• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Nuorah

Members
  • Content count

    4
  • Joined

  • Last visited

Community Reputation

128 Neutral

About Nuorah

  • Rank
    Newbie
  1. It worked thanks!
  2. Hello, i just finished to code a pong in python with pygame, and i'd like you to tell me what you think of my code and what could be made better. Thanks!   I also have a problem with the text. It's sort of "flashing". I think i know where the problem come from, I think it's because the screen is refreshed before the text without the text, so each frame we see two image, one with the text, one without. I don't know how to solve this problem.  import pygame, sys, time, random from pygame.locals import * pygame.init() mainClock = pygame.time.Clock() #Constant of the board of the game WINDOWWIDTH = 800 WINDOWHEIGHT = 600 SIZESIDES = 20 MIDDLESIZE = 10 #Speed of the game constants FPS = 30 PADDLESPEED = 10 #Rects of the board of the game TOPSIDE = pygame.Rect(0, 0, WINDOWWIDTH, SIZESIDES) BOTTOMSIDE = pygame.Rect(0, WINDOWHEIGHT - SIZESIDES, WINDOWWIDTH, SIZESIDES) MIDDLE = [] for i in range(0, 31): MIDDLE.append(pygame.Rect(WINDOWWIDTH/2 - MIDDLESIZE/2,15 + i*20, MIDDLESIZE, MIDDLESIZE)) windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT), 0, 32) pygame.display.set_caption('Running_window') BLACK = (0, 0, 0) WHITE = (255, 255, 255) gameIsPlaying = False #These are used to print the scores CHIFFRES =[ '''WWWWW W W W W W W WWWWW''', ''' W W W W W''', '''WWWWW W WWWWW W WWWWW''', '''WWWWW W WWWWW W WWWWW''', '''W W W W WWWWW W W''', '''WWWWW W WWWWW W WWWWW''', '''WWWWW W WWWWW W W WWWWW''', '''WWWWW W WWW W W''', '''WWWWW W W WWWWW W W WWWWW''', '''WWWWW W W WWWWW W WWWWW''', ''''''] #Functions #Draw the score (in fact return a list with the rect to draw, drawn later with drawGame()) def drawChiffre(a, x, y): countx = 0 county = 0 rectList = [] for piece in CHIFFRES[a]: if countx % 7 == 5 or countx % 7 == 6: countx +=1 county +=0.5 if piece == '''W''': rectList.append(pygame.Rect(x + (countx%7)*10, y + county*15, MIDDLESIZE, MIDDLESIZE*1.5)) countx +=1 elif piece == ''' ''': countx +=1 return rectList #Doesn't work, meant to change the score in case of a win from either side def score(ball, scoreP1, scoreP2): if ball.l <= 0: scoreP1 +=1 ball = Ball(WINDOWHEIGHT/2, WINDOWWIDTH/2, 15, 15, 5, 5) if ball.l >= WINDOWWIDTH: scoreP2 +=1 ball = Ball(WINDOWHEIGHT/2, WINDOWWIDTH/2, 15, 15, 5, 5) #This function draws everything in the game. def drawGame(Paddle1, scoreP1, Paddle2, scoreP2, Ball): windowSurface.fill(BLACK) Paddle1.draw() Paddle2.draw() Ball.draw() drawScoreP2 = drawChiffre(scoreP2, 450, 50) for piece in drawScoreP2: pygame.draw.rect(windowSurface, WHITE, piece) drawScoreP1 = drawChiffre(scoreP1, 300, 50) for piece in drawScoreP1: pygame.draw.rect(windowSurface, WHITE, piece) pygame.draw.rect(windowSurface, WHITE, TOPSIDE) pygame.draw.rect(windowSurface, WHITE, BOTTOMSIDE) for piece in MIDDLE : pygame.draw.rect(windowSurface, WHITE, piece) pygame.display.update() #A function for writing a text with the most basic font def write(text, fontSize, x, y): font = pygame.font.SysFont(None, fontSize) textR = font.render(text, True, WHITE, None) textRect = textR.get_rect() textRect.centerx = x textRect.centery = y windowSurface.blit(textR, textRect) #Classes #The paddles class Paddle: rect = pygame.Rect(0, 0, 0, 0) movement = 0 def __init__(self, l, t, w, h): self.l = l self.t = t