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Level 1 - The Basics

  • numbers - values the computer can do math calculations with, e.g. 84
  • stings - values stored as text, e.g. "Game Over"
  • variables - a name for a piece of data that might change, e.g. score = 12
  • objects - a name for a group of variables/functions, e.g. player.score = 10, player.x_position = 45
  • conditionals - allows the computer to make choices, e.g. if score > 10 then mode = "win"
  • boolean logic - using and, or, not
  • game loop - the way the computer loops over update() & draw() over and over

Level 2 - Adding to the Fun

  • files - a way to organise your project by breaking the code up into topics, e.g. player, enemies, bullets
  • functions - grouping code together into blocks that do just one thing, e.g. drawEnemies()
  • scope - whether a variable can be seen everywhere in the program (global), or just within a function (local)
  • defining objects - directly make an object yourself
  • program modes - run different code each frame depending on the value of a variable

Level 3 - Advanced Techniques

  • lists - collections of variables, objects, etc. e.g. weapons = ['axe', 'sword', 'foam hammer']
  • vectors - an x value and a y value that tell the computer how far to move a sprite, e.g. [1, 0] would move an object to the right
  • iteration - looping over a piece of code multiple times, or over each item in a list
  • instancing - making an object from a factory function or class, e.g. (players might call this spawning)
  • classes - like 'blueprints' for making a large number enemies, bullets etc.