It’s been a few months in the making, but now legume has gotten to a point that I thought it worthy of a 0.1 release. The basic feature-set is complete, so it’s in a usable state, that is if anybody can be be faced with using it yet, as at the moment there’s very little (read: nothing) in the way of documentation or user guides.
The release is available via pypi or google code, and I think that softpedia has already snapped it up.
As for the name: “It’s not a nut, it’s a legume! phew!” (Ricky Gervais, Animals).
Typically, event handling in python either involves storing a function pointer and invoking it at some pointer later-on, or inheriting a base-class and overriding event handler stubs. Storing a single function pointer does not permit event handler chaining, but is the easiest method to expand upon, and acts as a replacement for event handler stubs in classes.
Hey folks, yup first blog post here! (and hopefully not the last)
Two days ago I began work on a zombie shoot-em-up top-down game – basically you get chased down by unending hordes of zombies and you’ve got to shoot them all. At the moment it’s pretty basic, but I’m happy with the progress I’ve made so far:
The player currently moves around using WSAD for forward, backpedal and strafe, and uses the mouse to aim/face in a particular direction.
Specifics of stuff implemented:
Zombies pathfind using A*, and adjust their route so every couple of seconds. They have no maximum range, and can track the player across the map. With more than two dozen zombies the game crawls to a halt (unless the player stands still).
Blood splats and spray appear with each shot. The splats will stay on the ground for a little while, and the spray will stick to walls.