Casino game python code
New casino sites to play real money
Copyright 2017-2020 grant jenks the CLI supports three commands: list, copy, and show. For a list of all games run:
Casino game python code
Free python games is an apache2 licensed collection of free python games intended for education and fun. The games are written in simple python code and designed for experimentation and changes. Simplified versions of several classic arcade games are included.
Python is one of the top-five most popular programming languages in the world and available for free from python.Org. Python includes an extensive standard library distributed with your installation. The standard library has a module called turtle which is a popular way to introduce programming to kids. Turtle was part of the original logo programming language developed by wally feurzig and seymour papert in 1966. All of the games in free python games are implemented using python and its turtle module.
Starting in 2012, free python games began as an after school program to teach programming to inner-city youth. The goal was to have fun as much as it was to learn. Since then the games have been improved and used in a variety of settings ranging from classrooms to summer day-camps.
The games run anywhere python can be installed which includes desktop computers running windows, mac OS, or linux and older or low-power hardware such as the raspberry pi. Kids across the united states in grades 6th-12th have enjoyed learning about topics such as encryption and projectile motion through games.
Each game is entirely independent from the others and includes comments along with a list of exercises to work through with students. Creativity and flexibility is important. There is no right or wrong way to implement a new feature or behavior! You never know which games students will engage with best.
"I love free python games because the games are fun and they're easy to understand and change. I like making my own games now."
"free python games inspired and introduced a new hobby to our son. Thank you so much for exposing him to coding. He is having so much fun!"
"free python games are great because they really engage students and let them learn at their own pace."
-- rick schertle, teacher, steindorf STEAM school
"free python games combines play and learning in a flexible environment that reduces the stress of a difficult topic like programming."
-- brett bymaster, youth pastor, the river church community
"free python games is great for students, is highly organized and flexible, and seeks to unleash inquiry and understanding."
-- terri furton, principal, downtown college prep
- Fun to play!
- Simple python code
- Easy to install
- Designed for education
- Depends only on the python standard library
- Used in hundreds of hours of classroom instruction
- Fully documented
- 100% test coverage
- Developed on python 3.7
- Tested on cpython 2.7, 3.4, 3.5, 3.6, and 3.7
- Tested on windows, mac OS X, raspbian (raspberry pi), and linux
- Tested using travis CI and appveyor CI
Installing free python games is simple with pip:
Free python games supports a command-line interface (CLI). Help for the CLI is available using:
The CLI supports three commands: list, copy, and show. For a list of all games run:
Any of the listed games may be played by executing the python module from the command-line. To reference the python module, combine "freegames" with the name of the game. For example, to play the "snake" game run:
Games can be modified by copying their source code. The copy command will create a python file in your local directory which you can edit. For example, to copy and play the "snake" game run:
Python includes a built-in text editor named IDLE which can also execute python code. To launch the editor and make changes to the "snake" game run:
You can also access documentation in the interpreter with python's built-in help function:
Paint -- draw lines and shapes on the screen. Click to mark the start of a shape and click again to mark its end. Different shapes and colors can be selected using the keyboard.
Snake -- classic arcade game. Use the arrow keys to navigate and eat the green food. Each time the food is consumed, the snake grows one segment longer. Avoid eating yourself or going out of bounds!
Pacman -- classic arcade game. Use the arrow keys to navigate and eat all the white food. Watch out for red ghosts that roam the maze.
Cannon -- projectile motion. Click the screen to fire your cannnonball. The cannonball pops blue balloons in its path. Pop all the balloons before they can cross the screen.
Connect -- connect 4 game. Click a row to drop a disc. The first player to connect four discs vertically, horizontally, or diagonally wins!
Flappy -- flappy-bird inspired game. Click the screen to flap your wings. Watch out for black ravens as you fly across the screen.
Memory -- puzzle game of number pairs. Click a tile to reveal a number. Match two numbers and the tiles will disappear to reveal an image.
Pong -- classic arcade game. Use the keyboard to move your paddle up and down. The first player to miss the ball loses.
Simon says -- classic memory puzzle game. Click the screen to start. Watch the pattern and then click the tiles in the same order. Each time you get the sequence right the pattern gets one step longer.
Tic tac toe -- classic game. Click the screen to place an X or O. Connect three in a row and you win!
Tiles -- puzzle game of sliding numbers into place. Click a tile adjacent to the empty square to swap positions. Can you make the tiles count one to fifteen from left to right and bottom to top?
Tron -- classic arcade game. Use the keyboard to change the direction of your tron player. Avoid touching the line drawn by your opponent.
Life -- conway's game of life. The classic, zero-player, cellular automation created in 1970 by john conway.
Maze -- move from one side to another. Inspired by A universe in one line of code with 10 PRINT. Tap the screen to trace a path from one side to another.
Fidget -- fidget spinner inspired animation. Click the screen to accelerate the fidget spinner.
For those wanting more details, this part of the documentation describes curriculum, API, and development.
Free python games license
Copyright 2017-2020 grant jenks
Licensed under the apache license, version 2.0 (the "license"); you may not use this file except in compliance with the license. You may obtain a copy of the license at
Unless required by applicable law or agreed to in writing, software distributed under the license is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the license for the specific language governing permissions and limitations under the license.
Mjhea0 / python_blackjack.Py
import os |
import random |
deck = [ 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 ] * 4 |
def deal ( deck ): |
hand = [] |
for i in range ( 2 ): |
random . Shuffle ( deck ) |
card = deck . Pop () |
if card == 11 : card = "J" |
if card == 12 : card = "Q" |
if card == 13 : card = "K" |
if card == 14 : card = "A" |
hand . Append ( card ) |
return hand |
def play_again (): |
again = raw_input ( "do you want to play again? (Y/N) : " ). Lower () |
if again == "y" : |
dealer_hand = [] |
player_hand = [] |
deck = [ 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 14 ] * 4 |
game () |
else : |
print "bye!" |
exit () |
def total ( hand ): |
total = 0 |
for card in hand : |
if card == "J" or card == "Q" or card == "K" : |
total += 10 |
elif card == "A" : |
if total >= 11 : total += 1 |
else : total += 11 |
else : |
total += card |
return total |
def hit ( hand ): |
card = deck . Pop () |
if card == 11 : card = "J" |
if card == 12 : card = "Q" |
if card == 13 : card = "K" |
if card == 14 : card = "A" |
hand . Append ( card ) |
return hand |
def clear (): |
if os . Name == 'nt' : |
os . System ( 'CLS' ) |
if os . Name == 'posix' : |
os . System ( 'clear' ) |
def print_results ( dealer_hand , player_hand ): |
clear () |
print "the dealer has a " + str ( dealer_hand ) + " for a total of " + str ( total ( dealer_hand )) |
print "you have a " + str ( player_hand ) + " for a total of " + str ( total ( player_hand )) |
def blackjack ( dealer_hand , player_hand ): |
if total ( player_hand ) == 21 : |
print_results ( dealer_hand , player_hand ) |
print "congratulations! You got a blackjack! \n " |
play_again () |
elif total ( dealer_hand ) == 21 : |
print_results ( dealer_hand , player_hand ) |
print "sorry, you lose. The dealer got a blackjack. \n " |
play_again () |
def score ( dealer_hand , player_hand ): |
if total ( player_hand ) == 21 : |
print_results ( dealer_hand , player_hand ) |
print "congratulations! You got a blackjack! \n " |
elif total ( dealer_hand ) == 21 : |
print_results ( dealer_hand , player_hand ) |
print "sorry, you lose. The dealer got a blackjack. \n " |
elif total ( player_hand ) > 21 : |
print_results ( dealer_hand , player_hand ) |
print "sorry. You busted. You lose. \n " |
elif total ( dealer_hand ) > 21 : |
print_results ( dealer_hand , player_hand ) |
print "dealer busts. You win! \n " |
elif total ( player_hand ) total ( dealer_hand ): |
print_results ( dealer_hand , player_hand ) |
print "sorry. Your score isn't higher than the dealer. You lose. \n " |
elif total ( player_hand ) > total ( dealer_hand ): |
print_results ( dealer_hand , player_hand ) |
print "congratulations. Your score is higher than the dealer. You win \n " |
def game (): |
choice = 0 |
clear () |
print "WELCOME TO BLACKJACK! \n " |
dealer_hand = deal ( deck ) |
player_hand = deal ( deck ) |
while choice != "q" : |
print "the dealer is showing a " + str ( dealer_hand [ 0 ]) |
print "you have a " + str ( player_hand ) + " for a total of " + str ( total ( player_hand )) |
blackjack ( dealer_hand , player_hand ) |
choice = raw_input ( "do you want to [H]it, [S]tand, or [Q]uit: " ). Lower () |
clear () |
if choice == "h" : |
hit ( player_hand ) |
while total ( dealer_hand ) 17 : |
hit ( dealer_hand ) |
score ( dealer_hand , player_hand ) |
play_again () |
elif choice == "s" : |
while total ( dealer_hand ) 17 : |
hit ( dealer_hand ) |
score ( dealer_hand , player_hand ) |
play_again () |
elif choice == "q" : |
print "bye!" |
exit () |
if __name__ == "__main__" : |
game () |
This comment has been minimized.
