Aircraft War Game in Python with Source Code
Aircraft War Game system project is developed using python programming language and its a simple desktop application. The Aircraft War Game in Python used a pygame import and random import. Pygame is a cross-platform set of Python modules designed for writing video games. It includes computer graphics and sound libraries designed to be used with the Python programming language.
This Aircraft War Game in Python is an easy game for all. The Graphics of the game play system is good and smooth to control for the users. Talking approximately the gameplay of the system, the gambling strategies are too easy, all you need to do is simply pass round and hit enemies through firing bullets.
In Aircraft War Game the user has to manage a aircraft plane the usage of up, down, left and right arrow keys. It is means that the more you crash or hit the enemies, the more a highest game score to get.
Anyway if you want level up your knowledge in programming especially games in python, try this new article I’ve made for you Code For Game in Python: Python Game Projects With Source Code
Watch the video here to see the full running Aircraft War game in python with source code.
Before you start on how to create Aircraft War Game in Python, make sure that you have PyCharm IDE installed in your computer.
This are the steps on How to Create Aircraft War Game in Python.
Aircraft War Game in Python with Source Code
- Step 1: Create a project name.
First when you finished installed the Pycharm IDE in your computer, open it and then create a “project name” after creating a project name click the “create” button.
- Step 2: Create a python file.
Second after creating a project name, “right click” your project name and then click “new” after that click the “python file“.
- Step 3: Name your python file.
Third after creating a python file, Name your python file after that click “enter“.
- Step 4: The actual code.
This is the actual coding on how to create Aircraft War Game in Python, and you are free to copy this code and download the full source code given below.
Importing Pygame Function
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import pygame |
In the code above, which is pygame library is an open-source module for the Python programming language specifically intended to help you make games and other multimedia applications. Pygame can run across many platforms and operating systems.(Aircraft War Game in Python)
Importing Random Function
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import random |
In the code above. which is for the random() function, which generates random numbers between 0 and 1.(Aircraft War Game in Python)
Function for Game Music
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BULLETSHOT_SOUNDTEST = pygame.mixer.Sound('image/sound/bullet.wav') OPPONENT1_DOWN_SOUNDTEST = pygame.mixer.Sound('image/sound/opponent1_down.wav') GAMEOVER_SOUNDTEST = pygame.mixer.Sound('image/sound/game_over.wav') BULLETSHOT_SOUNDTEST.set_volume(0.3) OPPONENT1_DOWN_SOUNDTEST.set_volume(0.3) GAMEOVER_SOUNDTEST.set_volume(0.3) pygame.mixer.music.load('image/sound/game_music.wav') pygame.mixer.music.play(-1, 0.0) pygame.mixer.music.set_volume(0.25) |
In the code above, which is for the game music of bullet sound, the enemy down sound and the game over sound.(Aircraft War Game in Python)
Function for Background Image
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GAME_BACKGROUND = pygame.image.load('image/image/background.png').convert() GAME_OVER = pygame.image.load('image/image/gameover.png') filename = 'image/image/aircraft_shooter.png' AIRCRAFT_IMAGES = pygame.image.load(filename) |
In the code above, which is for the game background image and game over image.(Aircraft War Game in Python)
Function for Player Parameters
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AIRCRAFT_PLAYER = [] AIRCRAFT_PLAYER.append(pygame.Rect(0, 99, 102, 126)) AIRCRAFT_PLAYER.append(pygame.Rect(165, 360, 102, 126)) AIRCRAFT_PLAYER.append(pygame.Rect(165, 234, 102, 126)) AIRCRAFT_PLAYER.append(pygame.Rect(330, 624, 102, 126)) AIRCRAFT_PLAYER.append(pygame.Rect(330, 498, 102, 126)) AIRCRAFT_PLAYER.append(pygame.Rect(432, 624, 102, 126)) AIRCRAFT_PLAYER_POSITION = [200, 600] OPPONENT = Opponent(AIRCRAFT_IMAGES, AIRCRAFT_PLAYER, AIRCRAFT_PLAYER_POSITION) |
In the code above, which is for the player related parameters and it defines the surface related parameters used by the bullet object.(Aircraft War Game in Python)
Function for Enemy or Opponent Parameters
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OPPONENT1 = pygame.Rect(534, 612, 57, 43) OPPONENT1_IMAGES = AIRCRAFT_IMAGES.subsurface(OPPONENT1) OPPONENT1_DOWN_IMAGES = [] OPPONENT1_DOWN_IMAGES.append(AIRCRAFT_IMAGES.subsurface(pygame.Rect(267, 347, 57, 43))) OPPONENT1_DOWN_IMAGES.append(AIRCRAFT_IMAGES.subsurface(pygame.Rect(873, 697, 57, 43))) OPPONENT1_DOWN_IMAGES.append(AIRCRAFT_IMAGES.subsurface(pygame.Rect(267, 296, 57, 43))) OPPONENT1_DOWN_IMAGES.append(AIRCRAFT_IMAGES.subsurface(pygame.Rect(930, 697, 57, 43))) CHALLENGER1 = pygame.sprite.Group() |
In the code above, which is for the Enemy or opponent related parameters and it defines the surface related parameters used by the enemy object.
