Opinion On Gui For A Battleship Game In Python
Solution 1:
This is a fairly trivial thing to do in Tkinter. A battleship game shows an array of coordinates which you can display as a grid of checkbuttons.
Solution 2:
You could check Kivy, it's working in top of OpenGL, provide severals basics widgets (label, button, slider, textinput, layouts, ...), and you can create your own / display graphics etc. Works as a python framework, almost all platforms.
You can also check the recent game contest to see what you can do with it :)
Solution 3:
Why don't you try Cocos2D? It's higher level, and it supports rich labeling (Class cocos.text.RichLabel)
Solution 4:
I suggest you use pyqt/pyside for this task. This lets you access the powerful Qt framework which has great documentation. If you design a game that does not need fast graphics you can simply use QGraphicsView/QGraphicsScene and related classes to display icons/numbers/whatever. Of course you can use OpenGL with Python and Qt as well.
Solution 5:
You can render text on pygame, just use:
class pygame.font.Font
#createa new Fontobjectfroma file
pygame.font.Font(filename, size): return Font
pygame.font.Font(object, size): return Font
method Font.render
#method of Font() to draw texton a new Surface
Font.render(text, antialias, color, background=None): return Surface
Simple example how to use text on pygame:
from pygame import font as pgfont, sprite as pgspr
import pygame as pg
classFontSprite(pgspr.DirtySprite):
def__init__(self, text, x, y):
'''self.image = surface'''
pgspr.DirtySprite.__init__(self)
self.text = text
self.color = [0,0,0]
self.image = self.get_image()
self.rect = pg.Rect((x, y), self.image.get_size())
defget_image(self):
self.dirty = 1return pgfont.Font('fonts\\BRLNSR.TTF', self.size).render(self.text,
True,
self.color)
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