By Will McGugan, Harrison Kinsley

Beginning Python video games improvement, moment Edition teaches you the way to create compelling video games utilizing Python and the PyGame video games improvement library. it's going to educate you the way to create visuals, do occasion dealing with, create 3D video games, upload media parts, and combine OpenGL into your Python game.

In this replace to the 1st ever booklet to hide the preferred open resource PyGame video games improvement library, you are going to stand to realize worthwhile technical insights and keep on with in addition to the construction of a real-world, freely downloadable 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 information and tips the authors have collected over their careers growing video games for a number of the world's biggest video game developers.

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Listing 3-3. 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.

This won’t make the script exit because we look up the keys inside a try: block, which says to Python that the code block may throw an exception. If a KeyError does occur, Python jumps to the code under except KeyError: (which is ignored if no exception occurs). Inside our KeyError exception handler we first display a brief message to inform the user that they did something wrong, and then move on to a continue statement, which tells Python to ignore the rest of the code in this loop and jump back to the top of the innermost loop.

Once we create our tanks, we store the number of tanks in alive_tanks so we can keep count of tanks still in the game: while alive_tanks > 1: This starts off a while loop that keeps going while there is more than one surviving tank. Games always have a big loop at their core. For a visual game the main loop runs once per frame to update and display visuals, but here the loop represents a single round in the simulation. Inside the while loop we first print a blank line to make the text for each round a little easier to separate.

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