Category Archives: Tutorial
In previous posts, I only used strings and booleans. In this one, I use a new data type called “int” (for integer) that allows the storage and computation of natural numbers (numbers without a decimal part). I use them to … Continue reading
The previous game only allows one try: you have to restart it to propose another word. In this post, I introduce loops, and I use them to repeat the game until the player finds the magic word.
Programs in the previous post always lead to the same result. Here, I show you the basics of branching, or how to change the flow of a program depending on cases.
In the first post, we saw how to install an IDE and how to display a message; it is time to add some interaction with the player.
In this series, I propose to discover Python and design patterns. The Python language is today one of the best language to discover programming. At the same time, I will also introduce design patterns, a collection of programming recipes that … Continue reading
In this post, I add the keyboard management to the facade, and I propose a way to detect key sequences. These sequences are used, for example, in games like Street Fighter II, where characters move according to specific key combos.
Graphic libraries usually provide methods to draw text on the screen. These handy methods are often quite slow to run because they recompute many parameters at each call. To save computational time, the flyweight pattern can be used to provide … Continue reading
After loading a level, I now propose to add interaction with the use of a mouse. This will be an opportunity to see two other patterns: the Observer Pattern to handle mouse events, and the Game Loop Pattern for synchronization … Continue reading
In this article, I propose to use the Visitor Pattern to easily load a level. The GUI facade in the previous post is used to display the level. This pattern allows (among other things) to easily browse a data structure … Continue reading