Function for a Clock
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CLOCK.tick(60) |
In the code above, which is for the clock Control the maximum frame rate of the game is 60.(Aircraft War Game in Python)
Function for Controlling Bullets
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if not OPPONENT.is_hit: if SHOOT_DISTANCE % 15 == 0: BULLETSHOT_SOUNDTEST.play() OPPONENT.shoot(BULLET_IMAGES) SHOOT_DISTANCE += 1 if SHOOT_DISTANCE >= 15: SHOOT_DISTANCE = 0 if SHOOT_DISTANCE % 50 == 0: CHALLENGER1_POSITION = [random.randint(0, SCREEN_WIDTH - OPPONENT1.width), 0] CHALLENGERS1 = Challenger(OPPONENT1_IMAGES, OPPONENT1_DOWN_IMAGES, CHALLENGER1_POSITION) CHALLENGER1.add(CHALLENGERS1) CHALLENGER_DISTANCE += 1 if CHALLENGER_DISTANCE >= 100: CHALLENGER_DISTANCE = 0 |
In the code above, which is for Control the firing of the bullet distance and fire the bullet and to generate the enemy aircraft.(Aircraft War Game in Python)
Function for the Delete Bullets
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for bullet in OPPONENT.bullets: bullet.move() if bullet.rect.bottom < 0: OPPONENT.bullets.remove(bullet) |
In the code above, which is for the move and delete if it is exceed in the window.(Aircraft War Game in Python)
Function for Player is Hit
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if pygame.sprite.collide_circle(CHALLENGER, OPPONENT): CHALLENGER_DOWN.add(CHALLENGER) CHALLENGER1.remove(CHALLENGER) OPPONENT.is_hit = True GAMEOVER_SOUNDTEST.play() break if CHALLENGER.rect.top > SCREEN_HEIGHT: CHALLENGER1.remove(CHALLENGER) |
In the code above, which is to determine if the player is hit.(Aircraft War Game in Python)
Function for Drawing Background
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screen.fill(0) screen.blit(GAME_BACKGROUND, (0, 0)) # Drawing player plane if not OPPONENT.is_hit: screen.blit(OPPONENT.image[OPPONENT.img_index], OPPONENT.rect) # Change the image index to make the aircraft animated OPPONENT.img_index = SHOOT_DISTANCE // 8 else: OPPONENT.img_index = OPPONENT_DOWN_INDEX // 8 screen.blit(OPPONENT.image[OPPONENT.img_index], OPPONENT.rect) OPPONENT_DOWN_INDEX += 1 if OPPONENT_DOWN_INDEX > 47: RUNNING = False # Draw an wreck animation for CHALLENGERS_DOWN in CHALLENGER_DOWN: if CHALLENGERS_DOWN.down_index == 0: OPPONENT1_DOWN_SOUNDTEST.play() if CHALLENGERS_DOWN.down_index > 7: CHALLENGER_DOWN.remove(CHALLENGERS_DOWN) SCORE += 1000 continue screen.blit(CHALLENGERS_DOWN.down_imgs[CHALLENGERS_DOWN.down_index // 2], CHALLENGERS_DOWN.rect) CHALLENGERS_DOWN.down_index += 1 # Drawing bullets and opponents planes OPPONENT.bullets.draw(screen) CHALLENGER1.draw(screen) # Draw a score SCORE_FONT = pygame.font.Font(None, 36) SCORE_TXT = SCORE_FONT.render(str(SCORE), True, (255, 255, 0)) TXT_AIRCRAFT = SCORE_TXT.get_rect() TXT_AIRCRAFT.topleft = [10, 10] screen.blit(SCORE_TXT, TXT_AIRCRAFT) |
