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Sent from myMail for Android Sunday, 12 July 2020, 01:08am +01:00 from BW  
stabbingfin...@gmail.com :

>You got some good feedback so far for choosing the right tool for
>      the job. I'd like to close the gap regarding Python and pygame, in
>      case you're interest is in using them even if they aren't what
>      might be considered the best tools for the job.
>The audiovisual functions and event handling in pygame require a
>      window context. For example, if you want to play sounds you have
>      to open a window. Same with keyboard, mouse and joy events. If
>      you're going to open a window for any of these features, then it
>      makes sense to use the window for the full AV feature set.
>pygame does have some niceties that could help with the spatial
>      elements of a 100% game, the geometry primitives and collision
>      detection. You have to model your game's play areas some way, and
>      a spatial layout is one way. There are other choices, so if this
>      is the only reason then you can shop around. Also the clock is
>      very useful if a game wants any kind of timing.
>Python itself is just a great choice for anything that doesn't
>      require native binary performance. You could certainly use
>      Python's stdio, or third-party text libraries, with or without
>      pygame (again, if pygame offers some benefit).
>I remember seeing an ASCII adventure game during a  Pyweek , and I think
>      there were other attempts at text based games. You might like to
>      peruse the past competitions and see what they did.
>On 6/17/2020 5:40 PM, pjfarl...@earthlink.net wrote:
>>A lot of the old "adventure" games and similar game efforts from the very
>>early days of computing were strictly text-mode games with no graphics used
>>(or needed) at all.
>>
>>The old code base for such games wasn't always very well organized or
>>designed, they just (mostly) worked.  I had a thought that updating such a
>>game's design and structure with more modern design principles and
>>supporting architecture would be an interesting exercise.
>>
>>Is it possible to use the pygame infrastructure to implement text-mode-only
>>games?  Without having to pick window sizes and resolutions and set fonts
>>and font sizes, etc., etc., on a graphical surface?
>>
>>IOW, can the pygame keyboard input and screen output processes be replaced
>>with simple python raw_input() and print() calls?
>>
>>Or am I just looking at the wrong library to use for such games?
>>
>>TIA for your advice and opinion.
>>
>>Peter
>>--
>>
>>
>>

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