How do i unsubscribe? -- 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 >>-- >> >> >>