In the code above, which is for the drawing background, drawing a player plane, drawing for wrick animation, drawing for bullets and enemy planes and drawing for a score.(Aircraft War Game in Python)
Function for the Shortcut of Keyboard
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KEY_PRESSED_ENTER = pygame.key.get_pressed() # Invalid if the player is hit if not OPPONENT.is_hit: if KEY_PRESSED_ENTER[K_r] or KEY_PRESSED_ENTER[K_UP]: OPPONENT.moveUp() if KEY_PRESSED_ENTER[K_f] or KEY_PRESSED_ENTER[K_DOWN]: OPPONENT.moveDown() if KEY_PRESSED_ENTER[K_d] or KEY_PRESSED_ENTER[K_LEFT]: OPPONENT.moveLeft() if KEY_PRESSED_ENTER[K_g] or KEY_PRESSED_ENTER[K_RIGHT]: OPPONENT.moveRight() |
In the code above, which is for the shortcut of keyboards.(Aircraft War Game in Python)
Function for the Class use in a System
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class Bullet(pygame.sprite.Sprite): def __init__(self, BULLET_IMAGES, initial_position): pygame.sprite.Sprite.__init__(self) self.image = BULLET_IMAGES self.rect = self.image.get_rect() self.rect.midbottom = initial_position self.speed = 10 def move(self): self.rect.top -= self.speed class Opponent(pygame.sprite.Sprite): def __init__(self, AIRCRAFT_IMAGES, AIRCRAFT_PLAYER, initial_position): pygame.sprite.Sprite.__init__(self) self.image = [] for i in range(len(AIRCRAFT_PLAYER)): self.image.append(AIRCRAFT_IMAGES.subsurface(AIRCRAFT_PLAYER[i]).convert_alpha()) self.rect = AIRCRAFT_PLAYER[0] self.rect.topleft = initial_position self.speed = 8 self.bullets = pygame.sprite.Group() self.img_index = 0 self.is_hit = False def shoot(self, BULLET_IMAGES): bullet = Bullet(BULLET_IMAGES, self.rect.midtop) self.bullets.add(bullet) def moveUp(self): if self.rect.top <= 0: self.rect.top = 0 else: self.rect.top -= self.speed def moveDown(self): if self.rect.top >= SCREEN_HEIGHT - self.rect.height: self.rect.top = SCREEN_HEIGHT - self.rect.height else: self.rect.top += self.speed def moveLeft(self): if self.rect.left <= 0: self.rect.left = 0 else: self.rect.left -= self.speed def moveRight(self): if self.rect.left >= SCREEN_WIDTH - self.rect.width: self.rect.left = SCREEN_WIDTH - self.rect.width else: self.rect.left += self.speed class Challenger(pygame.sprite.Sprite): def __init__(self, opponent_resource, opponent_down_resources, init_pos): pygame.sprite.Sprite.__init__(self) self.image = opponent_resource self.rect = self.image.get_rect() self.rect.topleft = init_pos self.down_imgs = opponent_down_resources self.speed = 2 self.down_index = 0 def move(self): self.rect.top += self.speed |
In the code above, which is for the class use in the game play of a system.(Aircraft War Game in Python)
Complete Source Code of Aircraft War Game in Python
AircraftGame.py
