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Créer des jeux avec Pygame
Table des matières
1. Introduction
1.1. Une note sur les styles de codage
2. Révision: principes fondamentaux de Pygame
2.1. Le jeu de base de pygame
2.2. Objets pygame de base
2.3. Blitting
2.4. La boucle événementielle
2.5. Ta-da!
3. Coup d'envoi
3.1. Les premières lignes et les modules de chargement
3.2. Fonctions de gestion des ressources
4. Classes d'objets de jeu
4.1. Un cours de balle simple
4.1.1. Diversion 1: Sprites
4.1.2. Diversion 2: Physique vectorielle
5. Objets contrôlables par l'utilisateur
5.1. Une simple classe de chauve-souris
5.1.1. Diversion 3: événements Pygame
6. Assembler le tout
6.1. Laisser la balle frapper les côtés
6.2. Laissez la balle frapper les chauves-souris
6.3. Le produit fini
1. Introduction
First of all, I will assume you have read the Line By Line Chimp tutorial, which introduces the
basics of Python and pygame. Give it a read before reading this tutorial, as I won't bother repeating
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what that tutorial says (or at least not in as much detail). This tutorial is aimed at those who
understand how to make a ridiculously simple little "game", and who would like to make a relatively
simple game like Pong. It introduces you to some concepts of game design, some simple
mathematics to work out ball physics, and some ways to keep your game easy to maintain and
expand.
All the code in this tutorial works toward implementing TomPong, a game I've written. By the end of
the tutorial, you should not only have a firmer grasp of pygame, but you should also understand
how TomPong works, and how to make your own version.
Now, for a brief recap of the basics of pygame. A common method of organising the code for a
game is to divide it into the following six sections:
Load modules which are required in the game. Standard stuff, except that you should
remember to import the pygame local names as well as the pygame module itself
Resource handling classes; define some classes to handle your most basic resources,
which will be loading images and sounds, as well as connecting and disconnecting to and from
networks, loading save game files, and any other resources you might have.
Game object classes; define the classes for your game object. In the pong example,
these will be one for the player's bat (which you can initialise multiple times, one for each
player in the game), and one for the ball (which can again have multiple instances). If you're
going to have a nice in-game menu, it's also a good idea to make a menu class.
Any other game functions; define other necessary functions, such as scoreboards, menu
handling, etc. Any code that you could put into the main game logic, but that would make
understanding said logic harder, should be put into its own function. So as plotting a
scoreboard isn't game logic, it should be moved into a function.
Initialise the game, including the pygame objects themselves, the background, the game
objects (initialising instances of the classes) and any other little bits of code you might want to
add in.
The main loop, into which you put any input handling (i.e. watching for users hitting
keys/mouse buttons), the code for updating the game objects, and finally for updating the
screen.
Every game you make will have some or all of those sections, possibly with more of your own. For
the purposes of this tutorial, I will write about how TomPong is laid out, and the ideas I write about
can be transferred to almost any kind of game you might make. I will also assume that you want to
keep all of the code in a single file, but if you're making a reasonably large game, it's often a good
idea to source certain sections into module files. Putting the game object classes into a file called
objects.py, for example, can help you keep game logic separate from game objects. If you have a
lot of resource handling code, it can also be handy to put that into resources.py. You can then from
objects,resources import * to import all of the classes and functions.
1.1. A note on coding styles
The first thing to remember when approaching any programming project is to decide on a coding
style, and stay consistent. Python solves a lot of the problems because of its strict interpretation of
whitespace and indentation, but you can still choose the size of your indentations, whether you put
each module import on a new line, how you comment code, etc. You'll see how I do all of this in the
code examples; you needn't use my style, but whatever style you adopt, use it all the way through
the program code. Also try to document all of your classes, and comment on any bits of code that
seem obscure, though don't start commenting the obvious. I've seen plenty of people do the
following:
player1.score += scoreup # Add scoreup to player1 score
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Le pire code est mal disposé, avec des changements de style apparemment aléatoires et une
mauvaise documentation. Un mauvais code est non seulement ennuyeux pour les autres, mais il
vous rend également la maintenance difficile.
Modifier sur GitHub
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