The example game source code can be found under pge-2.0/examples.
Each game corresponds to a sub directory under student-pge-2.0/lab. Currently there is source code for two complete games: breakout and matchsticks. The example frozenbubble is not implemented but added as an idea to guide future development of pge.
Here is a very basic version of upside down breakout. You can interfere with the gold ball by pressing the mouse left and right buttons. If the ball hits the triangles it gains a small amount of velocity. All other collisions are very slightly inelastic.
Here is a very basic game called matchsticks. The idea is to control the gold ball and hit the light wood boxes encapsulating the blue balls. If a blue ball hits the floor it is deleted. You need to make all blue balls disappear before you run out of time.
You can interfere with the gold ball by pressing the mouse left and right buttons. If the ball hits the triangles it gains a small amount of velocity. All other collisions are very slightly inelastic.
It uses timers to coordinate the time left and it uses event callbacks to handle mouse presses. The blue balls initially are free moving and they quickly change internally to the stationary state. Once they are hit or a matchstick is deleted all objects in the stationary state become free moving again.
Here is a very basic game of frozebubble.
You control the initial projection vector of the gold ball from the mouse position. If the gold ball hits any other ball in a suspended state it becomes free moving.
This game uses the collision callbacks to resume movement for a suspended ball.
If you are a second year student at the University of South Wales you should skip this section.
Here are a list of possible extensions to pge which might be useful.
Implementing per object gravity and rotation about the centre of gravity would allow frozen bubble to be completed using PGE.
Here is the declaration section of breakout code.
#!/usr/bin/env python import pge, sys, time from pygame.locals import * print "starting breakout" pge.interactive () pge.record () wood_light = pge.rgb (166.0/256.0, 124.0/256.0, 54.0/256.0) wood_dark = pge.rgb (76.0/256.0, 47.0/256.0, 0.0) red = pge.rgb (1.0, 0.0, 0.0) green = pge.rgb (0.0, 1.0, 0.0) blue = pge.rgb (0.0, 0.0, 1.0) dark_red = pge.rgb (166.0/255.0, 25.0/255.0, 50.0/255.0) dark_green = pge.rgb (25.0/255.0, 100.0/255.0, 50.0/255.0) dark_blue = pge.rgb (25.0/255.0, 50.0/255.0, 150.0/255.0) steel = pge.rgb (0.5, 0.5, 0.5) copper = pge.rgb (0.5, 0.3, 0.2) gold = pge.rgb (0.8, 0.6, 0.15) ball_size = 0.02 boarder = 0.01 white = pge.rgb (1.0, 1.0, 1.0) gap = 0.01 blocks =  winner = False loser = False seconds_left = None previous = None slowdown = 6
The callback functions.
def finish_game (): sys.exit (0) def myquit (e): print "goodbye" finish_game () def key_pressed (e): if e.key == K_ESCAPE: myquit (e) def placeBoarders (thickness, color): print "placeBoarders" e1 = pge.box (0.0, 0.0, 1.0, thickness, color).fix () e2 = pge.box (0.0, 0.0, thickness, 1.0, color).fix () e3 = pge.box (1.0-thickness, 0.0, thickness, 1.0, color).fix () e4 = pge.box (0.0, 1.0-thickness, 1.0, thickness, color).fix () return e1, e2, e3, e4 def placeBall (kind, x, y, r): return pge.circle (x, y, r, kind) def push_it (o, e): p = e.collision_between () if p != None and p != : for i in p: if i != o: i.put_xvel (i.get_xvel () * 1.15) i.put_yvel (i.get_yvel () * 1.15) def placeTriangle (p0, p1, p2, colour): t = pge.poly3 (p0, p0, p1, p1, p2, p2, colour).on_collision (push_it).fix () def delete_me (o, e): global blocks, winner, loser blocks.remove (o) o.rm () if blocks == : if not loser: winner = True pge.text (0.2, 0.3, "Winner", white, 100, 1) pge.at_time (4.0, finish_game) def box_of (pos, width, height, color): global blocks blocks += [pge.box (pos, pos, width, height, color).fix ().on_collision (delete_me)]
Timer and event based callbacks.
def mouse_hit (e): global gb mouse = pge.pyg_to_unit_coord (e.pos) if e.button == 1: gb.put_xvel (gb.get_xvel ()-0.3) elif e.button == 3: gb.put_xvel (gb.get_xvel ()+0.3) elif gb.moving_towards (mouse, mouse): ball = gb.get_unit_coord () # print "mouse =", mouse, "ball =", ball gb.apply_impulse (pge.sub_coord (mouse, ball), 0.4) else: gb.put_yvel (gb.get_yvel ()+0.4) def place_boxes (): for y in range (3): for x in range (9): box_of ([((float)(x))/10.0+0.06, (float)(y)/10.0+0.03], 0.08, 0.08, dark_blue) def timer (e = None, f = None): global seconds_left, previous if seconds_left >= 0: pge.at_time (1.0, timer) s = "%d" % seconds_left if previous != None: previous.rm () previous = pge.text (0.8, 0.9, s, white, 100, 1) seconds_left -= 1 def out_of_time (): global loser, winner if not winner: loser = True pge.text (0.3, 0.7, "Loser", white, 100, 1) pge.at_time (4.0, finish_game)
The main function.
def main (): global gb, winner, loser, seconds_left t1 = placeTriangle ([0.2, 0.4], [0.4, 0.4], [0.3, 0.5], white) t2 = placeTriangle ([0.6, 0.4], [0.8, 0.4], [0.7, 0.5], white) b1, b2, b3, b4 = placeBoarders (boarder, wood_dark) place_boxes () gb = placeBall (gold, 0.19, 0.8, 0.05).mass (1.25) print "before run" pge.gravity () pge.dump_world () pge.draw_collision (True, False) pge.slow_down (slowdown) # slows down real time by a factor of pge.register_handler (myquit, [QUIT]) pge.register_handler (key_pressed, [KEYDOWN]) pge.register_handler (mouse_hit, [MOUSEBUTTONDOWN]) pge.display_set_mode ([800, 800]) seconds_left = 10*slowdown timer () pge.run (10.0) out_of_time () pge.run (4.0) pge.finish () print "before main()" main ()