Python Hunting

A Beginner's Guide to Programming and Game Building in Python

Author: Brian Carling

Publisher: Createspace Independent Publishing Platform

ISBN: 9781535196956

Category:

Page: 326

View: 5010

When Marley Adair first wanted to learn Python he bought several books but they weren't teaching him the kind of programming he wanted to learn. He wanted to build games and animations; they were teaching compound interest and print statements. So he taught himself, then wrote the book he wished he could have bought. Python Hunting still covers all the basics, such as classes, functions, loops and logic, but throws beginners straight into the fun, creative side of things, showing the reader how to build a series of games, including pong, space invaders and a tank battle, with sound effects, graphics, statistics and more. Much effort has been made to keep the steps clear, concise and fun and yet still teach genuine programming skills that are the foundations for working in the industry. Working versions and screen shots of the games are on the website at www.python-hunting.com as well as contact details where you can ask questions or get help from the authors. We'd love to hear how you are getting on.
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Invent Your Own Computer Games with Python, 4th Edition

Author: Al Sweigart

Publisher: No Starch Press

ISBN: 1593277954

Category: Computers

Page: 376

View: 4779

Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: *Combine loops, variables, and flow control statements into real working programs *Choose the right data structures for the job, such as lists, dictionaries, and tuples *Add graphics and animation to your games with the pygame module *Handle keyboard and mouse input *Program simple artificial intelligence so you can play against the computer *Use cryptography to convert text messages into secret code *Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.
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Python Game Programming By Example

Author: Alejandro Rodas de Paz,Joseph Howse

Publisher: Packt Publishing Ltd

ISBN: 178528391X

Category: Computers

Page: 230

View: 3541

A pragmatic guide for developing your own games with Python About This Book Strengthen your fundamentals of game programming with Python language Seven hands-on games to create 2D and 3D games rapidly from scratch Illustrative guide to explore the different GUI libraries for building your games Who This Book Is For If you have ever wanted to create casual games in Python and you would like to explore various GUI technologies that this language offers, this is the book for you. This title is intended for beginners to Python with little or no knowledge of game development, and it covers step by step how to build seven different games, from the well-known Space Invaders to a classical 3D platformer. What You Will Learn Take advantage of Python's clean syntax to build games quickly Discover distinct frameworks for developing graphical applications Implement non-player characters (NPCs) with autonomous and seemingly intelligent behaviors Design and code some popular games like Pong and tower defense Compose maps and levels for your sprite-based games in an easy manner Modularize and apply object-oriented principles during the design of your games Exploit libraries like Chimpunk2D, cocos2d, and Tkinter Create natural user interfaces (NUIs), using a camera and computer vision algorithms to interpret the player's real-world actions In Detail With a growing interest in learning to program, game development is an appealing topic for getting started with coding. From geometry to basic Artificial Intelligence algorithms, there are plenty of concepts that can be applied in almost every game. Python is a widely used general-purpose, high-level programming language. It provides constructs intended to enable clear programs on both a small and large scale. It is the third most popular language whose grammatical syntax is not predominantly based on C. Python is also very easy to code and is also highly flexible, which is exactly what is required for game development. The user-friendliness of this language allows beginners to code games without too much effort or training. Python also works with very little code and in most cases uses the “use cases” approach, reserving lengthy explicit coding for outliers and exceptions, making game development an achievable feat. Python Game Programming by Example enables readers to develop cool and popular games in Python without having in-depth programming knowledge of Python. The book includes seven hands-on projects developed with several well-known Python packages, as well as a comprehensive explanation about the theory and design of each game. It will teach readers about the techniques of game design and coding of some popular games like Pong and tower defense. Thereafter, it will allow readers to add levels of complexities to make the games more fun and realistic using 3D. At the end of the book, you will have added several GUI libraries like Chimpunk2D, cocos2d, and Tkinter in your tool belt, as well as a handful of recipes and algorithms for developing games with Python. Style and approach This book is an example-based guide that will teach you to build games using Python. This book follows a step-by-step approach as it is aimed at beginners who would like to get started with basic game development. By the end of this book you will be competent game developers with good knowledge of programming in Python.
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Beginning Python Games Development, Second Edition

