Migrating from pyglet 1.5

pyglet 2.0 migrates the internals to OpenGL 3.3+, wheras previous releases used legacy OpenGL 2.0 contexts. While much has changed internally, the general API remains the same. This means that if your program does not use much OpenGL directly, migrating to pyglet 2.0 will be fairly easy. If your program does make heavy use of OpenGL, then all of the caveats that go with modernizing an OpenGL program will apply.

In addition to changes, pyglet 2.0 also includes quite a few nice improvments. For games, user input has been improved with a new Controller API. This is a modern alternative to the Joystick API, specifically for game controllers. Internally, a lot of work has been done to improve the platform abstractions. A new pyglet.math module has also been added, which provides built-in support for common Vector and Matrix types.

pyglet 2.0 should be just as easy to use, but will allow more flexibility due to the highly programmable nature of modern OpenGL.

General Changes

If your program only uses pyglet’s high level classes (Sprites, Text, Shapes), then very little needs to be done. The most prominent changes are described in the following sections.

Sprites

Sprites now have a z position, in addition to x and y. This can be useful for some sorting techniques, or even for advanced uses like positioning 2D sprites on a 3D background. If you are using the Sprite.position property, make sure to account for the additional z value:

sprx, spry, sprz = my_sprite.position
my_sprite.position = 10, 10, 0

Window Projection

Application Event Loop

app.run (fps)

Graphics module

(See Graphics)