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Words on a screen snake
Words on a screen snake









words on a screen snake
  1. #WORDS ON A SCREEN SNAKE CODE#
  2. #WORDS ON A SCREEN SNAKE WINDOWS#

Note that this parameter determines how the game looks, double the size of the square in pixels and that will double both width and height of the window. We also need to define an absolute size of a square in pixels (call the constant SQUARE_SIZE_PIX), which will determine how large each square will look on the screen and, therefore, will determine the absolute size of the window: \(window~height = window~height~in~squares * square~size~in~pixels\) (same goes for the width). If you want to have a square window, use a 30 × 30 grid. Note that window’s aspect ratio will depend on the size of the grid that we pick. Create a constant GRID_SIZE and assign a tuple of (width, height) to it. We can define its width and height in squares, e.g., a 30 × 20 grid should give us enough space to try things out but we can always increase the resolution of the game later. My suggestion would be "norm" units as they make sizing squares easy, as long as we use a suitable aspect ratio. Given that our snake will be composed of square segments and move on a grid made out of squares, which units should we pick? Read on units and think which units you would pick before continuing Recall that PsychoPy has five different units for size and position.

#WORDS ON A SCREEN SNAKE WINDOWS#

Let us plan ahead and decide on windows size and its units. To remind yourself on how you initialize PsychoPy window, see here. 18.4 Target and TimedResponseTask classes.18 Guitar Hero: staircase and iterator functions.17.20 The alien armada wins: missed them!.17 Space invaders: mixins and duck typing.16.9 Virtual attributes via getters and setters.15.9 Calling methods from other methods.15.6 Flexible accumulator with a subtract method.

words on a screen snake

15.1.1 Classes and objects (instances of classes).15 Snake game: object-oriented programming.14.11 Bells and whistles: blinking game over message.11.4 Keeping sounds organized: dictionary comprehension.10.10 Game over, if you run out of cards.10.7 Remembering which cards were turned.10.6 Limiting flipping to just two cards.10.4 Lots of cards, using list enumeration.9.8 Using dictionary to represent a card.9.3 Python function arguments/parameters.8.7 Make the square jump on your command!.8.4 Adding a square and placing it not at the center of the window.6.12 Transported by bats to a random cave.

words on a screen snake

  • 6.2 Variables as post-it stickers (mutable objects).
  • words on a screen snake

  • 6.1 Recall, Variables as Boxes (immutable objects).
  • 5.8 Adding prompt parameter to input_int().
  • #WORDS ON A SCREEN SNAKE CODE#

    Function isolates code from the rest of the program.4.6 Checking that string can be converted to an integer.4.4 Checking whether a value is in the list.3.10 Counting game rounds (Exercise 11).3.7 Show remaining attempts (Exercise 8).3.6 Limiting number of attempts with a break (Exercise 7).3.5 Correct end-of-game message (Exercise 6).3.4 Limiting number of attempts via break (Exercise 5).3.3 Breaking (and exiting, Exercise #4).2.8 Picking number randomly (Exercise 12).2.6 Grouping statements via identation (exercise #9).2.5 Conditions and comparisons (exercises 3-8).2.3 Asking user for a guess (Exercise 2).Python for social and experimental psychology.











    Words on a screen snake