With PyGame

Author: Will McGugan,Harrison Kinsley

Publisher: Apress

ISBN: 1484209702

Category: Computers

Page: 308

View: 3299

Beginning Python Games Development, Second Edition teaches you how to create compelling games using Python and the PyGame games development library. It will teach you how to create visuals, do event handling, create 3D games, add media elements, and integrate OpenGL into your Python game. In this update to the first ever book to cover the popular open source PyGame games development library, you'll stand to gain valuable technical insights and follow along with the creation of a real-world, freely downloadable video game. Written by industry veterans and Python experts Will McGugan and Harrison Kinsley, this is a comprehensive, practical introduction to games development in Python. You can also capitalize upon numerous tips and tricks the authors have accumulated over their careers creating games for some of the world's largest game developers.
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Introduction to Computation and Programming Using Python

With Application to Understanding Data

Author: John V. Guttag

Publisher: MIT Press

ISBN: 0262529629

Category: Computers

Page: 472

View: 8966

The new edition of an introductory text that teaches students the art of computational problem solving, covering topics ranging from simple algorithms to information visualization.
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Learn to Program with Minecraft

Transform Your World with the Power of Python

Author: Craig Richardson

Publisher: No Starch Press

ISBN: 1593277458

Category: Computers

Page: 336

View: 4003

You’ve bested creepers, traveled deep into caves, and maybe even gone to The End and back—but have you ever transformed a sword into a magic wand? Built a palace in the blink of an eye? Designed your own color-changing disco dance floor? In Learn to Program with Minecraft®, you’ll do all this and more with the power of Python, a free language used by millions of professional and first-time programmers! Begin with some short, simple Python lessons and then use your new skills to modify Minecraft to produce instant and totally awesome results. Learn how to customize Minecraft to make mini-games, duplicate entire buildings, and turn boring blocks into gold. You’ll also write programs that: –Take you on an automated teleportation tour around your Minecraft world –Build massive monuments, pyramids, forests, and more in a snap! –Make secret passageways that open when you activate a hidden switch –Create a spooky ghost town that vanishes and reappears elsewhere –Show exactly where to dig for rare blocks –Cast a spell so that a cascade of flowers (or dynamite if you’re daring!) follows your every move –Make mischief with dastardly lava traps and watery curses that cause huge floods Whether you’re a Minecraft megafan or a newbie, you’ll see Minecraft in a whole new light while learning the basics of programming. Sure, you could spend all day mining for precious resources or building your mansion by hand, but with the power of Python, those days are over! Requires: Windows 7 or later; OS X 10.10 or later; or a Raspberry Pi. Uses Python 3
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The Art of Game Design

A Book of Lenses, Second Edition

Author: Jesse Schell

Publisher: CRC Press

ISBN: 1498759564

Category: Computers

Page: 600

View: 5217

Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
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Good Habits for Great Coding

