User manual

55
8 Grafična igralna kocka
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Zanimiva igra potrebuje grafiko in ne samo besedilnega prikaza kot v časih prvih DOS-
računalnikov.
Knjižnica PyGame nudi predhodno definirane funkcije in objekte za prikaz grafike in
programiranje iger.
Tako ni potrebe, da bi vse izumljali od začetka.
Za številne igre je potrebna kocka, vendar pa pogosto ni nobena pri roki. Naslednji primer
programa prikazuje, kako enostavna je uporaba računalnika Raspberry Pi kot kocke s
pomočjo Python in PyGame.
Slika 8.1: Raspberry Pi kot kocka.
Upravljanje kocke mora biti karseda enostavno in potekati s samo eno tipko, naključi rezultat
metanja kocke pa mora biti grafično prikazan kot ''prava'' kocka. Naslednji program
wuerfel.py simulira takšno kocko na zaslonu.
# -*- coding: utf-8 -*-
import pygame, sys, random
from pygame.locals import *
pygame.init()
FELD = pygame.display.set_mode((320, 320))
pygame.display.set_caption("Wuerfel")
BLAU = (0, 0, 255); WEISS = (255, 255, 255)
P1 = ((160, 160)); P2 = ((60, 60)); P3 = ((160, 60));
P4 = ((260, 60))
P5 = ((60, 260)); P6 = ((160, 260)); P7 = ((260, 260))
mainloop = True
print "Za metanje kocke pritisnite poljubno tipko, z [Esc]
zaključite z igro"