Chicken vs. Egg!: Now with movement!

The latest evolution of Chicken vs Egg! (yes, the exclamation point is part of the title!) sees the game’s protagonist – the humble chicken – gaining the ability to move about in two directions. (You can find CvE on Github here)[].

I’m pretty excited about this development, because it works pretty well. I’ve detailed the latest changes in my 100 Days of Code log for today, which you can read here. Since I’ve got a separate branch aimed at setting it up in OOP mode, I went ahead and removed the unused classes from this branch, which I’d set up with the intent of getting the chicken to change direction according to corresponding arrow key presses). In my last blog post, I talked about a very simple text-based demo I wrote to practice some basic OOP concepts using dogs as my gimmick. My main goal at present is to just get this thing working, but I may find in the near future that I need to go ahead and refactor my code to provide for OOP functionality. For now, I think I’ll proceed procedurally.chicken-movement-demo

If I’m being honest, the main purpose of this post was to show you a GIF of my chicken in action (which I created using a nifty Linux tool I discovered tonight called Peek; couldn’t have been simpler to use). And so here you are: here’s my chicken in action, neatly constrained by the bounds of the window within which it lives.

Upcoming features I hope to implement soon include (but are not limited to):

  • Up/down movement
  • Sprite animation
  • Basic egg movement in a straight horizontal or vertical line from one offscreen side to the other
    • Make those eggs rotate, eventually
  • Collision detection
  • Background
  • Onscreen counter
  • High score functionality
  • Power-ups

As a side note, I wanted to say how much I appreciate you guys checking in to read my posts. I’d honestly be doing this anyway even without an audience, but knowing that I’ve got people out there who are actually interested in what I’m saying is a great motivator to keep doing it. It keeps me accountable. My audience is still relatively small, but it’s been growing steadily. So thanks, my dear reader friends (if you’re reading this right now, I’m talking to YOU)!

I’ll be back soon, probably with more GIF goodness.



A new theme, and introducing Chicken vs. Egg!

If you’re a returning reader (welcome back!), you may have noticed that I changed the theme on the blog (if you’re interested in specifics, I switched from Libretto to Tonal). If you’re a new reader, that bit of news is totally irrelevant – but welcome, all the same! As I mentioned previously, I was considering migrating to Jekyll, but I do think I’ll stick with until further notice. The interface works well enough for me, and I like the built-in community (it’s brought me a good number of readers thus far, and it’s a good feeling to know I’m not just shouting into the void).

Today, I decided to quit procrastinating, and I got started on my “dodge” game (put simply, you move a chicken around the screen to avoid getting hit by flying eggs). Since I knew there was a popular library in Python called Pygame, I decided to switch my focus from JavaScript to Python and take a break from Codewars problems.

I’m embracing my Shitty First Code philosophy once again with this project, embracing that what I crank out initially is going to inevitably suck. But it’s an iterative process; after I complete my objectives with each version, I’ll add more objectives and continue improving it until it’s something playable (if unoriginal). So far, I’ve accomplished the following:

  • Create a window onscreen with a solid background color
  • Create custom graphics for the chicken and the egg (using Gimp)
  • Display said graphics within the window
Screenshot of a window with a black background featuring a computer-drawn chicken and two eggs

Screenshot of my first game, Chicken vs. Egg!

Since I envision the game starting out slow and easy and ramping up in difficulty as the player’s score increases, I knew I’d need to be able to produce the egg image in multiple different sizes. Rather than producing individual art files for each size of egg, I simply cranked out one abnormally large egg which I scale via pygame’s transform module. I also incorporated this feature into the code via a separate branch in git, which is a habit I haven’t used many times to date (since the complexity of my previous scripts didn’t seem to warrant it). I also figured out how to diff (view the differences between) my previous commit and staged files in Terminal.

In its current state, my game (which I’ve aptly titled Chicken vs. Egg!) is merely a static image displayed onscreen. There’s no animation and no real logic in the game loop. Ultimately, I want the eggs to fly in from all sides of the screen at random angles with a size, velocity, and frequency that increase over time. I also want to add in a background image, I’ll need a score counter, and I’m thinking of a power-up or two to give it some added playability. Eventually, I might add in a start menu and a way to save a list of high scores and adjustable difficulty – so many ideas floating around in my head. It would be great if I could just make a working game, but it would be even better if the game was actually fun. I think I can do it…but one thing at a time.

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