Improving Programming Skills with Examples in Python

Author: Michael Stueben

Publisher: Apress

ISBN: 1484234596

Category: Computers

Page: 314

View: 8555

Improve your coding skills and learn how to write readable code. Rather than teach basic programming, this book presumes that readers understand the fundamentals, and offers time-honed best practices for style, design, documenting, testing, refactoring, and more. Taking an informal, conversational tone, author Michael Stueben offers programming stories, anecdotes, observations, advice, tricks, examples, and challenges based on his 38 years experience writing code and teaching programming classes. Trying to teach style to beginners is notoriously difficult and can easily appear pedantic. Instead, this book offers solutions and many examples to back up his ideas. Good Habits for Great Coding distills Stueben's three decades of analyzing his own mistakes, analyzing student mistakes, searching for problems that teach lessons, and searching for simple examples to illustrate complex ideas. Having found that most learn by trying out challenging problems, and reflecting on them, each chapter includes quizzes and problems. The final chapter introduces dynamic programming to reduce complex problems to subcases, and illustrates many concepts discussed in the book. Code samples are provided in Python and designed to be understandable by readers familiar with any modern programming language. At the end of this book, you will have acquired a lifetime of good coding advice, the lessons the author wishes he had learned when he was a novice. What You'll Learn Create readable code through examples of good and bad style Write difficult algorithms by comparing your code to the author's code Derive and code difficult algorithms using dynamic programming Understand the psychology of the coding process Who This Book Is For Students or novice programmers who have taken a beginning programming course and understand coding basics. Teachers will appreciate the author's road-tested ideas that they may apply to their own teaching.
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Making 8-Bit Arcade Games in C

Author: Steven Hugg

Publisher: Createspace Independent Publishing Platform

ISBN: 9781545484753

Category: C (Computer program language)

Page: 240

View: 5539

With this book, you'll learn all about the hardware of Golden Age 8-bit arcade games. We'll learn how to use the C programming language to make code for the Z80 CPU!.
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Programming Python

Author: Mark Lutz

Publisher: "O'Reilly Media, Inc."

ISBN: 9780596554613

Category: Computers

Page: 1600

View: 8480

Already the industry standard for Python users, ProgrammingPython fromO'Reilly just got even better. This third edition has been updated toreflect current best practices andthe abundance of changes introduced by the latest version of thelanguage, Python 2.5. Whether you're a novice or an advancedpractitioner, you'll find thisrefreshed book more than lives up to its reputation. ProgrammingPython, 3rd Edition, teaches you the rightway to code. It explains Python language syntax and programmingtechniques in a clear and concisemanner, with numerous examples that illustrate both correct usage andcommon idioms. By reading thiscomprehensive guide, you'll learn how to apply Python in real-worldproblem domains such as: GUI programming Internet scripting Parallel processing Database management Networked applications Programming Python, Third Edition coverseach of thesetarget domainsgradually, beginning with in-depth discussions of core concepts andthen progressing toward completeprograms. Large examples do appear, but only after you've learnedenough to understand their techniques andcode. Along the way, you'll also learn how to use the Python language inrealistically scaled programs--concepts such as Object-Oriented Programming (OOP) and code reuseare recurring side themes throughout thistext. If you're interested in Python programming, then this O'Reillyclassic needs to be within arm's reach. Thewealth of practical advice, snippets of code, and patterns of programdesign can all be put into use on adaily basis--making your life easier and more productive. Reviews of the second edition: "...about as comprehensive as any book can be." --Dr. Dobb's Journal "If the language had manuals, they would undoubtedlybe the texts from O'Reilly...'Learning Python' and 'Programming Python'are definitive treatments." --SD Times
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Own Your Space

Keep Yourself and Your Stuff Safe Online

Author: Linda McCarthy

Publisher: Addison-Wesley Professional

ISBN: N.A

Category: Juvenile Nonfiction

Page: 228

View: 3113

Own Your Space shows today's teens how to stay safe while surfing the information highway.
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Real World Haskell

Code You Can Believe In

Author: Bryan O'Sullivan,John Goerzen,Donald Bruce Stewart

Publisher: "O'Reilly Media, Inc."