Mccain2003 commented jan 11, 2018
For me this won't work, im using V2.7.14, is that a reason why?
This comment has been minimized.
Wjjayst2008 commented feb 23, 2018
I think the play_again function should revised, because deck is a global variable, the local deck in the function is superfluous
def play_again():
again = raw_input("do you want to play again ? (Y/N) : ").Lower()
if again == 'y':
game()
else:
print "bye!"
exit()
This comment has been minimized.
Wjjayst2008 commented feb 23, 2018
In the total function, the "else:" in line 36 should indent
This comment has been minimized.
Annau commented jun 11, 2018
Did not work for me either.
This comment has been minimized.
Shogunalexey commented aug 9, 2018
It does work. You need to fix all indentations, add parentheses to all print statements and change the function name from "raw_input" to "input".
Nicely done, @mjhea0 !
This comment has been minimized.
1ekrem commented dec 7, 2018 •
Now works. Check the edited version.
This comment has been minimized.
Yashmshelar commented dec 12, 2018
For line 85 if I uncomment in it gives me an indentation error, and I tried putting it in other indentations and it didnt work. Sorry I am a beginner at python.
This comment has been minimized.
Igor-tanv commented mar 5, 2019
Cool program but it only lets you hit the dealer once. It should let you hit the dealer multiple times until you choose to stand or you bust. Revised code below
This comment has been minimized.
Patrick-ziemke commented apr 8, 2019
I have updated a few aspects of this program. Mainly, I added a global and colorful wins/losses display that is updated after each round. I added the small feature of displaying your updated hand total after hitting. I also added the ability to choose number of decks of cards to use, because after 4 or 5 games it would run out of cards and the program would crash, so now you can choose number of cards.
Revised code below!
This comment has been minimized.
Frzn4ever commented jul 26, 2019
The win lose counter outputs:
�[1;32;40mwins: �[1;37;40m1 �[1;31;40mlosses: �[1;37;40m0
This comment has been minimized.
Frzn4ever commented jul 26, 2019
Also "welcome to blackjack" is duplicated in print_results
This comment has been minimized.
Frzn4ever commented jul 26, 2019
If you get a blackjack, the game just continues. Duplicate code in score() and game()
This comment has been minimized.
Frzn4ever commented jul 26, 2019
Play_again() resets the deck to a single deck.
Deal() shuffles the deck every time it's called
there's no code for a "push" or a tie
This comment has been minimized.
Frzn4ever commented jul 26, 2019
Here's what I got so far. I'm not sure about score(), is it necessary or well implemented enough?
Wait how do I put my code here?
This comment has been minimized.
Francisfan98 commented oct 30, 2019
If the hand is [9, "A", 9], the result should be 19 instead of 29.
Though I would not hit when I get a [9, "A"], but there is still a logical error in this situation
This comment has been minimized.
Himan10 commented nov 21, 2019 •
@francisfan98 hey man, wanna check mine version of blackjack using OOP in python.
I added both player and dealer hits (multiple times) with several conditions for both player and dealer about win and loss. I haven't added those functions -> split, double down and insurance but still implementation was good.
You can check it from here -> https://github.Com/himan10/black-jack
This comment has been minimized.
Datastare commented nov 23, 2019
@francisfan98 hey man, wanna check mine version of blackjack using OOP in python.
I added both player and dealer hits (multiple times) with several conditions for both player and dealer about win and loss. I haven't added those functions -> split, double down and insurance but still implementation was good.
You can check it from here -> https://github.Com/himan10/black-jack
Tried it, but it's not working.. Tried both python2 & 3
This comment has been minimized.
Arch-52factorial commented nov 24, 2019 •
I've come up with a version based on this. As my first python project, I don't think its half bad. Let's see what the 'net thinks lol
This comment has been minimized.
Himan10 commented nov 24, 2019 •
@datastare no man, it's working fine. Some of my friends tried it several times.
Okay tell me this, have you tried to run this file on the command line? Using python interpreter, I mean just like this
python -i blackjack.Py
let me call main() at the end of my code .. And either you need to download the repo. Or copy the code from my repo. Coz i added some new functions to it. Here we go again -> https://github.Com/himan10/blackjack
thankyou
This comment has been minimized.
Datastare commented nov 25, 2019
@datastare no man, it's working fine. Some of my friends tried it several times.
Okay tell me this, have you tried to run this file on the command line? Using python interpreter, I mean just like this
python -i blackjack.Py
let me call main() at the end of my code .. And either you need to download the repo. Or copy the code from my repo. Coz i added some new functions to it. Here we go again -> https://github.Com/himan10/blackjack
thankyou
@himan10
I had run from command line.
Just pulled the code down again and ran it.. Works great.
Nicely done!!
Thank you.
This comment has been minimized.
Datastare commented nov 25, 2019
Here is something you can add.
When the player is dealt "21" and the dealer "first" card is showing anything other than a 10 or an ace, it's going to be an automatic BJ for the player. No need for the player to "HIT or STAND or DOUBLE"
In the example below, there is ZERO chance the dealer will also have a BJ, so game function should go directly to "PLAYER_WINS"
however, if the dealer is showing a 10 or 11 as first card, then game should automatically proceed to see if the 2nd card makes a BJ for the dealer, in which case it would be a PUSH.. Player does not lose bet amount.
Also, casinos pay 3 to 2 when player hits "blackjack"
since the "amount to bet" = $20
the the payout should be = $30 (not $20)
the formula is bet_amount * 1.5
-----------GAME PLAY---------------
player balance:$ 1000
amount to bet: $ 20
----->
PLAYER CARDS [21] : [('hearts', 'ace'), ('spades', 'ten')]
DEALER CARDS [2] : [('diamonds', 'two')]
----->
[ HIT | STAND | SURRENDER | DOUBLE ] : stand
----->
PLAYER_CARDS [21] : [('hearts', 'ace'), ('spades', 'ten')]
DEALER_CARDS [17] : [('diamonds', 'four'), ('diamonds', 'two'), ('diamonds', 'ace'), ('clubs', 'ten')]
----->
How to create a 2D game with python and the arcade library
Learn how to get started with arcade, an easy-to-use python library for creating 2D video games.
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Python is an outstanding language for people learning to program, and perfect for anyone wanting to "get stuff done" and not spend heaps of time on boilerplate code. Arcade is a python library for creating 2D video games that is easy to start using, and very capable as you gain experience. In this article, I will explain how to start using python and arcade to program video games.
I started development on arcade after teaching students using the pygame library. I taught in-person using pygame for almost 10 years, and I developed programarcadegames.Com to teach online. Pygame is great, but eventually I felt like I was wasting time having to cover for bugs that were never fixed.
I worried about teaching things like the event loop, which was no longer the way we code. I had a whole section in which I explained why the y-coordinates were reversed. Because pygame was seldom updated and it is based on an old SDL 1 library, rather than something like more modern like opengl, I didn't hold a lot of hope for the future.
Installation
Arcade, like many other packages, is available via pypi, which means you can install arcade using the pip command (or the pipenv command). If you already have python installed, you can likely just open up a command prompt on windows and type:
Or on macos and linux type:
For more detailed installation instructions, you can refer to the arcade installation documentation.
Simple drawing
You can open a window and create simple drawings with just a few lines of code. Let's create an example that draws a smiley face like the figure below:
Smiley_face.Png
The script below shows how you can use arcade's drawing commands to do this. Note that you don't need to know how to use classes or even define functions. Programming with quick visual feedback is great for anyone who wants to start learning to program.
Using functions
Of course, writing code in the global context isn't good form. Thankfully improving your program by using functions is easy. Here we can see an example of a drawing a pine tree at a specific (x, y) location using a function:
Classes_and_functions.Png
The more experienced programmer will know that modern graphics programs first load drawing information onto the graphics card, and then ask the graphics card to draw it later as a batch. Arcade supports this as well. Drawing 10,000 rectangles individually takes about 0.800 seconds. Drawing them as a batch takes less that 0.001 seconds.
The window class
Larger programs will typically derive from the window class, or use decorators. This allows a programmer to write code to handle drawing, updating, and handling input from the user. A template for a starting a window -based program is below.
The window class has several methods that your programs can override to provide functionality to the program. Here are some of the most commonly used ones:
- On_draw : all the code to draw the screen goes here.
- Update : all the code to move your items and perform game logic goes here. This is called about 60 times per second.
- On_key_press : handle events when a key is pressed, such as giving a player a speed.
- On_key_release : handle when a key is released, here you might stop a player from moving.
- On_mouse_motion : this is called every time the mouse moves.
- On_mouse_press : called when a mouse button is pressed.
- Set_viewport : this function is used in scrolling games, when you have a world much larger than what can be seen on one screen. Calling set_viewport allows a programmer to set what part of that world is currently visible.
Sprites
Sprites are an easy way to create a 2D bitmapped object in arcade. Arcade has methods that make it easy to draw, move, and animate sprites. You can also easily use sprites to detect collisions between objects.
Creating a sprite
Creating an instance of arcade's sprite class out of a graphic is easy. A programmer only needs the file name of an image to base the sprite off of, and optionally a number to scale the image up or down. For example:
This code will create a sprite using the image stored in coin_01.Png . The image will be scaled down to 20% of its original height and width.
Sprite_collect_coins1.Png
Sprite lists
Sprites are normally organized into lists. These lists make it easier to manage the sprites. Sprites in a list will use opengl to batch-draw the sprites as a group. The code below sets up a game with a player, and a bunch of coins for the player to collect. We use two lists, one for the player and one for the coins.
We can easily draw all the coins in the coin lists:
Detecting sprite collisions
The function check_for_collision_with_list allows us to see if a sprite runs into another sprite in a list. We can use this to see all the coins the player sprite is in contact with. Using a simple for loop, we can get rid of the coin from the game and increase our score.
Game physics
Many games include some kind of physics. The simplest are top-down programs that prevent the player from walking through walls. Platformers add more complexity with gravity and platforms that move. Some games use a full 2D physics engine with mass, friction, springs, and more.
Top-down games
Sprite_move_walls1.Png
For simple top-down based games, an arcade program needs a list of walls that the player (or anything else) can't move through. I usually call this wall_list . Then a physics engine is created in the window class's setup code with:
The player_sprite is given a movement vector with its two attributes change_x and change_y . A simple example of doing this would be to have the player move with the keyboard. For example, this might be in the custom child of the window class:
Although that code sets the player's speed, it doesn't move the player. In the update method of the window class, calling physics_engine.Update() will move the player, but not through walls.
Platformers
Sprite_tiled_map1.Png
Moving to a side view platformer is rather easy. A programmer just needs to switch the physics engine to physicsengineplatformer and add in the gravity constant.
You can use a program like tiled to lay the tiles/blocks that make up your level.
For full 2D physics you can integrate the pymunk library.
Learn by example
One of the best ways to learn is by example. The arcade library has a long list of example programs that a person can draw on to create games. These examples each show a game concept that students have asked for in my classes or online over the years.
Running any of these demos is easy once arcade has been installed. Each of the samples has a comment at the beginning of the program with a command you can type on the command-line to run the sample, for example:
Summary
Arcade lets you start programming graphics and games with easy-to-understand code. Many new programmers have created great games not long after getting started. Give it a try!
To learn more, attend paul vincent craven's talk, easy 2D game creation with arcade, at pycon cleveland 2018.
Free python games¶
Free python games is an apache2 licensed collection of free python games intended for education and fun. The games are written in simple python code and designed for experimentation and changes. Simplified versions of several classic arcade games are included.
Python is one of the top-five most popular programming languages in the world and available for free from python.Org. Python includes an extensive standard library distributed with your installation. The standard library has a module called turtle which is a popular way to introduce programming to kids. Turtle was part of the original logo programming language developed by wally feurzig and seymour papert in 1966. All of the games in free python games are implemented using python and its turtle module.
Starting in 2012, free python games began as an after school program to teach programming to inner-city youth. The goal was to have fun as much as it was to learn. Since then the games have been improved and used in a variety of settings ranging from classrooms to summer day-camps.
The games run anywhere python can be installed which includes desktop computers running windows, mac OS, or linux and older or low-power hardware such as the raspberry pi. Kids across the united states in grades 6th-12th have enjoyed learning about topics such as encryption and projectile motion through games.
Each game is entirely independent from the others and includes comments along with a list of exercises to work through with students. Creativity and flexibility is important. There is no right or wrong way to implement a new feature or behavior! You never know which games students will engage with best.
Testimonials¶
“I love free python games because the games are fun and they’re easy to understand and change. I like making my own games now.”
“free python games inspired and introduced a new hobby to our son. Thank you so much for exposing him to coding. He is having so much fun!”
“free python games are great because they really engage students and let them learn at their own pace.”
– rick schertle, teacher, steindorf STEAM school
“free python games combines play and learning in a flexible environment that reduces the stress of a difficult topic like programming.”
– brett bymaster, youth pastor, the river church community
“free python games is great for students, is highly organized and flexible, and seeks to unleash inquiry and understanding.”