self.w = w self.h = h def setRect(self): self.rect = pygame.Rect(self.l, self.t, self.w, self.h) def setPosition(self): self.position = self.t def setMovement(self, x): self.movement = x def move(self): self.t = self.t + self.movement*PADDLESPEED self.setPosition() self.setRect() def draw(self): pygame.draw.rect(windowSurface, WHITE, self.rect) def collideWithSide(self, upSide, downSide): if (self.t + self.h) > downSide: self.setMovement(0) if (self.t) < upSide: self.setMovement(0) #The ball class Ball: rect = pygame.Rect(0, 0, 0, 0) position = [0, 0] def __init__(self, l, t, w, h, x, y): self.speed = [x, y] self.l = l self.t = t self.w = w self.h = h def setRect(self): self.rect = pygame.Rect(self.l, self.t, self.w, self.h) def setPosition(self): self.position = [self.l, self.t] def setSpeed(self, x, y): self.speed = [x, y] def draw(self): pygame.draw.rect(windowSurface, WHITE, self.rect) def move(self): self.l = self.l + self.speed[0] self.t = self.t + self.speed[1] self.setRect() self.setPosition() def bounce(self, paddle): if self.rect.colliderect(paddle.rect): self.setSpeed(-self.speed[0], self.speed[1]) def collideWithSide(self, upSide, downSide): if (self.t + self.h) > downSide or (self.t) < upSide: self.setSpeed(self.speed[0], -self.speed[1]) #Now the core of the game while True: #Initialization of the score and of the paddles and ball scoreP1 = 0 scoreP2 = 0 paddle1 = Paddle(0, WINDOWHEIGHT/2 - 40, 15, 80) paddle2 = Paddle(WINDOWWIDTH - 15, WINDOWHEIGHT/2 - 40, 15, 80) ball = Ball(WINDOWWIDTH/2, WINDOWHEIGHT/2, 15, 15, 5, 5) #This is the "menu" while not gameIsPlaying: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == KEYDOWN: if event.key == ord('s'): gameIsPlaying = True if event.type == KEYUP: if event.key == ord('q'): pygame.quit() sys.exit() drawGame(paddle1, scoreP1, paddle2, scoreP2, ball) write('Press s', 120, WINDOWWIDTH/4, WINDOWHEIGHT/2) write('to play!', 120, 3*WINDOWWIDTH/4, WINDOWHEIGHT/2) write('Press q', 60, 3*WINDOWWIDTH/8, 3*WINDOWHEIGHT/4) write('to quit.', 60, 5*WINDOWWIDTH/8, 3*WINDOWHEIGHT/4) write('UP', 30, 20, WINDOWHEIGHT/4) write('DOWN', 30, 36, 3*WINDOWHEIGHT/4) write('e', 60, WINDOWWIDTH - 15, WINDOWHEIGHT/4) write('d', 60, WINDOWWIDTH - 15, 3*WINDOWHEIGHT/4) pygame.display.update() mainClock.tick(FPS) #This is the game playing while gameIsPlaying: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == KEYDOWN: if event.key == K_ESCAPE or event.key == ord('a'): gameIsPlaying = False if event.key == K_UP: paddle1.setMovement(-1) if event.key == K_DOWN: paddle1.setMovement(1) if event.key == ord('e'): paddle2.setMovement(-1) if event.key == ord('d'): paddle2.setMovement(1) if event.type == KEYUP: if event.key == K_UP: paddle1.setMovement(0) if event.key == K_DOWN: paddle1.setMovement(0) if event.key == ord('e'): paddle2.setMovement(0) if event.key == ord('d'): paddle2.setMovement(0) #Move the ball and the paddles paddle1.move() paddle2.move() ball.move() #Collision between the ball and the paddles ball.bounce(paddle1) ball.bounce(paddle2) #Check if score and incrementation if ball.l <= 0: scoreP1 +=1 ball = Ball(WINDOWWIDTH/2, WINDOWHEIGHT/2, 15, 15, random.randint(3, 5), random.randint(3, 5)) if ball.l >= WINDOWWIDTH: scoreP2 +=1 ball = Ball(WINDOWWIDTH/2, WINDOWHEIGHT/2, 15, 15, random.randint(3, 5), random.randint(3, 5)) #Check if winner and displaying and back to the menu if scoreP1 >= 10: write('WINNER', 60, WINDOWWIDTH/8, 