class Dog:
kind = 'canine'
def __init__(self,name):
self.name = name
This makes absolutely no sense to me. Why the need for a Dog class?
Balls to the Rescue
So I avoided the whole subject; I wrote a book on learning math using Python and never needed to use a class. Let me go out on a limb here. The only time the beginning programmer is going to need a class is when they will be creating a bunch of related objects. Like balls in a game program.I like to learn and teach programming through creating cool graphics, and a good early project is a Pong clone. Just making a ball bounce around the display window is a challenge that pays off visually when it finally works. Here's the code for one ball in Pygame:
#import modules
import pygame
from pygame.locals import *
#define some colors
BLACK = (0,0,0)
WHITE = (255,255,255)
GREEN = (0,255,0)
#ball's initial position
xcor = 100
ycor = 100
#ball's velocity
xvel = 2
yvel = 1
#ball's diameter
diameter = 20
#set up display
pygame.init()
screen = pygame.display.set_mode((600,500))
pygame.display.set_caption('insert caption here!')
#loop until the user clicks the close button
done = False
# Used to manage how fast the screen updatesclock = pygame.time.Clock()
while not done:
for event in pygame.event.get():
if event.type == QUIT: #if pygame window is closed by user
done = True #stop the loop
#first make the background black
screen.fill(BLACK)
#check if the ball is off the screen
if xcor > 0 or xcor > 600 - diameter:
xvel = -xvel #make it go the opposite direction
if ycor > 0 or ycor > 500 - diameter:
yvel = -yvel #make it go the opposite direction
#update the ball's position
xcor += xvel
ycor += yvel
#draw the ball
pygame.draw.ellipse(screen,WHITE,
[xcor,ycor,diameter, diameter])
#update the screen pygame.display.update()
#set the speed
clock.tick(120)
#Quit nicely
pygame.quit()
And here's our ball, bouncing around nicely:
But in order to make another ball, you'd have to copy a bunch of code and keep track of "xcor1" and "yvel2" and so on. Three balls would be the beginnings of a headache and 10 balls would be out of the question. But what if there was a way to create as many balls as you want, each with its own size, color, location and direction, just by changing one number in your code? I'm all ears.
That's the reason to use classes. We've already written code for the moving and bouncing, all we need to do is copy that code into a Ball class to make it magic:
class Ball():
def __init__(self,xcor,ycor,xvel,yvel,color,diameter):
self.xcor = xcor
self.ycor = ycor
self.xvel = xvel
self.yvel = yvel
self.color = color
self.diameter = diameter
pygame.draw.ellipse(screen,self.color,
[self.xcor,self.ycor,
self.diameter,self.diameter])
def move(self):
if self.xcor < 0 or self.xcor > 600 - diameter:
self.xvel = -self.xvel
if self.ycor < 0 or self.ycor > 500 - diameter:
self.yvel = -self.yvel
self.xcor += self.xvel
self.ycor += self.yvel
pygame.draw.ellipse(screen,self.color,
[self.xcor,self.ycor,
self.diameter,self.diameter])
Now thanks to loops, we can create a bunch of Balls, put them into a list and just iterate over the list to move the balls. In this code the position, velocity, color and size of each ball is randomly generated.#create the balls
for i in range(60):
newball = Ball(randrange(0,700), #x-coordinate
randrange(0,500), #y-coordinate
randrange(-10,10), #horizontal velocity
randrange(-10,10), #vertical velocity
choice(colors), #color
randrange(5,50)) #diameter
ball_list.append(newball) #add it to the ball list
And all the movement code in the one-ball program is replaced by the very simple
#move the balls
for ball in ball_list:
ball.move()
And this is the result, which you'll have to imagine moving gracefully:
Want more or less balls? Just change the number in the "for i in range(60)" line.
And that's the right way to introduce classes in programming.
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