– terri furton, principal, downtown college prep
Features¶
Depends only on the python standard library
Used in hundreds of hours of classroom instruction
Tested on cpython 2.7, 3.4, 3.5, 3.6, and 3.7
Tested on windows, mac OS X, raspbian (raspberry pi), and linux
Tested using travis CI and appveyor CI
Quickstart¶
Installing free python games is simple with pip:
Free python games supports a command-line interface (CLI). Help for the CLI is available using:
The CLI supports three commands: list, copy, and show. For a list of all games run:
Any of the listed games may be played by executing the python module from the command-line. To reference the python module, combine “freegames” with the name of the game. For example, to play the “snake” game run:
Games can be modified by copying their source code. The copy command will create a python file in your local directory which you can edit. For example, to copy and play the “snake” game run:
Python includes a built-in text editor named IDLE which can also execute python code. To launch the editor and make changes to the “snake” game run:
You can also access documentation in the interpreter with python’s built-in help function:
Free games¶
Paint¶
Paint – draw lines and shapes on the screen. Click to mark the start of a shape and click again to mark its end. Different shapes and colors can be selected using the keyboard.
Snake¶
Snake – classic arcade game. Use the arrow keys to navigate and eat the green food. Each time the food is consumed, the snake grows one segment longer. Avoid eating yourself or going out of bounds!
Pacman¶
Pacman – classic arcade game. Use the arrow keys to navigate and eat all the white food. Watch out for red ghosts that roam the maze.
Cannon¶
Cannon – projectile motion. Click the screen to fire your cannnonball. The cannonball pops blue balloons in its path. Pop all the balloons before they can cross the screen.
Connect¶
Connect – connect 4 game. Click a row to drop a disc. The first player to connect four discs vertically, horizontally, or diagonally wins!
Flappy¶
Flappy – flappy-bird inspired game. Click the screen to flap your wings. Watch out for black ravens as you fly across the screen.
Memory¶
Memory – puzzle game of number pairs. Click a tile to reveal a number. Match two numbers and the tiles will disappear to reveal an image.
Pong – classic arcade game. Use the keyboard to move your paddle up and down. The first player to miss the ball loses.
Simon says¶
Simon says – classic memory puzzle game. Click the screen to start. Watch the pattern and then click the tiles in the same order. Each time you get the sequence right the pattern gets one step longer.
Tic tac toe¶
Tic tac toe – classic game. Click the screen to place an X or O. Connect three in a row and you win!
Tiles¶
Tiles – puzzle game of sliding numbers into place. Click a tile adjacent to the empty square to swap positions. Can you make the tiles count one to fifteen from left to right and bottom to top?
Tron – classic arcade game. Use the keyboard to change the direction of your tron player. Avoid touching the line drawn by your opponent.
Life – conway’s game of life. The classic, zero-player, cellular automation created in 1970 by john conway.
Maze – move from one side to another. Inspired by A universe in one line of code with 10 PRINT. Tap the screen to trace a path from one side to another.
Fidget¶
Fidget – fidget spinner inspired animation. Click the screen to accelerate the fidget spinner.
User guide¶
For those wanting more details, this part of the documentation describes curriculum, API, and development.
Sudoku game using python 3.3.4
#using python 3.3.4 to develop sudoku game
#sudoku game
from random import randint
#generate board
def build_board():
board=[]
for i in range(9):
block=[[" "," "," "],
[" "," "," "],
[" "," "," "]]
board.Append(block)
return board
##
## ensure no other block in the same row has the value
##
def row_available(block, row, board, num):
# determine which of the main 3 rows this 3x3 block is at
boardrow = int(block / 3);
good = true
for b in range(boardrow * 3, (boardrow * 3) + 3):
if b != block:
if num in board[b][row]:
good = false
break
return good
##
## ensure no other block in the same col has the value
##
def col_available(block, row, col, board, num):
# determine which of the main 3 columns this 3x3 block is at
boardcol = block % 3;
good = true
for b in (boardcol, boardcol + 3, boardcol + 6):
if b != block:
if num == board[b][row][col]:
good = false
break
return good
Def fill_board(board):
# to fill all numbers 1 through 9
for num in range(1,10):
# for each of the 9 3x3 blocks
for block in range(len(board)):
triedrow = [-1]
foundspot = false
for i in range(3):
row = -1
while row in triedrow:
row = randint(0,2)
triedrow.Append(row)
if " " in board[block][row] and row_available(block, row, board, num):
triedcol = [-1]
for j in range(3):
col = -1
while col in triedcol:
col = randint(0,2)
triedcol.Append(col)
if " " == board[block][row][col] and col_available(block, row, col, board, num):
board[block][row][col] = num
foundspot = true
if foundspot:
break
if foundspot:
break
if not foundspot:
print("never found a spot for " + str(num) + " in block " + str(block))
return board
#test
board=build_board()
board=fill_board(board)
display=display(board)
How to create a 2D game with python and the arcade library
Learn how to get started with arcade, an easy-to-use python library for creating 2D video games.
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Python is an outstanding language for people learning to program, and perfect for anyone wanting to "get stuff done" and not spend heaps of time on boilerplate code. Arcade is a python library for creating 2D video games that is easy to start using, and very capable as you gain experience. In this article, I will explain how to start using python and arcade to program video games.
I started development on arcade after teaching students using the pygame library. I taught in-person using pygame for almost 10 years, and I developed programarcadegames.Com to teach online. Pygame is great, but eventually I felt like I was wasting time having to cover for bugs that were never fixed.
I worried about teaching things like the event loop, which was no longer the way we code. I had a whole section in which I explained why the y-coordinates were reversed. Because pygame was seldom updated and it is based on an old SDL 1 library, rather than something like more modern like opengl, I didn't hold a lot of hope for the future.
Installation
Arcade, like many other packages, is available via pypi, which means you can install arcade using the pip command (or the pipenv command). If you already have python installed, you can likely just open up a command prompt on windows and type:
Or on macos and linux type:
For more detailed installation instructions, you can refer to the arcade installation documentation.
Simple drawing
You can open a window and create simple drawings with just a few lines of code. Let's create an example that draws a smiley face like the figure below:
Smiley_face.Png
The script below shows how you can use arcade's drawing commands to do this. Note that you don't need to know how to use classes or even define functions. Programming with quick visual feedback is great for anyone who wants to start learning to program.
Using functions
Of course, writing code in the global context isn't good form. Thankfully improving your program by using functions is easy. Here we can see an example of a drawing a pine tree at a specific (x, y) location using a function:
Classes_and_functions.Png
The more experienced programmer will know that modern graphics programs first load drawing information onto the graphics card, and then ask the graphics card to draw it later as a batch. Arcade supports this as well. Drawing 10,000 rectangles individually takes about 0.800 seconds. Drawing them as a batch takes less that 0.001 seconds.
The window class
Larger programs will typically derive from the window class, or use decorators. This allows a programmer to write code to handle drawing, updating, and handling input from the user. A template for a starting a window -based program is below.
The window class has several methods that your programs can override to provide functionality to the program. Here are some of the most commonly used ones:
- On_draw : all the code to draw the screen goes here.
- Update : all the code to move your items and perform game logic goes here. This is called about 60 times per second.
- On_key_press : handle events when a key is pressed, such as giving a player a speed.
- On_key_release : handle when a key is released, here you might stop a player from moving.
- On_mouse_motion : this is called every time the mouse moves.
- On_mouse_press : called when a mouse button is pressed.
- Set_viewport : this function is used in scrolling games, when you have a world much larger than what can be seen on one screen. Calling set_viewport allows a programmer to set what part of that world is currently visible.
Sprites
Sprites are an easy way to create a 2D bitmapped object in arcade. Arcade has methods that make it easy to draw, move, and animate sprites. You can also easily use sprites to detect collisions between objects.
Creating a sprite
Creating an instance of arcade's sprite class out of a graphic is easy. A programmer only needs the file name of an image to base the sprite off of, and optionally a number to scale the image up or down. For example:
This code will create a sprite using the image stored in coin_01.Png . The image will be scaled down to 20% of its original height and width.