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from sys import exit from pygame.locals import * from StrategyGame import * import random # Initialize the game pygame.init() screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption('Aircraft War Game') # Loading game music BULLETSHOT_SOUNDTEST = pygame.mixer.Sound('image/sound/bullet.wav') OPPONENT1_DOWN_SOUNDTEST = pygame.mixer.Sound('image/sound/opponent1_down.wav') GAMEOVER_SOUNDTEST = pygame.mixer.Sound('image/sound/game_over.wav') BULLETSHOT_SOUNDTEST.set_volume(0.3) OPPONENT1_DOWN_SOUNDTEST.set_volume(0.3) GAMEOVER_SOUNDTEST.set_volume(0.3) pygame.mixer.music.load('image/sound/game_music.wav') pygame.mixer.music.play(-1, 0.0) pygame.mixer.music.set_volume(0.25) # loading background image GAME_BACKGROUND = pygame.image.load('image/image/background.png').convert() GAME_OVER = pygame.image.load('image/image/gameover.png') filename = 'image/image/aircraft_shooter.png' AIRCRAFT_IMAGES = pygame.image.load(filename) # Set player related parameters AIRCRAFT_PLAYER = [] AIRCRAFT_PLAYER.append(pygame.Rect(0, 99, 102, 126)) # Player sprite image area AIRCRAFT_PLAYER.append(pygame.Rect(165, 360, 102, 126)) AIRCRAFT_PLAYER.append(pygame.Rect(165, 234, 102, 126)) # Player explosion sprite image area AIRCRAFT_PLAYER.append(pygame.Rect(330, 624, 102, 126)) AIRCRAFT_PLAYER.append(pygame.Rect(330, 498, 102, 126)) AIRCRAFT_PLAYER.append(pygame.Rect(432, 624, 102, 126)) AIRCRAFT_PLAYER_POSITION = [200, 600] OPPONENT = Opponent(AIRCRAFT_IMAGES, AIRCRAFT_PLAYER, AIRCRAFT_PLAYER_POSITION) # Define the surface related parameters used by the bullet object AIRCRAFT_BULLET = pygame.Rect(1004, 987, 9, 21) BULLET_IMAGES = AIRCRAFT_IMAGES.subsurface(AIRCRAFT_BULLET) # Define the surface related parameters used by the opponent object OPPONENT1 = pygame.Rect(534, 612, 57, 43) OPPONENT1_IMAGES = AIRCRAFT_IMAGES.subsurface(OPPONENT1) OPPONENT1_DOWN_IMAGES = [] OPPONENT1_DOWN_IMAGES.append(AIRCRAFT_IMAGES.subsurface(pygame.Rect(267, 347, 57, 43))) OPPONENT1_DOWN_IMAGES.append(AIRCRAFT_IMAGES.subsurface(pygame.Rect(873, 697, 57, 43))) OPPONENT1_DOWN_IMAGES.append(AIRCRAFT_IMAGES.subsurface(pygame.Rect(267, 296, 57, 43))) OPPONENT1_DOWN_IMAGES.append(AIRCRAFT_IMAGES.subsurface(pygame.Rect(930, 697, 57, 43))) CHALLENGER1 = pygame.sprite.Group() # Store the destroyed aircraft for rendering the wrecking sprite animation CHALLENGER_DOWN = pygame.sprite.Group() SHOOT_DISTANCE = 0 CHALLENGER_DISTANCE = 0 OPPONENT_DOWN_INDEX = 16 SCORE = 0 CLOCK = pygame.time.Clock() RUNNING = True while RUNNING: # Control the maximum frame rate of the game is 60 CLOCK.tick(60) # Control the firing of the bullet frequency and fire the bullet if not OPPONENT.is_hit: if SHOOT_DISTANCE % 15 == 0: BULLETSHOT_SOUNDTEST.play() OPPONENT.shoot(BULLET_IMAGES) SHOOT_DISTANCE += 1 if SHOOT_DISTANCE >= 15: SHOOT_DISTANCE = 0 # Generating opponent aircraft if SHOOT_DISTANCE % 50 == 0: CHALLENGER1_POSITION = [random.randint(0, SCREEN_WIDTH - OPPONENT1.width), 0] CHALLENGERS1 = Challenger(OPPONENT1_IMAGES, OPPONENT1_DOWN_IMAGES, CHALLENGER1_POSITION) CHALLENGER1.add(CHALLENGERS1) CHALLENGER_DISTANCE += 1 if CHALLENGER_DISTANCE >= 100: CHALLENGER_DISTANCE = 0 # Move the bullet and delete if it is exceeds the window for bullet in OPPONENT.bullets: bullet.move() if bullet.rect.bottom < 0: OPPONENT.bullets.remove(bullet) # Move opponent aircraft, delete if it is exceeds the window range for CHALLENGER in CHALLENGER1: CHALLENGER.move() # Determine if the player is hit if pygame.sprite.collide_circle(CHALLENGER, OPPONENT): CHALLENGER_DOWN.add(CHALLENGER) CHALLENGER1.remove(CHALLENGER) OPPONENT.is_hit = True GAMEOVER_SOUNDTEST.play() break if CHALLENGER.rect.top > SCREEN_HEIGHT: CHALLENGER1.remove(CHALLENGER) # Add the opponent object that was hit to the destroyed opponent group to render the destroy animation CHALLENGER1_DOWN = pygame.sprite.groupcollide(CHALLENGER1, OPPONENT.bullets, 1, 1) for CHALLENGERS_DOWN in CHALLENGER1_DOWN: CHALLENGER_DOWN.add(CHALLENGERS_DOWN) # Drawing background screen.fill(0) screen.blit(GAME_BACKGROUND, (0, 0)) # Drawing player plane if not OPPONENT.is_hit: screen.blit(OPPONENT.image[OPPONENT.img_index], OPPONENT.rect) # Change the image index to make the aircraft animated OPPONENT.img_index = SHOOT_DISTANCE // 8 else: OPPONENT.img_index = OPPONENT_DOWN_INDEX // 8 screen.blit(OPPONENT.image[OPPONENT.img_index], OPPONENT.rect) OPPONENT_DOWN_INDEX += 1 if OPPONENT_DOWN_INDEX > 47: RUNNING = False # Draw an wreck animation for CHALLENGERS_DOWN in CHALLENGER_DOWN: if CHALLENGERS_DOWN.down_index == 0: OPPONENT1_DOWN_SOUNDTEST.play() if CHALLENGERS_DOWN.down_index > 7: CHALLENGER_DOWN.remove(CHALLENGERS_DOWN) SCORE += 1000 continue screen.blit(CHALLENGERS_DOWN.down_imgs[CHALLENGERS_DOWN.down_index // 2], CHALLENGERS_DOWN.rect) CHALLENGERS_DOWN.down_index += 1 # Drawing bullets and opponents planes OPPONENT.bullets.draw(screen) CHALLENGER1.draw(screen) # Draw a score SCORE_FONT = pygame.font.Font(None, 36) SCORE_TXT = SCORE_FONT.render(str(SCORE), True, (255, 255, 0)) TXT_AIRCRAFT = SCORE_TXT.get_rect() TXT_AIRCRAFT.topleft = [10, 10] screen.blit(SCORE_TXT, TXT_AIRCRAFT) # Update screen pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() # Listening for keyboard events KEY_PRESSED_ENTER = pygame.key.get_pressed() # Invalid if the player is hit if not OPPONENT.is_hit: if KEY_PRESSED_ENTER[K_r] or KEY_PRESSED_ENTER[K_UP]: OPPONENT.moveUp() if KEY_PRESSED_ENTER[K_f] or KEY_PRESSED_ENTER[K_DOWN]: OPPONENT.moveDown() if KEY_PRESSED_ENTER[K_d] or KEY_PRESSED_ENTER[K_LEFT]: OPPONENT.moveLeft() if KEY_PRESSED_ENTER[K_g] or KEY_PRESSED_ENTER[K_RIGHT]: OPPONENT.moveRight() # Brought To You By Itsourcecode.com FONT = pygame.font.Font(None, 60) TXT = FONT.render('Score: ' + str(SCORE), True, (255, 255, 0)) TXT_AIRCRAFT = TXT.get_rect() TXT_AIRCRAFT.centerx = screen.get_rect().centerx TXT_AIRCRAFT.centery = screen.get_rect().centery + 24 screen.blit(GAME_OVER, (0, 0)) screen.blit(TXT, TXT_AIRCRAFT) while 1: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() pygame.display.update() |
StrategyGame.py
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import pygame<br><br>SCREEN_WIDTH = 480<br>SCREEN_HEIGHT = 800<br><br>TYPE_SMALL = 1<br>TYPE_MIDDLE = 2<br>TYPE_BIG = 3<br><br>class Bullet(pygame.sprite.Sprite):<br> def __init__(self, BULLET_IMAGES, initial_position):<br> pygame.sprite.Sprite.__init__(self)<br> self.image = BULLET_IMAGES<br> self.rect = self.image.get_rect()<br> self.rect.midbottom = initial_position<br> self.speed = 10<br><br> def move(self):<br> self.rect.top -= self.speed<br><br>class Opponent(pygame.sprite.Sprite):<br> def __init__(self, AIRCRAFT_IMAGES, AIRCRAFT_PLAYER, initial_position):<br> pygame.sprite.Sprite.__init__(self)<br> self.image = []<br> for i in range(len(AIRCRAFT_PLAYER)):<br> self.image.append(AIRCRAFT_IMAGES.subsurface(AIRCRAFT_PLAYER[i]).convert_alpha())<br> self.rect = AIRCRAFT_PLAYER[0]<br> self.rect.topleft = initial_position<br> self.speed = 8<br> self.bullets = pygame.sprite.Group()<br> self.img_index = 0<br> self.is_hit = False<br><br> def shoot(self, BULLET_IMAGES):<br> bullet = Bullet(BULLET_IMAGES, self.rect.midtop)<br> self.bullets.add(bullet)<br><br> def moveUp(self):<br> if self.rect.top <= 0:<br> self.rect.top = 0<br> else:<br> self.rect.top -= self.speed<br><br> def moveDown(self):<br> if self.rect.top >= SCREEN_HEIGHT - self.rect.height:<br> self.rect.top = SCREEN_HEIGHT - self.rect.height<br> else:<br> self.rect.top += self.speed<br><br> def moveLeft(self):<br> if self.rect.left <= 0:<br> self.rect.left = 0<br> else:<br> self.rect.left -= self.speed<br><br> def moveRight(self):<br> if self.rect.left >= SCREEN_WIDTH - self.rect.width:<br> self.rect.left = SCREEN_WIDTH - self.rect.width<br> else:<br> self.rect.left += self.speed<br><br>class Challenger(pygame.sprite.Sprite):<br> def __init__(self, opponent_resource, opponent_down_resources, init_pos):<br> pygame.sprite.Sprite.__init__(self)<br> self.image = opponent_resource<br> self.rect = self.image.get_rect()<br> self.rect.topleft = init_pos<br> self.down_imgs = opponent_down_resources<br> self.speed = 2<br> self.down_index = 0<br><br> def move(self):<br> self.rect.top += self.speed |
How To Run the Aircraft War Game in Python with Source Code?
To run this project, you must have installed a Pycharm on your PC (for Windows). Aircraft War Game in Python with Source Code is for educational purposes only!
After downloading the project you must follow the steps below:
Step 1: Unzip the file or Extract the file
Step 2: Double click the AircraftGame
Step 3: Project is ready to run
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Summary
That’s how you create Aircraft War Game in your projects. You can always expand and try different ways in implementing the Aircraft War Game in your Python projects. Aircraft War Game in Python is free to download the open source code and it is use for educational purposes only.
Check out the different Python – related projects below:
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Inquiries
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