2*WINDOWHEIGHT/8) pygame.display.update() time.sleep(1) gameIsPlaying = False if scoreP2 >= 10: write('WINNER', 60, 5*WINDOWWIDTH/8, 2*WINDOWHEIGHT/8) pygame.display.update() time.sleep(1) gameIsPlaying = False #Collision of the paddles and the ball with the sides paddle1.collideWithSide(20, 580) paddle2.collideWithSide(20, 580) ball.collideWithSide(20, 580) drawGame(paddle1, scoreP1, paddle2, scoreP2, ball) #Acceleration of the ball ball.setSpeed(ball.speed[0]*1.001, ball.speed[1]) write('Press escape to give up this game', 15, WINDOWWIDTH/8, WINDOWHEIGHT-SIZESIDES*2) pygame.display.update() mainClock.tick(FPS) pygame.display.update() mainClock.tick(FPS)
  3. Thanks for the answers, I just finished working on my pong so i'm going to take a look again at the snake now.
  4. Hello! I had a (very) little experience of programming with python from my classes and i decided to start making game. I did a crappy attempt at pong that i will post later because it has a lot of problem, and then i did this very simplistic snake, which i ask you to criticize without mercy.    I went through the tutorial "Invent Your Own Computer Games With Python" and stop just before the part where he explains how to implement sound an images. I felt that i could already do many games and gain some experience with what i read.    I plan to add a menu and the possiblility to start again a game after losing, also a victory message (when you have filled the entire screen) and a score. Also the possibility to chose the difficulty.  I plan to first finish my pong and then work into adding theses into the snake.    If you could point how i could improve my code it would be great. I especially think i could have used more function and i ant to know you opinion about what could be functionized.    Thanks! import pygame, sys, time, random from pygame.locals import * pygame.init() mainClock = pygame.time.Clock() WINDOWWIDTH = 480 WINDOWHEIGHT = 480 SPEED = 5 windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT), 0, 32) pygame.display.set_caption('Running_window') basicFont = pygame.font.SysFont(None, 48) headPosition = [240 , 240] foodPos = [20 + random.randint(0, 19)*22, 20 + random.randint(0, 19)*22] head = pygame.Rect(headPosition[0] ,headPosition[1] ,20 ,20) tail = [pygame.Rect(headPosition[0] ,headPosition[1] ,10 ,10)] tailPosition = [240, 240] food = pygame.Rect(foodPos[0] + 5, foodPos[1] + 5, 10, 10) square = [pygame.Rect(16, 16, 444, 2), pygame.Rect(16, 16, 2, 444), pygame.Rect(460, 16, 2, 444), pygame.Rect(16, 460, 446, 2)] BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255) position2 = [] updates = 0 seconds = 0 foodEaten = 0 moveUp = False moveDown = False moveLeft = False moveRight = False foodIsHere = False lose = False while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == KEYDOWN: # events for changing the direction of the snake if moveRight: if event.key == K_UP: moveDown = False moveUp = True moveLeft = False moveRight = False if event.key == K_DOWN: moveUp = False moveDown = True moveLeft = False moveRight = False if event.key == K_RIGHT: moveUp = False moveDown = False moveLeft = False moveRight = True if event.key == K_LEFT: pygame.quit() sys.exit() if moveLeft: if event.key == K_UP: moveDown = False moveUp = True moveLeft = False moveRight = False if event.key == K_DOWN: moveUp = False moveDown = True moveLeft = False moveRight = False if event.key == K_LEFT: moveDown = False moveUp = False moveLeft = True moveRight = False if