Sprite_collect_coins1.Png
Sprite lists
Sprites are normally organized into lists. These lists make it easier to manage the sprites. Sprites in a list will use opengl to batch-draw the sprites as a group. The code below sets up a game with a player, and a bunch of coins for the player to collect. We use two lists, one for the player and one for the coins.
We can easily draw all the coins in the coin lists:
Detecting sprite collisions
The function check_for_collision_with_list allows us to see if a sprite runs into another sprite in a list. We can use this to see all the coins the player sprite is in contact with. Using a simple for loop, we can get rid of the coin from the game and increase our score.
Game physics
Many games include some kind of physics. The simplest are top-down programs that prevent the player from walking through walls. Platformers add more complexity with gravity and platforms that move. Some games use a full 2D physics engine with mass, friction, springs, and more.
Top-down games
Sprite_move_walls1.Png
For simple top-down based games, an arcade program needs a list of walls that the player (or anything else) can't move through. I usually call this wall_list . Then a physics engine is created in the window class's setup code with:
The player_sprite is given a movement vector with its two attributes change_x and change_y . A simple example of doing this would be to have the player move with the keyboard. For example, this might be in the custom child of the window class:
Although that code sets the player's speed, it doesn't move the player. In the update method of the window class, calling physics_engine.Update() will move the player, but not through walls.
Platformers
Sprite_tiled_map1.Png
Moving to a side view platformer is rather easy. A programmer just needs to switch the physics engine to physicsengineplatformer and add in the gravity constant.
You can use a program like tiled to lay the tiles/blocks that make up your level.
For full 2D physics you can integrate the pymunk library.
Learn by example
One of the best ways to learn is by example. The arcade library has a long list of example programs that a person can draw on to create games. These examples each show a game concept that students have asked for in my classes or online over the years.
Running any of these demos is easy once arcade has been installed. Each of the samples has a comment at the beginning of the program with a command you can type on the command-line to run the sample, for example:
Summary
Arcade lets you start programming graphics and games with easy-to-understand code. Many new programmers have created great games not long after getting started. Give it a try!
To learn more, attend paul vincent craven's talk, easy 2D game creation with arcade, at pycon cleveland 2018.
Python game development tutorials
Python is a simple language to start with, and if you’re looking for a quick win in your quest to master all coding languages (the ultimate quest!), python is a good place to start.
To get any value out of the game-making side of python tutorials, you need to first be familiar with some core concepts of python. The best way to learn those is through the more mundane functions of python. By mundane we just mean not relating to games.
We’ve compiled a list of the most useful python tutorials. This list includes those that teach basic python elements and those that guide you on a game-building journey.
It helps if you know some programming language before diving into game-making, even if it isn’t necessarily the python language. Don’t be scared, though. As you go through these tutorials, you will consistently see claims toward how easy python is to use.
To make games with the python language, you’ll end up using pygame. Like we said earlier, some of the tutorials we’ve put together here include tutorials just for python.
These are best if you have no coding or programming language experience. We recommend learning python before jumping to pygame because it will likely make your passage to competency a much smoother one.
If you’re a quick learner and you’ve done programming before (and don’t like listening to our advice, apparently), you could probably manage the challenges in pygame game development. If it’s too hard, you can always rain check your pygame lessons and hit the python introductory tutorials.
Ultimately, the choice is yours. Mastering programming languages don’t need to be a sprint. If you think long term, you’ll realize you have time to do it all. Take it one piece at a time, and absorb the language.
5 courses for python game dev
1. Python
As is the trend for most game design software companies, python offers tutorials for its development program. These tutorials can help whether you’re just starting or you’ve been entrenched in python for a while now.
If you’re new to python, but not new to programming, your best bet is to start with python for beginners. If you’re completely new to programming, python has you covered with a non-programmer beginner’s guide, just for you.
The “standard” python guide introduces you to some of python’s most noteworthy features (not all of its features). The tutorial itself even says that the tutorial is far from comprehensive.
After reading the tutorial you’ll be able to get started using python. You will likely want to continue exploring the python database (or other tutorials on our list!) to level up your python capabilities.
2. Learnpython
This program is neat, and not just because it comes with its own facebook group. This FB group is good because it acts as a “help and advice” forum for people using python.
This tutorial isn’t specifically game-related, but that doesn’t mean you won’t find it useful. Learning all the tricks for the software, even those outside of what you think you’d need for game development, is a good way to develop your python problem-solving skills.
The learnpython site has introductory tutorials for those new to python. It also has more advanced tutorials, which can help those of you who’ve been kicking around with python for a bit already.
If you’re looking for knowledge surrounding the broader application of python, this is a good tutorial to spend some time with.
3. Invent with python
If you don’t mind some “light” PDF reading, this 365-page tutorial, making games with python and pygame, could be just the thing to get you started making games with python.
This particular book is for the intermediate programmer. If you have some experience programming, especially with python, but don’t know how to use your knowledge to make games, then this is exactly the right tutorial for you.
The making games book uses game examples from the pygame library to teach you how to make similar games. The goal of this tutorial is to give you a whole new batch of ideas for using the python software to develop your games. So even if you know python and pygame but you need ideas, you could give this book a skim.
If you don’t know anything about the python language, have no fear. Invent with python has other options for you. You can use this second tutorial to automate some basic computer tasks using python, which is a good way to learn the language (and also automate tasks!).
They also offer “invent your own computer games with python”, which gives you source codes for completed games and teaches the concept using the provided source code examples. All three books are good options for you, depending on where you are in your programming.
All three of these books are offered for free online, or you can buy a physical copy through amazon (in exchange for money). There’s even a subreddit for invent with python (it’s no facebook group, but…), you can engage with other python users who’ve read these books while you go through them yourself.
4. Think python: how to think like A computer scientist
If you need to get down to the brass tacks of all-things basic python, this web-based, text-based guide could be just the thing.
We want to tell you something upfront about this: this guide is thorough.
You can buy the tutorial at amazon.Com, but it’s provided for free online. We’ll link to it again here.
This guide starts with topics like breaking down the differences between high-level and low-level languages. If you have no programming experience, you will not be left in the dust. If you have some programming experience, you might find the extra explanations tedious to get through (at least in the early parts of the tutorial).
The guide continues through the python programming language topics, explaining elements like variables, expressions and statements, functions, interface design, conditionals and recursion, classes and functions, and the list goes on. It’s a long guide. A thorough guide.
The tutorial also includes some exercises for you to practice, prompting you to write different programs and different functions.
All in all, it’s a very helpful guide for getting up-to-speed with python. It’ll provide a helpful, stable base from which you can build your python game-designing skills.
5. Udemy
If you don’t mind dropping 50 bones (see: $50) and watching close to ten hours of the instructional video, this on-demand course over at udemy could be your fast track to python success.
It’s a great way to learn the basics if you need video-driven lessons. The free stuff on youtube isn’t quite as powerful for python as it is for some of the other programming languages and software out there.
With an average of 4.6 stars across over 3,000 reviews, we’re talking about some high-quality programming. If you’re devoid of any prior programming experience, this course is your ticket into the great unknown. It’ll start you at the very beginning–you don’t even need to have python downloaded yet.
You might notice this course shares the same title as one of the books previously mentioned. That’s because it’s the same guy, al sweigart. It’s hard to find better tutorial material than the stuff sweigart puts out. Even the official python pages link to some of his content.
