You’ve actually covered a surprising amount of ground! In just this short session, you moved from writing broken "Pascal-style" syntax to building a dynamic, interactive game engine.
Here is the breakdown of the core Python and Game Dev concepts you just mastered:
1. Python Syntax & Structure
Indentation is Logic: You learned that in Python, spaces/tabs aren't just for looks—they define which code belongs to which
ifstatement orloop.Dynamic Typing: You used variables (like
circle_xandspeed) without having to declare them as "integers" first, which is a hallmark of Python.Lists and Iteration: You used a list to store multiple objects and learned the
for obs in obstacles[:]trick to safely modify a list while looping through it.Lists within Lists: You stored a
Rectand aColortogether, teaching you how Python can nest data structures to keep related information organized.
2. The "Game Loop" Architecture
The IPO Pattern: You structured your code into Input (events), Processing (movement/collision), and Output (drawing).
Frame Rate Control: You replaced the "freezing"
time.sleep()withclock.tick(60), allowing the game to run smoothly while remaining responsive to user input.Event Handling: You learned how to capture specific user actions, like closing the window (
QUIT) or identifying which mouse button was clicked.
3. Coordinate Geometry & Physics
Screen Coordinates: You learned that
(0,0)is the top-left, meaning $Y$ increases as things fall "down."Vector Reversal: By using
speed *= -1, you implemented basic physics to create a bouncing effect.Homing Logic: You used simple "If/Else" logic to make the obstacles "hunt" the player by comparing their $X$ coordinates.
4. Collision Detection
Bounding Boxes (AABB): You used
pygame.Rectto simplify complex shapes (like a circle) into boxes to check for overlaps.State Changes: You implemented a system where a collision triggers a permanent change in an object's properties (changing the color from Red to Black).
What's next?
You have a "catcher" game where boxes hunt you and change color on hit. Would you like to add a "Game Over" screen that triggers if the circle turns completely black after too many hits?
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