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not_a_dragon

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About not_a_dragon

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  1. not_a_dragon

    Code Review - Pong

      Since whenever the ball touches the paddle, only its horizontal direction is reversed, when you move the paddle up/down onto the ball, it'll just sort of flicker as long as the paddle's on top of it. I guess the game doesn't actually glitch out, it just looks really weird.   How would I determine where the ball hit the paddle? Do I just write the numbers in, like for the top of the paddle: paddle.rect.y + 30?
  2. not_a_dragon

    Code Review - Pong

    So I made Pong. It was a good experience. I learned a lot, but questions were raised I had trouble finding answers to.   Code (Python): # --- Imports-Start --- import pygame; import random pygame.init() # Initiate pygame # --- Imports-End --- # --- Globals-Start --- # Display settings displayDim = [640, 480] display = pygame.display.set_mode((displayDim)) pygame.display.set_caption('pong.py') # Color(s) WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) GREEN = (0, 155, 0) BLUE = (110, 170, 255) GRAY = (230, 230, 240) # Time FPS = 30 clock = pygame.time.Clock() # Fonts fontBlocky = "C:\\Users\\rabbitrabbit\\CodeBS\\Pong\\blocky.ttf" fontSmooth = "C:\\Users\\rabbitrabbit\\CodeBS\\Pong\\smooth.ttf" # Sprite group(s) allSprites = pygame.sprite.LayeredUpdates() # Collision groups ballGroup = pygame.sprite.Group() paddleGroup = pygame.sprite.Group() # --- Globals-End --- # --- Classes-Start --- class Block(pygame.sprite.Sprite): def __init__(self, width, height, color, x, y): # Makes a surface, fills it, and adds to allSprites group super().__init__() # Set up image self.image = pygame.Surface((width, height)) self.image.fill(color) # Set up surface self.rect = self.image.get_rect() # Position and center self.rect.x = x self.rect.y = y self.rect.center = (self.rect.x, self.rect.y) # Add to sprite group(s) allSprites.add(self) class Paddle(Block): '''Class representing a player. Also contains the score attribute(s), but that's just for convenience, score code isn't actually handled within this class.''' # Determines whether paddles is moving or not, and how fast yChange = 0 def update(self): # Takes the instance's yChange variable and uses it to move a paddle. self.rect.y += self.yChange # Keep paddle within boundaries. if self.rect.y < 175: pass elif self.rect.y > 325: pass class Ball(Block): '''Class representing the ball. All the game's collisions are handled here''' # Variables that determine the ball's speed xChange = 0 yChange = 0 def __init__(self, width, height, color, x, y): # Call's base class' constructor super().__init__(width, height, color, x, y) # Chooses the ball's direction at start and sends it off self.xChange = random.getrandbits(1) self.yChange = random.getrandbits(1) # Sets x/yChange to 2 or -2 self.xChange = (self.xChange * 2 - 1) * 2 self.yChange = (self.yChange * 2 - 1) * 2 # Add to ballgroup for updates ballGroup.add(self) def update(self): # Makes the ball move according to direction, and checks for collisons self.rect.x += self.xChange self.rect.y += self.yChange # Check for walls if self.rect.y <= 176 or self.rect.y >= 409: self.yChange = self.yChange * -1 # Check for paddles - spritecollide returns a list of all the sprites # in paddleGroup that collide with the ball spritesCollided = pygame.sprite.spritecollide(self, paddleGroup, False) if len(spritesCollided) != 0: self.xChange = self.xChange * -1 # Change the ball's direction # Increases ball's speed a little bit. Checks whether ball # x&yChange values are positive or negative to prevent accidentally # lowering the ball's speed instead of raising it. # Ball speed caps at 15. If it's any higher than 16 the ball would # fly through paddles. if self.xChange != 15 or self.xChange != -15: if self.xChange > 0: self.xChange += 1 elif self.xChange < 0: self.xChange -= 1 if self.yChange > 0: self.yChange += 1 elif self.yChange < 0: self.yChange -= 1 spritesCollided = [] # Clear the list # --- Classes-End --- # --- Functions-Start --- def text(font, message, size, color, x, y): # Set up font myFont = pygame.font.Font(font, size) text = myFont.render(message, 1, color) textRect = text.get_rect() textRect.x = x textRect.y = y # Render text display.blit(text, [textRect.x, textRect.y]) def main(): # Main game loop # Variable to keep loop running done = False # Determines whether or not things are happening gameStarted = False # Player scores p1Score = 0 p2Score = 0 # Call instances of classes # Background elements topStrip = Block(640, 175, BLUE, 320, 88) botStrip = Block(640, 55, BLUE, 320, 452) #strip = Block(640, 250, WHITE, 320, 300) # Background element ball = Ball(16, 16, BLUE, 320, 300) # The bouncy thing # They move up and down p1 = Paddle(16, 64, BLUE, 580, 305) # Right side p2 = Paddle(16, 