ISBN: 9780596554309

Category: Computers

Page: 714

View: 3392

This easy-to-use, fast-moving tutorial introduces you to functional programming with Haskell. You'll learn how to use Haskell in a variety of practical ways, from short scripts to large and demanding applications. Real World Haskell takes you through the basics of functional programming at a brisk pace, and then helps you increase your understanding of Haskell in real-world issues like I/O, performance, dealing with data, concurrency, and more as you move through each chapter.
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Visual C# Express for Kids

A Computer Programming Tutorial

Author: Philip Conrod,Lou Tylee

Publisher: Kidware Software

ISBN: 9781937161590

Category: Computers

Page: 494

View: 4189

VISUAL C# EXPRESS FOR KIDS is a beginning programming tutorial consisting of 10 chapters explaining (in simple, easy-to-follow terms) how to build a Visual C# Express Windows application. Students learn about project design, the Visual C# Express toolbox, and many elements of the C# language. Numerous examples are used to demonstrate every step in the building process. The tutorial also includes several detailed computer projects for students to build and try. These projects include a number guessing game, a card game, an allowance calculator, a drawing program, a state capitals game, Tic-Tac-Toe and even a simple video game. VISUAL C# EXPRESS FOR KIDS is presented using a combination of over 450 pages of FULL-COLOR notes and actual Visual C# examples. This teacher or parent facilitated material should be understandable to kids aged 10 and up. No programming experience is necessary, but familiarity with doing common tasks using a computer operating system (simple editing, file maintenance, understanding directory structures, working on the Internet) is expected. VISUAL C# EXPRESS FOR KIDS requires Windows 7 or Windows 8 and Visual C# 2012 Express. The Visual C# source code and all needed multimedia files are available for download from the publisher's website (www.KidwareSoftware.com) after book registration. TEACHER REVIEW "These lessons are a highly organized and well-indexed set of tutorials in the Visual C# programming environment meant for children aged 10 and above. Every computer science teacher knows what a great deal of work is required for projects to work, and with these tutorials, the work is done by an author who understands the classroom and parenting experience. That is extremely rare! The tutorials provide the benefit of completed age-appropriate applications for children - fully documented projects from the teacher's or parents' point of view. It is a great testament to the authors that they are successful in achieving such levels of engagement with consistency. By using these lessons, I am able to spend time on things which will pay off in the classroom. With the Kidware Software products, you have at your disposal a series of projects which will allow you to pick and choose from among those which best suit your curriculum needs. Nothing is forgotten. Students focus upon design stages and sound problem-solving techniques from a computer-science, problem-solving perspective. In doing so, they become independent problem-solvers, and will exceed the curricular requirements of Middle Schools everywhere. There is a high degree of care taken so that projects are age-appropriate. Even an adult novice could make use of the accompanying lessons. The time savings for parents, teachers and students is enormous. Highly organized reference materials encourage student self-study! Having used Kidware Software tutorials for the past decade, I have to say that I could not have achieved the level of success which is now applied in the variety of many programming environments which are currently of considerable interest to kids! I thank Kidware Software and its authors for continuing to stand up for what is right in the teaching methodologies which work with kids - even today's kids where competition for their attention is now so much an issue." - Alan Payne, Computer Science Teacher, T.A. Blakelock High School
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Cybersecurity

What Everyone Needs to Know

Author: Peter W. Singer,Allan Friedman

Publisher: Oxford University Press

ISBN: 0199918112

Category: Business & Economics

Page: 306

View: 4206

An authoritative, single-volume introduction to cybersecurity addresses topics ranging from phishing and electrical-grid takedowns to cybercrime and online freedom, sharing illustrative anecdotes to explain how cyberspace security works and what everyday people can do to protect themselves. Simultaneous.
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Peering into Mathematics through Sage-colored Glasses

Author: John Perry,John Harris,Karen Kohl

Publisher: Lulu.com

ISBN: 1365458253

Category: Education

Page: 302

View: 2243

Technology has become an indispensable aspect of most mathematics education. This is a full-color textbook, abundant with graphics, algorithms, and assignments, that both introduces Sage, a free, open-source computer algebra system, and reinforces important mathematical ideas of undergraduate mathematics, including some that a transitioning student will not yet have seen. This book should be useful for any situation where an individual is moving from "high school" mathematics, in which we include basic calculus, to "university" mathematics, which includes intermediate calculus and a lot of stuff besides, and is willing to experiment with a computer.
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Python for Kids

