Python WebAssembly for everyone ( packager + test server )
Intro : https://github.com/pygame-web
Community Documentation : https://pygame-web.github.io
Runs python code directly in modern web browsers, including mobile versions.
Quick Start:
"your.app.folder" must contain a main.py and its loop must be async aware eg:
import asyncio # Try to declare all your globals at once to facilitate compilation later. COUNT_DOWN = 3 # Do init here # Load any assets right now to avoid lag at runtime or network errors. async def main(): global COUNT_DOWN # avoid this kind declaration, prefer the way above COUNT_DOWN = 3 while True: # Do your rendering here, note that it's NOT an infinite loop, # and it is fired only when VSYNC occurs # Usually 1/60 or more times per seconds on desktop # could be less on some mobile devices print(f"""   Hello[{COUNT_DOWN}] from Python  """) # pygame.display.update() should go right next line await asyncio.sleep(0) # Very important, and keep it 0 if not COUNT_DOWN: return COUNT_DOWN = COUNT_DOWN - 1 # This is the program entry point: asyncio.run(main()) # Do not add anything from here, especially sys.exit/pygame.quit # asyncio.run is non-blocking on pygame-wasm and code would be executed # right before program start main()Usage:
pip3 install pygbag --user --upgrade pygbag your.app.folder Command help:
pygbag --help your.app.folder Example :
user@pp /data/git/pygbag $ py -m pygbag --help test/main.py *pygbag 0.8.2* 115: cache 0.7.2 mismatch, want 0.8.2, cleaning ... Serving python files from [/data/git/pygbag/test/build/web] with no security/performance in mind, i'm just a test tool : don't rely on me usage: __main__.py [-h] [--bind ADDRESS] [--PYBUILD PYBUILD] [--app_name APP_NAME] [--ume_block UME_BLOCK] [--can_close CAN_CLOSE] [--cache CACHE] [--package PACKAGE] [--title TITLE] [--version VERSION] [--build] [--html] [--no_opt] [--archive] [--icon ICON] [--cdn CDN] [--template TEMPLATE] [--ssl SSL] [--port [PORT]] [--disable-sound-format-error] options: -h, --help show this help message and exit --bind ADDRESS Specify alternate bind address [default: localhost] --PYBUILD PYBUILD Specify python version [default:3.11] --app_name APP_NAME Specify user facing name of application [default:test] --ume_block UME_BLOCK Specify wait for user media engagement before running [default:1] --can_close CAN_CLOSE Specify if window will ask confirmation for closing [default:0] --cache CACHE md5 based url cache directory --package PACKAGE package name, better make it unique --title TITLE App nice looking name --version VERSION override prebuilt version path [default:0.8.2] --build build only, do not run test server --html build as html with embedded assets (pygame-script) --no_opt turn off assets optimizer --archive make build/web.zip archive for itch.io --icon ICON icon png file 32x32 min should be favicon.png --cdn CDN web site to cache locally [default:https://pygame-web.github.io/archives/0.8/] --template TEMPLATE index.html template [default:default.tmpl] --ssl SSL enable ssl with server.pem and key.pem --port [PORT] Specify alternate port [default: 8000] --disable-sound-format-error audio files with a common unsupported format found in the assets won't raise an exception unlisted developper options:
--git force cdn use of pygbag current git github CI build --dev change port to 8666 and use local build served on 8000 Now navigate to http://localhost:8000 with a modern internet browser.
Use http://localhost:8000?-i for getting a terminal with repl and a sized down canvas ( http://localhost:8000#debug also does the same )
For pygame-script go to http://localhost:8000/test.html ( for a game folder named "test" with option --html )
V8 based browsers are preferred ( chromium/brave/chrome ... ) starting with 81.0.4044 ( android 4.4 ). Because they set baseline restrictions on WebAssembly loading. Using them while testing ensure proper operation on all browsers
NOTES:
-  
pygbag only provides support for pygame-ce ( pygame community edition )
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safari/chrome mobile will not run until version ios 15.x. Regarding iOS: This project is tested with BrowserStack when possible.
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first load will be slower, because setting up local cache from cdn to avoid useless network transfer for getting pygame and cpython prebuilts.
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each time there's a major change in the code/assets/template you must run
pygbag your.app.folderbut cache will not be destroyed to save bandwidth. -  
if you want to reset prebuilts cache, remove the build/web-cache folder in your.app.folder
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pyodide wheels (non-standard wasm) aren't compatible ootb with pygbag runtime
 
HISTORY:
- pygbag's concepts took roots in a 2016 Panda3D community experiment.
 
BUILDING:
Pygbag is not only a python module and its python runtimes are stored online ! Rebuilding all the toolchain can be quite hard.
https://github.com/pygame-web/python-wasm-sdk <= build CPython (not pyodide)
The default is to build only pygame, but feel free to fork and add yours.
So read/use pygbag CI to see how to build pygame + the C loader (pymain) and how it is linked it to libpython. For modules loading since 0.6 the default is to use wasm dynamic libraries. wasm wheels info here
https://github.com/pygame-web/pygbag
Default prebuilts CPython + pygame-ce used by pygbag are stored via github pages from the repo https://github.com/pygame-web/archives under versioned folders.
TEST INTERACTIVE REPL 3.11 (default)
TEST INTERACTIVE REPL 3.12 (next)
ADDING STATIC/DYNAMIC MODULES:
see in package.d directory and use vendor/vendor.sh SUPPORT FOR STATIC/DYNAMIC MODULES:
see in package.d/<vendor>/README.md for module <vendor> specific support GENERIC PYGBAG SUPPORT OR PYGAME MODULE:
for generic help around pygbag
GENERIC CPYTHON WASM: