Skip to main content
Engineering LibreTexts

9.5: Describing the Data Structures

  • Page ID
    13615
    \( \newcommand{\vecs}[1]{\overset { \scriptstyle \rightharpoonup} {\mathbf{#1}} } \) \( \newcommand{\vecd}[1]{\overset{-\!-\!\rightharpoonup}{\vphantom{a}\smash {#1}}} \)\(\newcommand{\id}{\mathrm{id}}\) \( \newcommand{\Span}{\mathrm{span}}\) \( \newcommand{\kernel}{\mathrm{null}\,}\) \( \newcommand{\range}{\mathrm{range}\,}\) \( \newcommand{\RealPart}{\mathrm{Re}}\) \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\) \( \newcommand{\Argument}{\mathrm{Arg}}\) \( \newcommand{\norm}[1]{\| #1 \|}\) \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\) \( \newcommand{\Span}{\mathrm{span}}\) \(\newcommand{\id}{\mathrm{id}}\) \( \newcommand{\Span}{\mathrm{span}}\) \( \newcommand{\kernel}{\mathrm{null}\,}\) \( \newcommand{\range}{\mathrm{range}\,}\) \( \newcommand{\RealPart}{\mathrm{Re}}\) \( \newcommand{\ImaginaryPart}{\mathrm{Im}}\) \( \newcommand{\Argument}{\mathrm{Arg}}\) \( \newcommand{\norm}[1]{\| #1 \|}\) \( \newcommand{\inner}[2]{\langle #1, #2 \rangle}\) \( \newcommand{\Span}{\mathrm{span}}\)\(\newcommand{\AA}{\unicode[.8,0]{x212B}}\)

    """
    This program has three data structures to represent the player, enemy squirrels, and grass background objects. The data structures are dictionaries with the following keys:
    
    Keys used by all three data structures:
        'x' - the left edge coordinate of the object in the game world (not a pixel coordinate on the screen)
        'y' - the top edge coordinate of the object in the game world (not a pixel coordinate on the screen)
        'rect' - the pygame.Rect object representing where on the screen the object is located.
    Player data structure keys:
        'surface' - the pygame.Surface object that stores the image of the squirrel which will be drawn to the screen.
        'facing' - either set to LEFT or RIGHT, stores which direction the player is facing.
        'size' - the width and height of the player in pixels. (The width & height are always the same.)
        'bounce' - represents at what point in a bounce the player is in. 0 means standing (no bounce), up to BOUNCERATE (the completion of the bounce)
        'health' - an integer showing how many more times the player can be hit by a larger squirrel before dying.
    Enemy Squirrel data structure keys:
        'surface' - the pygame.Surface object that stores the image of the squirrel which will be drawn to the screen.
        'movex' - how many pixels per frame the squirrel moves horizontally. A negative integer is moving to the left, a positive to the right.
        'movey' - how many pixels per frame the squirrel moves vertically. A negative integer is moving up, a positive moving down.
        'width' - the width of the squirrel's image, in pixels
        'height' - the height of the squirrel's image, in pixels
        'bounce' - represents at what point in a bounce the player is in. 0 means standing (no bounce), up to BOUNCERATE (the completion of the bounce)
        'bouncerate' - how quickly the squirrel bounces. A lower number means a quicker bounce.
        'bounceheight' - how high (in pixels) the squirrel bounces
    Grass data structure keys:
        'grassImage' - an integer that refers to the index of the pygame.Surface object in GRASSIMAGES used for this grass object
    """
    

    The comments from lines 1 [37] to 25 [61] are in one large, multi-line string. They describe the keys in the player squirrel, enemy squirrel, and grass objects. In Python, a multi-line string value by itself works as a multi-line comment.


    This page titled 9.5: Describing the Data Structures is shared under a CC BY-NC-SA 3.0 license and was authored, remixed, and/or curated by Al Sweigart via source content that was edited to the style and standards of the LibreTexts platform; a detailed edit history is available upon request.

    • Was this article helpful?