Topic > Python in Game Development

Python is an interpreted, interactive, object-oriented programming language. It is often compared to many languages ​​such as Ruby, C#, Perl, Visual Basic, Visual Fox Pro, Java. And it's easy to use. Python has a lot of capability with a very clear and simple syntax. It has modules, exceptions, classes, dynamic typing, and dynamic data types. It can be used in interfaces for many system calls and libraries and also for various windowing systems. The new built-in modules can easily be written in C or C++ (as needed). Python is used as an extension language for applications written in other languages. Python is popular in game development and is also used to build applications and websites. NASA and Google also rely heavily on Python. There are many alternative languages ​​that can be used to create games, but many choose Python because it has a tendency to take care of the details and let the programmer focus on solving problems. In game development, solving problems means displaying game characters on the screen, making them look cool, and making them interact with a virtual environment. Object-oriented programming is a fancy term for a simple concept that simply means storing the information needed to describe something together. with a series of actions that work with that information. Say no to plagiarism. Get a tailor-made essay on "Why Violent Video Games Shouldn't Be Banned"? Get an Original Essay In a game, almost everything will be defined as an object. Python classes are defined with the class statement, which is used to create new objects. Functions created within a class statement are called methods, which are similar to other functions with the exception that the first parameter is the object to which the method applies. There is a function that is a special method and is called when an object is first created (__init__). It is used to initialize the information, or properties, contained in the object. Python has a huge number of standard libraries that can do a variety of useful things. All libraries are organized into a series of modules, which can contain Python classes, functions, or other objects. Pygame is a powerful game creation platform. It includes many submodules for a variety of game-related activities. Pygame is supported on a huge number of platforms. Ports are available for all major desktop systems and even some consoles, so you can develop a game on one platform and play it on another. Flags can be used in creating a view, which can improve performance or add functionality. It is probably best to leave most of these flags disabled, at least until the programmer is more familiar with Pygame and computer graphics in general. Colors are the most basic and important elements in creating computer graphics. All images in the game are ultimately created by manipulating color codes. Pygame stores colors and is also used to create new colors by combining existing ones. Surface objects are Pygame's canvases and are capable of storing all kinds of images. The drawing module is used because it is useful for visually representing additional information in the game. For example, he could use it to draw a small arrow on the enemy character indicating the direction he is headed. Moving a sprite or anything else on the screen requires the programmer to add small values ​​to the coordinates on each frame, but for the movement to be smooth and consistent. It mustcan also be matched to the current time or, more specifically, the time elapsed since the last frame. The use of time-based movement is also important to run the game on as wide a range of computers as possible. Computers can vary greatly in the number of frames per second they can generate. Vectors are an essential part of any game developer's toolbox. Vectors greatly simplify the calculations in game writing and are extraordinarily versatile. Techniques for moving in two dimensions can easily extend to three dimensions. This can be done using the Vector3 class which contains many of the methods used in the Vector2 class but with an additional component (z). Sometimes the control instantly affects the player's character so that it obeys exactly what the player tells it to do. Classic shooters were like this: when you pressed the left button, the ship immediately went to the left and vice versa. I intend to make the game more realistic, although the controls should indirectly affect the player character by applying forces such as pushing and breaking. A game's controls are how the player interfaces with the game universe. Since real people can't fit into the game, Matrix-style, the controls should feel as natural as possible. When creating control methods for a game, it's a great idea to take a look at how other similar games are played. The controls do not change for games of similar genre. This isn't because game designers lack imagination, it's just that players expect games to work similarly. If the programmer uses more creative control methods, be ready to justify it to the players or offer them a more standard alternative. Making a non-player character behave realistically is the goal of artificial intelligence added in games. Good AI is needed to add an extra dimension to the game because players will feel like they are in a real world rather than a computer program. Poor AI can also destroy the illusion of realism as flaws in graphics or unrealistic sounds do, perhaps even more so. A player might be able to believe that a simply drawn stick figure is a real person, but only until he bumps into walls! The current version of an NPC's AI is not always related to the amount of code used to simulate it. Players tend to attribute intelligence to NPCs that aren't actually there. Sometimes it can take surprisingly little work to convince the player that something is clever. State machines are a convenient and simple way to implement gaming AI because they break down a complex system (for example, a brain) into smaller, easy-to-implement parts. They are not difficult to engineer since they are used to imagining what other people or animals think when they do things. It may not be practical to turn every thought into computer code, but it is necessary to approximate the behavior to simulate it in a game. The simple state machine structure we created in this chapter can be used in games to build compelling AI. Games with 3D graphics have the greatest potential to attract more and more players and entertain them. This is true not because the graphics are more realistic, but because they look more natural as early 3D games actually looked crude compared to their 2D counterparts. Objects in a 3D game should be able to rotate and be seen from different angles, just like in the real world. There.