Tag Archives: Python
In the previous post, we created a new level using Tiled. I show you how to load it in our game.
In this post, I propose to add an explosion animation when someone destroys a unit. It can be achieved in an effective way using the Observer pattern. I also add some optimization to get a smoother experience!
It is time to shoot with our tank and destroy the towers! We have all we need: a state to represent bullets, commands to update them, layers for the rendering, and a UI to manage all of these.
Since we saw the class inheritance, I can show you how to get a better implementation of the Command pattern. It eases a lot the management of commands and introduces exciting features.
In this post, I want to use the mouse to orient the unit weapons.
We got a background now, but we can get a better one with layers! Now that we saw the class inheritance, I can show you how to create and add new layers of different kinds easily.
We still have no background in our game: I add one in this post using 2D arrays.
In this post, I present the basics of class inheritance, to represent our units (the tank and the canon tower) more efficiently.
I introduce in this post Python lists: with them, we can store and process any number of items, for instance, all the canon towers in our game.
In this post, I add enemies and I show you how to test if the tank collides one of them.