60, BLUE, 60, 305) # Left side # Add paddles to group for collisions paddleGroup.add(p1, p2) while not done: # Events-Start for event in pygame.event.get(): # Quits if you press the little red x if event.type == pygame.QUIT: done = True # Keyboard inputs if event.type == pygame.KEYDOWN: # While key is held # p1 inputs if event.key == pygame.K_UP: p1.yChange = -10 elif event.key == pygame.K_DOWN: p1.yChange = 10 # p2 inputs if event.key == pygame.K_w: p2.yChange = -10 elif event.key == pygame.K_s: p2.yChange = 10 if event.type == pygame.KEYUP: # When the key's released # p1 un-inputs(?) if event.key == pygame.K_UP: p1.yChange = 0 elif event.key == pygame.K_DOWN: p1.yChange = 0 # p2 un-inputs(?) if event.key == pygame.K_w: p2.yChange = 0 elif event.key == pygame.K_s: p2.yChange = 0 if ball.rect.x <= -16: p1Score += 1 # Increases player one's score ball.kill() # Gets rid of the ball ball = Ball(16, 16, BLUE, 320, 300) # Makes a new one elif ball.rect.x >= 640: p2Score += 1 # Increases player two's score ball.kill() # Gets rid of the ball ball = Ball(16, 16, BLUE, 320, 300) # Makes a new one ballGroup.update() paddleGroup.update() # Events-End # Draw display.fill(WHITE) # Display the players' scores text(fontSmooth, str(p1Score), 100, GRAY, 440, 250) text(fontSmooth, str(p2Score), 100, GRAY, 160, 250) # Draw objects allSprites.draw(display) # Display the game's name and stuff text(fontBlocky, 'PONG', 105, WHITE, 180, -15) text(fontSmooth, 'Made by m(O)x. He is great.', 20, WHITE, 185, 440) # Time and update clock.tick(FPS) pygame.display.update() pygame.quit() # --- Functions-End --- # Run if __name__ == '__main__': main() In case you were wondering about the rectangles, here's what it looks like. Font was made by Kenney, on OGA.   Questions:   1. I tend to see people calling the update method of sprite groups that contain all of a game's sprites. If I have sprites that don't move (like the instances of the Block class), and I want to do this, would I just make an update method that passes whenever it's called?   2. Is there a way to not have all the input stuff in my main loop?   3. Is it considered bad form to have a lot of stuff in my main loop?   4. How can I add text to the allSprites group, so I don't have to render it strategically before or after calling the group's draw method?   5.How can I tell how fast my code is running aside from whether it lags or not?   6. How can I have multiple hitboxes on a single object, so the game doesn't glitch out when the ball hits the top/bottom of the paddle?   7. Is it just me, or is the ball throbbing?       Any input is appreciated.
  3.   Could you elaborate on that a little bit? How is friendly fire allowing player owned entities to be killed off without their knowledge? If when units attack isn't completely under the player's control, then friendly fire should probably be removed. If not, then I don't see why friendly fire shouldn't be kept in, if you think it adds to the gameplay. In other games I've played, a lack of friendly fire (especially in cramped stages) can be problematic because spammy, reckless strategies become more viable. This is just my (biased) impression, but if the group of players in favor of FF are saying that it adds necessary challenge, and the group of players against FF are saying it's unfun, the group of players in favor of FF are most likely better at the game than the group against. Of course, it's kind of hard to say without knowing what the game is like.
  4. not_a_dragon

    2D Game Logic for a RTS

      Would it be possible to draw up a quick map in paint with certain colors corresponding to terrain types, and then sort of render a more detailed 3d map with the same layout on top of it? For example, if I have a wall set to red, and when the player clicks on it to try to move their unit there, the program checks what color the area clicked on is, and seeing that it's red, passes, would this approach still work after a 3d map is drawn? Is there a way to get the program to sort of "see" through the map to the drawing?
  5. not_a_dragon

    2D Game Logic for a RTS

    Hey. I've made a few basic games, and I think I have a pretty solid grasp of how to make a game. For my next project, I want to make a simple rts with 3D graphics. A common problem I have is not planning things out, which results in me redoing a lot of code. To avoid this, I decided to plan everything out thoroughly before I actually start, and as I was doing this, a question came up:   So apparently rts generally use 2D game logic, even if they have 3d graphics. Is there any way to keep track of a unit's altitude using 2D logic only, and if not, how intensive would 3D game logic actually be? For example, when terrain differs sharply in altitude, how does the game make sure a unit walks over a mountain, as opposed to through it? (Not a pathing question)
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