A Playful Introduction to Programming

Author: Jason R. Briggs

Publisher: No Starch Press

ISBN: 1593274076

Category: Juvenile Nonfiction

Page: 344

View: 7396

Introduces the basics of the Python programming language, covering how to use data structures, organize and reuse code, draw shapes and patterns with turtle, and create games and animations with tkinter.
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Mindhacker

60 Tips, Tricks, and Games to Take Your Mind to the Next Level

Author: Ron Hale-Evans,Marty Hale-Evans

Publisher: John Wiley & Sons

ISBN: 1118166434

Category: Computers

Page: 408

View: 2275

Compelling tips and tricks to improve your mental skills Don't you wish you were just a little smarter? Ron and Marty Hale-Evans can help with a vast array of witty, practical techniques that tune your brain to peak performance. Founded in current research, Mindhacker features 60 tips, tricks, and games to develop your mental potential. This accessible compilation helps improve memory, accelerate learning, manage time, spark creativity, hone math and logic skills, communicate better, think more clearly, and keep your mind strong and flexible.
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Doing Math with Python

Use Programming to Explore Algebra, Statistics, Calculus, and More!

Author: Amit Saha

Publisher: No Starch Press

ISBN: 1593276400

Category: Computers

Page: 264

View: 7245

Doing Math with Python shows you how to use Python to delve into high school–level math topics like statistics, geometry, probability, and calculus. You’ll start with simple projects, like a factoring program and a quadratic-equation solver, and then create more complex projects once you’ve gotten the hang of things. Along the way, you’ll discover new ways to explore math and gain valuable programming skills that you’ll use throughout your study of math and computer science. Learn how to: -Describe your data with statistics, and visualize it with line graphs, bar charts, and scatter plots -Explore set theory and probability with programs for coin flips, dicing, and other games of chance -Solve algebra problems using Python’s symbolic math functions -Draw geometric shapes and explore fractals like the Barnsley fern, the Sierpinski triangle, and the Mandelbrot set -Write programs to find derivatives and integrate functions Creative coding challenges and applied examples help you see how you can put your new math and coding skills into practice. You’ll write an inequality solver, plot gravity’s effect on how far a bullet will travel, shuffle a deck of cards, estimate the area of a circle by throwing 100,000 “darts” at a board, explore the relationship between the Fibonacci sequence and the golden ratio, and more. Whether you’re interested in math but have yet to dip into programming or you’re a teacher looking to bring programming into the classroom, you’ll find that Python makes programming easy and practical. Let Python handle the grunt work while you focus on the math.
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Python Crash Course

A Hands-On, Project-Based Introduction to Programming

Author: Eric Matthes

Publisher: No Starch Press

ISBN: 1593277393

Category: Computers

Page: 560

View: 1127

Python Crash Course is a fast-paced, thorough introduction to Python that will have you writing programs, solving problems, and making things that work in no time. In the first half of the book, you’ll learn about basic programming concepts, such as lists, dictionaries, classes, and loops, and practice writing clean and readable code with exercises for each topic. You’ll also learn how to make your programs interactive and how to test your code safely before adding it to a project. In the second half of the book, you’ll put your new knowledge into practice with three substantial projects: a Space Invaders–inspired arcade game, data visualizations with Python’s super-handy libraries, and a simple web app you can deploy online. As you work through Python Crash Course you’ll learn how to: –Use powerful Python libraries and tools, including matplotlib, NumPy, and Pygal –Make 2D games that respond to keypresses and mouse clicks, and that grow more difficult as the game progresses –Work with data to generate interactive visualizations –Create and customize Web apps and deploy them safely online –Deal with mistakes and errors so you can solve your own programming problems If you’ve been thinking seriously about digging into programming, Python Crash Course will get you up to speed and have you writing real programs fast. Why wait any longer? Start your engines and code! Uses Python 2 and 3
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