If you liked his free written content, but want his video guidance to help things click, then grab this course. If you don’t like it, you have a 30-day money-back guarantee. That means you can take it for a spin and ditch it if it’s no good. We’re big on minimizing risk over here.
A month gives you plenty of time to get through at least a few hours of the program and decide if you want your fifty bucks back or access to the program for life.
Beginning game programming for teens with python
This is a post by tutorial team member julian meyer, a 13-year-old python developer. You can find him on google+ and twitter. Have you ever wondered how video games are created? It’s not as complicated as you might think! In this tutorial, you’ll create a simple game called bunnies and badgers, where the hero, the […]
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Learn how to make a simple game with python!
This is a post by tutorial team member julian meyer, a 13-year-old python developer. You can find him on google+ and twitter.
Have you ever wondered how video games are created? It’s not as complicated as you might think!
In this tutorial, you’ll create a simple game called bunnies and badgers, where the hero, the bunny, has to defend a castle against an attacking horde of badgers. :O
To write this game, you’ll use python. No, I’m not talking about a big snake! :]
Python is a computer programming language. We chose python for this tutorial because it’s a simple language to start out with, and is fun and easy to learn.
If you are new to python, before you begin check out this book: think python: how to think like a computer scientist. That should get you up to speed.
Then dive back here and get ready – there’s a war coming on between the bunnies and the badgers. Keep reading to jump into the fray!
Getting started: installing python
If you want to try this tutorial on a windows PC, you need to install python. Make sure you grab the 2.7.3 version and NOT the 3.3.0 version! After running the installer, you should have IDLE in your all programs folder in your start menu. Launch IDLE to get started.
If you are on a mac, you already have python installed! Just open terminal (/applications/utilities/terminal.App), type in python and press enter.
Note: if you install python from python.Org (and might have to if you want to get pygame working), then you’ll also have access to IDLE on the mac as well. It should be in the “/applications/python 2.7” folder.
If you did it correctly, you should see something like this:
Note: if you want to exit the python prompt (the triple angle brackets, >>>), you can either type exit() at the python prompt and press return or you can press control+D.
Once you are at the python prompt, to test if python is correctly working, type in print 1+1 and hit enter/return. It should print 2. You have just written your first python program!
Now that you know python is working correctly, you need to install pygame in order to write a game using python.
Pygame is a python library that makes writing games a lot easier! It provides functionality such as image handling and sound playback that you can easily incorporate into your game.
Go here and download the pygame installer appropriate for your system. Make sure you download a python 2.7 version.
Note: the pygame installer from the link above will not work with the default python from apple that is installed on a mac. You’ll need to download python from python.Org and install it in order to use pygame. Or, you can install both python and pygame via macports.
To verify that you have pygame installed properly, open IDLE or run python via the terminal and type in import pygame at the python prompt. If this doesn’t result in any output, then you’re good.
If, on the other hand, it outputs an error like what’s shown below, then pygame is not installed.
If you get an error like this, post on the forums and I will help you get it working.
Running python code from file
While you can run short bits of python code at the python prompt, if you want to work on a bigger program (like a game), you probably want to save your code to a file so that you don’t have to type it in over and over again.
There are several ways to run a python program as a file. One way is to use a plain text editor like notepad (windows), or textedit (mac). Open a new text file, type in your python code (like print 1+1). Then save it as XXX.Py (the XXX can be any descriptive file name).
Then on windows, double-click this file to run it. On mac, open terminal and type python, then drag the file that you saved onto the terminal window and press enter.
The other way is to type in your code using the IDLE editor, which is what you’re going to do in this tutorial. To run idle, simply type idle from terminal. Then choose file\new window from the IDLE menu and you should have a text editor window where you can type in python code. You can save your code changes via file\save and even run the code via run\run module (F5).
Do note that the run menu is only available if you have a file open in an editor window.
Adding the game resources
You are almost ready to create your game. But what’s a game without some great graphics and sound effects? I’ve put together all the graphics and sound effects you’ll need for your game into a ZIP archive. You can download it here.
Once you’ve downloaded the file, create a folder for your game on your hard disk and extract the resources folder into that folder so that your game folder has a subfolder named resources, with the various resources grouped in additional folders inside it, like this:
You are now ready to begin creating bunnies and badgers. :]
Step 1: hello bunny
Run IDLE and open a new text editor window, as mentioned in the previous section. Type the following code into the editor window:
Save the file into your game folder (the one where the resources subfolder is) and name it game.Py.
Let’s go through the code section-by-section:
- Import the pygame library. This allows you to use functions from the library in your program.
- Initialize pygame and set up the display window.
- Load the image that you will use for the bunny.
- Keep looping over the following indented code.
Note: where other languages like objective-C, java or PHP use curly braces to show a block of code to be executed within a while loop or an if statement, python uses indenting to identify code blocks. So proper indentation is very important in python – keep that in mind. :]
Note: according to the pygame documentation, you shouldn’t need to call pygame.Quit() since the interpreter will automatically call it when the interpreter shuts down. However, at least on mac OS, the game would hang on exit unless pygame.Quit() was called.
If you run the code now (via run\run module in the idle menu), you should see a screen similar to the one below:
W00t the bunny is in the scene, and ready for action!
But the game looks scary and lonely with the bunny just standing there on a black background. Time to prettify things a little bit. :]
Step 2: add scenery
Let’s start by adding a background to the game scene. This can be done with a couple more screen.Blit() calls.
At the end of section #3, after loading the player image, add the following code:
This loads the images and puts them into specific variables. Now they have to be drawn on screen. But if you check the grass image, you will notice that it won’t cover the entire screen area, which is 640 x 480. This means you have to tile the grass over the screen area to cover it completely.
Add the following code to game.Py at the beginning of section #6 (before the player is drawn on screen):
As you can see, the for statement loops through x first. Then, within that for loop, it loops through y and draws the grass at the x and y values generated by the for loops. The next couple of lines just draw the castles on the screen.
If you run the program now, you should get something like this:
Much better – this is starting to look good! :]
Step 3: make the bunny move
Next you need to add some actual gameplay elements, like making the bunny respond to key presses.
To do that, first you’ll implement a good method of keeping track of which keys are being pressed at a given moment. You can do this simply by making an array of key states that holds the state of each key you want to use for the game.
Add the following code to game.Py at the end of section #2 (after you set the screen height and width):
This code is pretty self-explanatory. The keys array keeps track of the keys being pressed in the following order: WASD. Each item in the array corresponds to one key – the first to W, the second to A and so on.
The playerpos variable is where the program draws the player. Since the game will move the player to different positions, it’s easier to have a variable that contains the player position and then simply draw the player at that position.
Now you need to modify the existing code for drawing the player to use the new playerpos variable. Change the following line in section #6:
Next, update the keys array based on which keys are being pressed. Pygame makes detecting key presses easy by adding event.Key functions.
At the end of section #8, right after the block checking for event.Type==pygame.QUIT, put this code (at the same indentation level as the pygame.QUIT if block):
Wow! Those are a lot of lines of code. If you break it down into the if statements though, it’s not that complicated.
First you check to see if a key is being pressed down or released. Then you check which key is being pressed or released, and if the key being pressed or released is one of the keys you’re using, you update the keys variable accordingly.
Finally, you need to update the playerpos variable in response to the key presses. This is actually very simple.
Add the following code to the end of game.Py (with one indentation level, putting it at the same level as the for loop):
This code simply checks which of the keys are being pressed and adds or subtracts from the player’s x or y position (depending on the key pressed) to move the player.
Run the game and you should get a player just like before. Try pressing WASD. Yay! It works.