event.key == K_RIGHT: pygame.quit() sys.exit() if moveDown: if event.key == K_DOWN: moveUp = False moveDown = True moveLeft = False moveRight = False if event.key == K_LEFT: moveDown = False moveUp = False moveLeft = True moveRight = False if event.key == K_RIGHT: moveUp = False moveDown = False moveLeft = False moveRight = True if event.key == K_UP: pygame.quit() sys.exit() if moveUp: if event.key == K_UP: moveDown = False moveUp = True moveLeft = False moveRight = False if event.key == K_LEFT: moveDown = False moveUp = False moveLeft = True moveRight = False if event.key == K_RIGHT: moveUp = False moveDown = False moveLeft = False moveRight = True if event.key == K_DOWN: pygame.quit() sys.quit() else: if event.key == K_UP: moveDown = False moveUp = True moveLeft = False moveRight = False if event.key == K_LEFT: moveDown = False moveUp = False moveLeft = True moveRight = False if event.key == K_RIGHT: moveUp = False moveDown = False moveLeft = False moveRight = True if event.key == K_DOWN: moveUp = False moveDown = True moveLeft = False moveRight = False if event.type == KEYUP: if event.key == K_ESCAPE: pygame.quit() sys.exit() #eating of food if head.colliderect(food): foodEaten += 1 foodIsHere = False while foodPos in tailPosition: foodPos = [20 + random.randint(0, 19)*22, 20 + random.randint(0, 19)*22] tail.append(head) tailPosition.append(headPosition) #apparitions of food if foodIsHere == False: food = pygame.Rect(foodPos[0] + 5, foodPos[1] + 5, 10, 10) foodIsHere = True #movement of the tail of the snake if tail != []: tail.reverse() tailPosition.reverse() tail.pop(0) tailPosition.pop(0) tail.append(pygame.Rect(headPosition[0] + 5,headPosition[1] + 5 ,10 ,10)) tailPosition.append(headPosition) tail.reverse() tailPosition.reverse() # movements of the head of the snake if moveRight and (not moveLeft): headPosition[0] += 22 head = pygame.Rect(headPosition[0] ,headPosition[1] ,20 ,20) elif moveLeft and (not moveRight): headPosition[0] -= 22 head = pygame.Rect(headPosition[0] ,headPosition[1] ,20 ,20) elif moveUp and (not moveDown): headPosition[1] -= 22 head = pygame.Rect(headPosition[0] ,headPosition[1] ,20 ,20) elif moveDown and (not moveUp): headPosition[1] += 22 head = pygame.Rect(headPosition[0] ,headPosition[1] ,20 ,20) #collision ith the tail for piece in tail[1:]: if head.colliderect(piece): lose = True # collision with the border of the screen for bord in square : if head.colliderect(bord): lose = True if lose == True: while lose: windowSurface.fill(BLACK) lost1 = basicFont.render('You lose.', True, WHITE, None) textRectLost1 = lost1.get_rect() textRectLost1.centerx = 240 textRectLost1.centery = 180 lost2 = basicFont.render('Press q to quit.', True, WHITE, None) textRectLost2 = lost2.get_rect() textRectLost2.centerx = 240 textRectLost2.centery = 250 windowSurface.blit(lost2, textRectLost2) windowSurface.blit(lost1, textRectLost1) pygame.display.update() for event in pygame.event.get(): if event.type == KEYUP: if event.key == ord('q'): pygame.quit() sys.exit() windowSurface.fill(BLACK) pygame.draw.rect(windowSurface, RED, food) pygame.draw.rect(windowSurface, BLUE, head) for piece in tail: pygame.draw.rect(windowSurface, GREEN, piece) pygame.draw.rect(windowSurface, WHITE, square[0]) pygame.draw.rect(windowSurface, WHITE, square[1]) pygame.draw.rect(windowSurface, WHITE, square[2]) pygame.draw.rect(windowSurface, WHITE, square[3]) updates += 1 pygame.display.update() mainClock.tick(SPEED)