Beginning Python Games Development, 2nd Edition: With PyGame by Harrison Kinsley

By Harrison Kinsley

Find out how to create compelling video games utilizing Python and the PyGame video games improvement library. starting Python video games improvement, second version will educate you the way to create visuals, do occasion dealing with, create 3D video games, upload media components, and combine OpenGL into your Python video game. during this replace to the 1st ever e-book to hide the preferred open resource PyGame video games improvement library, you will stand to realize helpful technical insights and stick to in addition to the construction of a real-world, freely downloadable online game. Written through veterans and Python specialists Will McGugan and Harrison Kinsley, this can be a accomplished, useful creation to video games improvement in Python. it's also possible to capitalize upon quite a few counsel and tips the authors have accrued over their careers growing video games for a few of the world's biggest video game builders.

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Rather than thinking of a name for a value that is never used, it is common to use a single underscore in its place. So the loop in Listing 2-8 may be rewritten as for _ in range(10):. Although the numbers that Listing 2-8 produces appear random, they are actually pseudorandom, which means they are chosen from a large mathematically generated sequence. Occasionally you may need to repeat a sequence of pseudorandom numbers—when playing back a demo, for instance. You can tell the random module to start generating numbers from a particular point in the sequence by calling the random.

Update() Listing 3-3 begins just like Hello World; it imports and initializes Pygame, then loads a background image. The event loop in this script is different, because it handles KEYDOWN and KEYUP. These key events both contain the same three values: • key—This is a number representing the key that was pressed or released. Each physical key on the keyboard has a constant that begins with K_. The alphabet keys are K_a through K_z, but there are also constants for all the other keys, such as K_SPACE and K_RETURN.

Modules can be imported with the import keyword, followed by the name of a module. For example, the following line would import a module called mymodule: import mymodule Importing a module this way creates a new namespace, which means that you will need to type the name of the module and a dot before any of the classes or functions that you use. myfunction() This is the usual way of importing modules from the standard library, because it keeps things in each module separate; if you had another function called myfunction in a different module, there would be no confusion as to which function is being called.

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