Step 4: turning the bunny
Yes, your bunny now moves when you press keys but wouldn’t it be even cooler if you could use your mouse to rotate the bunny to face a direction of your choosing, so he’s not facing the same way all the time? It’s simple enough to implement using trigonometry.
Take a look at the following illustration:
In the above image, if (5,3) is the position of the bunny and (2,4) is the current position of the mouse, you can find the rotation angle (z) by applying the atan2 trigonometric function to the difference in distances between the two points. Of course, once you know the rotation angle, you can simply rotate the bunny accordingly. :]
If you’re a bit confused about this part, don’t worry – you can continue on anyway. But this is why you should pay attention in math class! :] you’ll use this stuff all the time in game programming.
Now you need to apply this concept to your game. To do this, you can use the pygame surface.Rotate(degrees) function. Incidentally, keep in mind that the Z value is in radians. :[
The atan2 function comes from the python math library. So add this to the end of section #1 first:
Then, replace the last line in section #6 (the player.Blit line) with the following code:
Let’s go through the basic structure of the above code. First you get the mouse and player positions. Then you feed those into the atan2 function. After that, you convert the angle received from the atan2 function from radians to degrees (multiply radians by approximately 57.29 or 360/2π).
Since the bunny will be rotated, its position will change. So now you calculate the new bunny position and display the bunny on screen.
Run the game again. If you use just the WASD keys, then the game should behave exactly like before. But if you move your mouse, the bunny rotates too. Cool!
Step 5: shoot, bunny, shoot!
Now that your bunny’s moving around, it’s time to add a little more action. :] how about letting the bunny shoot enemies using arrows? This is no mild-mannered rabbit!
This step is a bit more complicated because you have to keep track of all the arrows, update them, rotate them, and delete them when they go off-screen.
First of all, add the necessary variables to the end of the initialization section, section #2:
The first variable keeps track of the player’s accuracy and the second array tracks all the arrows. The accuracy variable is essentially a list of the number of shots fired and the number of badgers hit. Later, we will be using this information to calculate an accuracy percentage.
Next, load the arrow image at the end of section #3:
Now when a user clicks the mouse, an arrow needs to fire. Add the following to the end of section #8 as a new event handler:
This code checks if the mouse was clicked and if it was, it gets the mouse position and calculates the arrow rotation based on the rotated player position and the cursor position. This rotation value is stored in the arrows array.
Next, you have to actually draw the arrows on screen. Add the following code right after section #6.1:
The vely and velx values are calculated using basic trigonometry. 10 is the speed of the arrows. The if statement just checks if the bullet is out of bounds and if it is, it deletes the arrow. The second for statement loops through the arrows and draws them with the correct rotation.
Try and run the program. You should have a bunny that shoots arrows when you click the mouse! :D
Step 6: take up arms! Badgers!
OK, you have a castle and you have a hero who can move and shoot. So what’s missing? Enemies who attack the castle that the hero can shoot at!
In this step, you’ll create randomly generated badgers that run at the castle. There will be more and more badgers as the game progresses. So, let’s make a list of what you’ll need it to do.
- Add bad guys to a list an array.
- Update the bad guy array each frame and check if they are off screen.
- Show the bad guys.
First, add the following code to the end of section #2:
The above sets up a timer (as well as a few other values) so that the game adds a new badger after some time has elapsed. You decrease the badtimer every frame until it is zero and then you spawn a new badger.
Now add the following to the end of section #3:
The first line above is similar to all the previous image-loading code. The second line sets up a copy of the image so that you can animate the bad guy much more easily.
Next, you have to update and show the bad guys. Add this code right after section #6.2:
Lots of code to go over. :] the first line checks if badtimer is zero and if it is, creates a badger and sets badtimer up again based on how many times badtimer has run so far. The first for loop updates the x position of the badger, checks if the badger is off the screen, and removes the badger if it is offscreen. The second for loop draws all of the badgers.
In order to use the random function in the above code, you also need to import the random library. So add the following to the end of section #1:
Finally, add this line right after the while statement (section #4) to decrement the value of badtimer for each frame:
Try all of this code out by running the game. Now you should start seeing some real gameplay – you can shoot, move, turn, and badgers try to run at you.
But wait! Why aren't the badgers blowing up the castle? Let's quickly add that in.
Add this code right before the index+=1 on the first for loop in section #6.3:
This code is fairly simple. If the badger's x value is less than 64 to the right, then delete that bad guy and decrease the game health value by a random value between 5 and 20. (later, you will display the current health value on screen.)
If you build and run the program, you should get a bunch of attacking badgers who vanish when they hit the castle. Although you cannot see it, the badgers are actually lowering your health.
Step 7: collisions with badgers and arrows
The badgers are attacking your castle but your arrows have no effect on them! How's a bunny supposed to defend his home?
Time to set the arrows to kill the badgers so you can safeguard your castle and win the game! Basically, you have to loop through all of the bad guys and inside each of those loops, you have to loop through all of the arrows and check if they collide. If they do, then delete the badger, delete the arrow, and add one to your accuracy ratio.
Right after section #6.3.1, add this:
There's only one important thing to note in this code. The if statement is a built-in pygame function that checks if two rectangles intersect. The other couple of lines just do what I explained above.
If you run the program, you should finally be able to shoot and kill the badgers.
Step 8: add a HUD with health meter and clock
The game's progressing pretty well. You have your attackers, and you have your defender. Now all you need is a way to keep score and to show how well the bunny is doing.
The easiest way to do this is to add a HUD (heads up display) that shows the current health level of the castle. You can also add a clock to show how long the castle has survived.
First add the clock. Add the following code right before the beginning of section #7:
The above code simply creates a new font using the default pygame font set to size 24. Then that font is used to render the text of the time onto a surface. After that, the text is positioned and drawn onscreen.
Next add the health bar. But before drawing the health bar, you need to load the images for the bar. Add the following code to the end of section #3:
The first is the red image used for the full health bar. The second is the green image used to show the current health level.
Now add the following code right after section #6.4 (which you just added) to draw the health bar on screen:
The code first draws the all-red health bar. Then it draws a certain amount of green over the bar, according to how much life the castle has remaining.
If you build and run the program, you should have a timer and a health bar.
Step 9: win or lose
But what's this? If you play for long enough, even if your health goes down to zero, the game still continues! Not just that, you can continue to shoot at the badgers, too. That isn't going to work, now is it? You need some sort of a win/lose scenario to make the game worth playing.
So let's add the win and lose condition as well as the win or lose screen. :] you do this by exiting out of the main loop and going into a win/lose loop. In the win/lose loop, you have to figure out if the user won or lost and display the screen accordingly.
Here is a basic outline of the win/lose scenarios:
If time is up (90000 ms or 90 seconds) then:
- Stop running the game
- Set outcome of game to 1 or win
If the castle is destroyed then:
- Stop running game
- Set outcome of game to 1 or win
Calculate the accuracy either way.
Note: the acc[0]*1.0 is just converting acc[0] to a float. If you do not do this, the division operand will return an integer like 1 or 2 instead of a float like 1.5
Add these lines to the end of game.Py:
This is the longest bit of code yet! But it’s not that complicated.
The first if statement checks if the time is up. The second one checks if the castle is destroyed. The third one calculates your accuracy ratio. After that, a quick if statement checks if you won or lost and displays the correct image.
Of course, if you want to display images for the win and lose screens, then those images have to be loaded first. So add the following code to the end of section #3:
One more quick thing. Change section #4 from:
The running variable keeps track of if the game is over and the exit code variable keeps track of whether the player won or lost.
Run the game again and now you can either triumph or die trying! Cool. :]
Step 10: gratuitous music and sound effects!
