets. | ⏳ Planned | 🎮 Game |
| 17 | Mini-Game: Top-Down Shooter — Part 2 (Enemies & Bullets)Enemy spawner, sprite groups, collision resolution. | ⏳ Planned | 🎮 Game |
| 18 | Mini-Game: Top-Down Shooter — Part 3 (Score & Game Over)HUD, hi-score table, restart loop. | ⏳ Planned | 🎮 Game |
| 19 | Sprite Sheets: Slicing FramesOne PNG, many frames — load once, blit cheap. | ⏳ Planned | |
| 20 | Animation: Frame Timing with Delta-TimeAnimations that run at the same speed on every machine. | ⏳ Planned | |
| 21 | Animation: State Machine (Idle, Run, Attack)Pick the right animation for the current action. | ⏳ Planned | |
| 22 | Mini-Game: Animated Boss FightMulti-phase boss with sprite-sheet animations. | ⏳ Planned | 🎮 Game |
| 23 | Tile Maps: Loading Levels from CSVA 2D grid of numbers → a 2D world of tiles. | ⏳ Planned | |
| 24 | Tile Maps: Loading from Tiled .tmxUse the Tiled editor; load the file in Python. | ⏳ Planned | |
| 25 | Camera & Scrolling: Follow the PlayerWhen the world is bigger than the window. | ⏳ Planned | |
| 26 | Camera: Smooth Lerp & Dead ZonesCameras that don't snap or jitter. | ⏳ Planned | |
| 27 | Parallax BackgroundsLayers that scroll at different speeds — instant depth. | ⏳ Planned | |
| 28 | Mini-Game: Side-Scroller — Part 1 (Movement & Camera)Player + tile map + smooth-follow camera. | ⏳ Planned | 🎮 Game |
| 29 | 2D Physics: Gravity, Walking, JumpingVelocity, gravity, ground detection. | ⏳ Planned | |
| 30 | 2D Physics: Platform Collision ResolutionHow to stop the player from falling through floors. | ⏳ Planned | |
| 31 | 2D Physics: Wall Slides & Coyote JumpTwo tricks that make platformers feel right. | ⏳ Planned | |
| 32 | Mini-Game: Side-Scroller — Part 2 (Physics & Polish)Add gravity, jumps, collectibles and a goal. | ⏳ Planned | 🎮 Game |
| 33 | Particle Systems: Basic Particle ClassA short-lived sprite with velocity and a fade-out. | ⏳ Planned | |
| 34 | Particle Systems: Emitters & Object PoolsSpawn thousands without allocating thousands. | ⏳ Planned | |
| 35 | Mini-Game: Particle Showcase (Fireworks)Click to launch; explode in colour. | ⏳ Planned | 🎮 Game |
| 36 | Scene Management: Stack-Based State MachinePush a pause scene; pop it back to the game. | ⏳ Planned | |
| 37 | HUD: Score, Health, Mini-MapDrawing on top of the world. | ⏳ Planned | |
| 38 | UI: Buttons & Menus from ScratchClick areas, hover states, keyboard navigation. | ⏳ Planned | |
| 39 | Title → Game → Pause → Game Over FlowFour scenes, clean transitions, no leaks. | ⏳ Planned | |
| 40 | Settings Screen: Volume & ControlsKeybinds the player can change at runtime. | ⏳ Planned | |
| 41 | Sound Mixer: Music + SFX ChannelsBackground music, layered effects, master volume. | ⏳ Planned | |
| 42 | Sound Mixer: Channel ManagementReserve channels so important sounds aren't cut off. | ⏳ Planned | |
| 43 | Saving Progress: JSON + PygameHigh scores, settings, and a continue button. | ⏳ Planned | |
| 44 | Save Slots: Multiple Save FilesThree saves; load, overwrite, delete. | ⏳ Planned | |
| 45 | Performance: FPS Counter & ProfilingMeasure before you optimise; show FPS in the HUD. | ⏳ Planned | |
| 46 | Performance: Dirty-Rect Drawing & Surface Re-UseTwo tricks that double the frame rate on slow machines. | ⏳ Planned | |
| 47 | Capstone Part 1: Design & BuildChoose a genre, plan the game, ship a playable prototype. | ⏳ Planned | 🛠️ Project |
| 48 | Capstone Part 2: Polish, Test & ShipParticles, sound, save system, and a public release. | ⏳ Planned | 🛠️ Project |
| Code | Lesson | Type | Milestone |
|---|---|---|---|
| 01 | Project Setup & the Player on ScreenThe folder Pygame Zero insists on, a blue window, and subrect — why the rectangle is not the drawing. | ||
| 02 | Walk and Fall — Velocity & GravityStore movement in vx, make gravity accelerate, and cap the fall so nothing tunnels. | ||
| 03 | Build the Level and Land on ItA level as data, and the move-then-repair trick that turns falling into standing. | ||
| 04 | Jump, Walls and FacingOne shove upward, a second collision pass for walls, and a sprite that faces the way it walks. | ||
| 05 | The Pit, Respawn and the HUDWindow edges, falling out of the world, one respawn() for every fresh life, and the controls on screen. | ||
| 06 | Skeletons on PatrolSomething that moves without you pressing a key — and a one-point probe that keeps it off the ledge. | ||
| 07 | Health, Mercy and the Bar100 hit points, a one-second mercy window measured with dt, and a bar that blinks. | ||
| 08 | Capstone — Make the Platformer YoursCoins, stomping and coyote time, then playtest it on somebody else and ship it. | 🛠️ Project |
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