Sunday, 13 April 2014
Monday, 7 April 2014
Long time no blog!
I've been spending more time with Dart so something had to get out of the way. However I have been revising my Python in time for the PyWeek game jam next month. I thought I would break radio silence on the blog and record a few snippets so 1. I can find them 2. On the off chance they are a handy copy paste for someone else especially beginners! Some of this is from my abandoned (due to illness) previous PyWeek so it never got off my laptop. Care to blog anything yourself? :-)
This first post will cover MISC. Some runnable GFX stuff to come in a follow up post.
Two very simple snippets mainly for moving through colour indexes for graphics primitives but could easily be used for position e.g. a bad guy or obstacle going back and forth.
def keepWithinRange(i,l,u): if i<l: i=l elif i>u: i=u return i def loopWithinRange(i,l,u): if i<l: i=l elif i>u: i=l return iMaybe better to rewrite those with Min/Max at some point!
Misc code from various PyGame experiments and Pyweeks!
import random import pygame from pygame.locals import * def CreateBackground(screen): bg = pygame.Surface(screen.get_size()) bg = bg.convert() return bg def DrawText(bg, x, y, text, size=24, color=(255, 255, 255)): inst1_font = pygame.font.Font(None, size) inst1_surf = inst1_font.render(text, 1, color) bg.blit(inst1_surf, [x, y]) def RND(num): return random.randint(1,num) def randomPlusMinus1(): return random.randint(0,2) -1 def returnTrue(): return True
Sunday, 23 December 2012
First a quick video of the demo!
Code is available here.
The code runs much smoother than on YouTube :-) Hopefully each post in future will come with a video. The defaults are for the demo to run at 320 by 240 but you can adjust these values via the WinWidth and WinHeight Variables.
So how do we make the text bounce like this? Well, do you remember the Sin wave from trigonometry? Watch the 'M' in the video climb up to the top, back to the middle and then the bottom of the window and back up. We use a little bit of math to store the coordinates of this path in a list and each time we draw the window we move onto the next set of coordinates thus moving the text along the path. When it's gone through the list it goes back to the start so our animation loops.
The background Christmas trees dimensions are worked out and stored in treewidth and treeheight. We then have a couple of loops so we have 4 columns of trees over 3 rows. To liven things up the c3B data item adjust the shade of green. Can you figure out how to add more (smaller) trees to the scene?
The rest of the program covers the usual plumbing. An update function moves the text to the next set of coordinates in the list and it is called on a schedule. There is the on_draw handler for the window that actually takes care of the drawing.
One last point to mention is that we want the text to appear in front of the trees. Pyglet has the concept of groups. Have a look at the objects foreground and background. By setting up our objects in the right group we can ensure Pyglet draws them in the desired order.
Hope to return with something 3D next time around. Happy Python/Pyglet-ing!!
Thursday, 20 December 2012
How about more stars?
Whilst stuck in bed unwell, I stumbled upon a fun video tutorial on how to write an asteroid game in pyglet. Pyglet is available for Python 2 and 3 (in alpha form) and provides a pure Python wrapper to OpenGL. Whilst not been as extensive a library as say PyGame, it does offer some interesting capabilities such as sprite rotation and scaling plus a route into the OpenGL world. The example code was very clean and readable. I do miss the lack of built in primitives but you can get round that.
I thought it would be fun to revisit the star field program and convert it to pyglet. At first I was disappointed with the speed. Cutting down the number of stars worked but what made a real difference was drawing each layer as a single batch/OpenGL command. That put things back at warp speed with the regular numbers!
Thursday, 18 October 2012
Now that some time has passed, I thought it would be good to look back at PyWeek 15 to review how it went. First a screenshot!
I quite liked the look of this game with the bright colours and use of shades. I liked the generate landscape. Disappointed that there is not much to do except zap without a goal. Some systems seem to be unable to cope with the game and get next to no keyboard response making it unplayable :-( Definitely felt unfinished but I had a horrible cold that week so I simply ran out of energy some nights.
So lessons learned...
- It was fun to do new stuff!
- Even a simple sound effect can add to a game!
- Test on a range of systems regularly - watch that CPU usage.
- Allow time for review and correction.
- Have a clear idea - this one suffered from 'just keeping busy'.
- Players like smooth movement.
- Players like to be in the center of the screen.
- A few warm up projects certainly help.
Here's to next time!
Wednesday, 29 August 2012
Code is available from the DaftPython Google Code Project. The menu is loaded from the dmenu file so you need that as well as the .py python file.
Monday, 20 August 2012
Having several starfields on top of each other running at different speeds in order to give the idea of depth. This required no changes to the starfield code (though I did tweak it not to use tuples anymore - more to avoid confusion). A screenshot doesn't do it justice - run the demo to see the movement!
All examples from this blog will appear on the new DaftPython Google Code site. The latest star code is here.