best games made in python code example

Example 1: games made with python

Video games uses or made by using python python
1. Battlefield 2 uses Python for all of its add-ons and a lot of its functionality.
2. Bridge Commander
3. Civilization IV uses Python for most of its tasks
4. Disney's Toontown Online is written in Python and uses Panda3D for graphics.
5. Doki Doki Literature Club!, a psychological horror visual novel using the Ren'Py engine
6. Eve Online uses Stackless Python.
7. Freedom Force
8. Frets on Fire is written in Python and uses Pygame
9. Mount & Blade is written in Python.
10. Pirates of the Caribbean Online is written in Python and uses Panda3D for graphics.
11. The Sims 4 uses Python
12. The Temple of Elemental Evil, a computer role-playing game based on the classic Greyhawk Dungeons & Dragons campaign setting
13. Unity of Command (video game) is an operational-level wargame about the 1942/43 Stalingrad Campaign on the Eastern Front.
14. Vampire: The Masquerade – Bloodlines, a computer role-playing game based on the World of Darkness campaign setting
15. Vega Strike, an open source space simulator, uses Python for internal scripting
16. World of Tanks uses Python for most of its tasks.

Example 2: pythons games

"""Pacman, classic arcade game.

Exercises

1. Change the board.
2. Change the number of ghosts.
3. Change where pacman starts.
4. Make the ghosts faster/slower.
5. Make the ghosts smarter.

"""

from random import choice
from turtle import *
from freegames import floor, vector

state = {'score': 0}
path = Turtle(visible=False)
writer = Turtle(visible=False)
aim = vector(5, 0)
pacman = vector(-40, -80)
ghosts = [
    [vector(-180, 160), vector(5, 0)],
    [vector(-180, -160), vector(0, 5)],
    [vector(100, 160), vector(0, -5)],
    [vector(100, -160), vector(-5, 0)],
]
tiles = [
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
    0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0,
    0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
    0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0,
    0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0,
    0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0,
    0, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0,
    0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
    0, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0,
    0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0,
    0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
    0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0,
    0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0,
    0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0,
    0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0,
    0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0,
    0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
]

def square(x, y):
    "Draw square using path at (x, y)."
    path.up()
    path.goto(x, y)
    path.down()
    path.begin_fill()

    for count in range(4):
        path.forward(20)
        path.left(90)

    path.end_fill()

def offset(point):
    "Return offset of point in tiles."
    x = (floor(point.x, 20) + 200) / 20
    y = (180 - floor(point.y, 20)) / 20
    index = int(x + y * 20)
    return index

def valid(point):
    "Return True if point is valid in tiles."
    index = offset(point)

    if tiles[index] == 0:
        return False

    index = offset(point + 19)

    if tiles[index] == 0:
        return False

    return point.x % 20 == 0 or point.y % 20 == 0

def world():
    "Draw world using path."
    bgcolor('black')
    path.color('blue')

    for index in range(len(tiles)):
        tile = tiles[index]

        if tile > 0:
            x = (index % 20) * 20 - 200
            y = 180 - (index // 20) * 20
            square(x, y)

            if tile == 1:
                path.up()
                path.goto(x + 10, y + 10)
                path.dot(2, 'white')

def move():
    "Move pacman and all ghosts."
    writer.undo()
    writer.write(state['score'])

    clear()

    if valid(pacman + aim):
        pacman.move(aim)

    index = offset(pacman)

    if tiles[index] == 1:
        tiles[index] = 2
        state['score'] += 1
        x = (index % 20) * 20 - 200
        y = 180 - (index // 20) * 20
        square(x, y)

    up()
    goto(pacman.x + 10, pacman.y + 10)
    dot(20, 'yellow')

    for point, course in ghosts:
        if valid(point + course):
            point.move(course)
        else:
            options = [
                vector(5, 0),
                vector(-5, 0),
                vector(0, 5),
                vector(0, -5),
            ]
            plan = choice(options)
            course.x = plan.x
            course.y = plan.y

        up()
        goto(point.x + 10, point.y + 10)
        dot(20, 'red')

    update()

    for point, course in ghosts:
        if abs(pacman - point) < 20:
            return

    ontimer(move, 100)

def change(x, y):
    "Change pacman aim if valid."
    if valid(pacman + vector(x, y)):
        aim.x = x
        aim.y = y

setup(420, 420, 370, 0)
hideturtle()
tracer(False)
writer.goto(160, 160)
writer.color('white')
writer.write(state['score'])
listen()
onkey(lambda: change(5, 0), 'Right')
onkey(lambda: change(-5, 0), 'Left')
onkey(lambda: change(0, 5), 'Up')
onkey(lambda: change(0, -5), 'Down')
world()
move()
done()