The game's looking pretty good but how does it sound? It's a bit quiet, isn't it? Adding some sound effects can change the whole feel of a game.
Pygame makes loading and playing sounds super simple. First, you have to initialize the mixer by adding this at the end of section #2:
Then load the sounds and set the volume level at the end of section #3:
Most of the above code is simply loading the audio files and configuring the audio volume levels. But pay attention to the pygame.Mixer.Music.Load line – that line loads the background music for the game and the next line sets the background music to repeat forever.
That takes care of the audio configuration. :] now all you need to do is to play the various sound effects as needed. Do that as per the directions in the comments for the code below:
Run the game one more time and you'll notice that you now have background music and sound effects for collisions and shooting. The game feels that much more alive! :]
Where to go from here?
You should be proud of yourself: you have just finished creating a fun game packed with music, sound effects, a killer rabbit, kamikaze badgers and more. I told you you could do it! :]
You can download the final source code for the game here.
At this point, feel free to extend this game into your own creation! Maybe try replacing the art with your own drawings, or adding different weapons or types of monsters into the game!
Do you have any questions or comments about what you’ve done in this tutorial? If so, join the discussion in the forums! I would love to hear from you.
This is a post by tutorial team member julian meyer, a 13-year-old python developer.
Make a 2048 game in python – 2048 game codes in python
2048 game in python
By the end of this read you will be able to make a popular game 2048 on your own. Python programming language will be used to implement the logic of the game in this tutorial.2048 is a game that reached maximum popularity in my college. This started with an email from my college’s director of academics with the header 2048 : A game to make. I choose python programming language to build 2048 game.
2048 game is confined within a 4*4 matrix. This is the basic thing you need. Nested lists would be the quick choice to implement a 4*4 matrix in python. Next up the numbers within the 4*4 matrix are even numbers starting from 2. The combination of same numbers will result in their sum. If you succeed to make a single block of 2048 then you win. You have four valid moves namely left, right, down and up. Every time you make a move(left, right, up, down) a new number(2) is generated at one of the positions within the 4*4 matrix where the value is zero(nothing). If there are three same numbers in the format as shown below(for example), and left move is made then the number closer to the extreme positions has a higher precedence then that present somewhere middle of the matrix.
Taking only a single row as an example
When left move is activated, the above row becomes
2048 game codes in python
The implementation of 2048 logic in python
1. Modules
We’ll only use one module i.E random. This module is used to place a number(2) every time a move is made to a random position where there exists no other numbers(free space). For now we’re assuming free space as a zero.
2. Positioning the first number(2) in the 4*4 matrix ( the beginning of the game)
By default every element within the 4*4 matrix is a zero meaning all the valid positions has a value zero. Then a position myarray[i][j] is generated in a random where the first number of the game is placed.
3. Printing out the values contained in the indexes starting from 0*0 to 4*4
The 4*4 matrix is now printed meaning their values are printed. This block of implementation goes inside a loop meaning it is printed until a player looses the game or wins the game.
4. Asking a player for a move (w for up, s for down, a for left and d for right)
An input is taken from the player. The valid inputs are w, s, a and d. This part of the code also resides inside the loop mentioned earlier.
5. Calling the function
A function is now called with parameters as 4*4 matrix, user_input. User_input contains the input from the user(w,s,a,d).
6. The function
The previous function called takes two parameters namely myarray and user_input where myarray is the 4*4 matrix and user_input is the character input given by the user on the move he/she wants to make. According to the input taken different block of code is executed.
When user_input ==’s’ (this means player wants to make a downward move)
The thing to understand here is that this movement takes place in columns only. This means the movement shall be in downward direction. First of all we need to check a condition that at least one location in each column contains a non-zero value. Then if the lower most location of a column contains a zero then the location is replaced with a value that is present just above it(second last location of a column) , the second last location is replaced with the third last(second) and third last(second) with the first and the first location is assigned to a value zero until the last location in a column becomes non zero.
Now again another condition is checked i.E
If the second last location in a column contains zero and the second or the first location is none-zero then the second last location is replaced with the value contained in the third last(second) location and the third last(second) with the value of the first location and first location is assigned to a value zero until the second last location in a column becomes non zero.
After that another condition is checked i.E
If the third last(second) location contains a zero value and the first location in a column contains a non zero value then second location is replaced with a value of the first location and first with zero.
After the above implementation now summation work is to be done. This begins with condition
If the lower most location in a column holds a value similar to the one present just above it(second last location) then the lower most column is replaced with the sum of the lower most position and second last position’s value, the second last is replaced with the value at the second location(row) of that column. The second is replaced with first row’s value and first row’s value is assigned to zero.
Now another condition is if the value at the third row of a column is same to the value at second row of a column then third row holds the sum of the value at third row and second row in that column, the second rows takes the value at first row and first row takes a value zero. Furthermore if the second row of a column and the first row of that column has same value then the second row holds the sum of second and first row’s value and first row is assigned to zero.
When user_input=’w’/’a’/’d’ ( up/ left/ right)
The similar implementation runs here as of that for user_input=’s’
7. Defining two empty lists
Now two empty list is defined. These are the list which holds the ith and jth value of the 4*4 matrix where the value is zero.
8. Count
Count is a variable that works as the counter whose value gives the number of location in the 4*4 matrix where the value is zero.
9. Assigning a number to a random location where value is zero
If the value of the variable count is greater then 1 then the random location where value is zero is assigned to a number(2) and the program loops for another time. If count is equal to 1 then the location where value is zero is replaced with a number(2) and the block of code loops for another time. If count is zero then the loop is terminated and the message is printed “game over”
The 2048 game is ready in python. If you’ve got any questions comment below. Any explanations needed please mention below.
Make a dice simulator in 5 lines of python
If you think coding a dice in python is hard you are complete wrong! You don’t need 800 lines to do it, 5 is more than enough.
TAKE A LOOK AT THE MORE COMPLETE VERSION OF THIS POST OVER HERE: handle your 1st python project and make a dice simulator web app
Welcome everybody! Today we will make a simple dice simulator from scratch. If you are just starting to code, this tutorial is for you.
If you need a simpler tutorial I suggest you to take a look at this tutorial: hello world! In python
Lets start by opening python. Go to windows main menu and select IDLE .
Now, lets click file >> new file . Here is where we will write our code.
First we import the library that allows us to choose random numbers.
Now, we generate a random number and save it in a variable. We will call it selected .
This library has a function called randint() . The randint(min number, max number) requires 2 parameters (the lowest number and the highest number between we will pick our number randomly). In this case, our dice goes between 1-6.
If we want to show our selected number, we must use print() . Your code should look like this:
If we press F5 , a message will ask us to save the code and then it will start running. If everything went as expected, we should see something like this:
In my case, the random chosen number was 5. If we close the console and run the code again pressing F5 , the chosen number will be different.
Nice, we already have our main engine working, now it’s time to make it look more appealing. To do that we will add some improvements:
If we run the code again, we should see a little message and the random number. Congrats! But we can improve it even more. Our code runs only once and then it close. What we need is to keep it running. To accomplish this, we will used while .
If you run this code, you will see that the dice will keep rolling as long as you press any key.
We could keep improving the code even more, but lets leave it here until another day. This example is great to start coding in python. Hope you liked it and see you soon!
TAKE A LOOK AT THE MORE COMPLETE VERSION OF THIS POST OVER HERE: handle your 1st python project and make a dice simulator web app
If you have any trouble, leave me a comment.
So, let's see, what we have: free python games. Contribute to grantjenks/free-python-games development by creating an account on github. At casino game python code
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