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I have a proof of concept that suggests this is possible! We could have a Tkinter window parallel to the pygame window. Besides supporting things like Guizero, I think this could help them visualize their game state better.
At least in my current thought, we'd give them debug() as an alternative to draw() or start(). When used, it calls start(), but also spawns a new window. That new Tkinter window can show off the current game state (and maybe other active events, like mouse clicks or keys pressed, or even stats like "# of designer objects visible"). And in fact, that state would not only dynamically update, but it would also be editable. Heck, you could add in pause/play buttons, or other kinds of crazy stuff like letting you spawn or destroy objects potentially? I'm not sure how far it could go, or how far it even needs to go. But the fact that it's possible opens some exciting possibilities!
The text was updated successfully, but these errors were encountered:
I have a proof of concept that suggests this is possible! We could have a Tkinter window parallel to the pygame window. Besides supporting things like Guizero, I think this could help them visualize their game state better.
At least in my current thought, we'd give them debug() as an alternative to draw() or start(). When used, it calls start(), but also spawns a new window. That new Tkinter window can show off the current game state (and maybe other active events, like mouse clicks or keys pressed, or even stats like "# of designer objects visible"). And in fact, that state would not only dynamically update, but it would also be editable. Heck, you could add in pause/play buttons, or other kinds of crazy stuff like letting you spawn or destroy objects potentially? I'm not sure how far it could go, or how far it even needs to go. But the fact that it's possible opens some exciting possibilities!
The text was updated successfully, but these errors were encountered: