Invent Your Own Computer Games with Python - Albert Sweigart

Invent Your Own Computer Games with Python

(Autor)

Buch | Softcover
376 Seiten
2017 | 4th Revised edition
No Starch Press,US (Verlag)
978-1-59327-795-6 (ISBN)
44,85 inkl. MwSt
Invent Your Own Computer Games with Python teaches you how to make your own versions of classic computer games.
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.

Al Sweigart is a professional software developer who teaches programming to kids and adults. His programming tutorials can be found at inventwithpython.com. He is the author of Automate the Boring Stuff with Python and Scratch Programming Playground.

Chapter 1: The Interactive Shell
Chapter 2: Writing Programs
Chapter 3: Guess the Number
Chapter 4: Jokes
Chapter 5: Dragon Realm
Chapter 6: Using the Debugger
Chapter 7: Designing Hangman with Flowcharts
Chapter 8: Writing the Hangman Code
Chapter 9: Extending Hangman
Chapter 10: Tic-Tac-Toe
Chapter 11: Bagels
Chapter 12: Cartesian Coordinates
Chapter 13: Sonar Treasure Hunt
Chapter 14: Caesar Cipher
Chapter 15: Reversi
Chapter 16: AI Simulation
Chapter 17: Using Pygame and Graphics
Chapter 18: Animating Graphics
Chapter 19: Collision Detection and Input
Chapter 20: Sounds and Images
Chapter 21: Dodger

Erscheinungsdatum
Verlagsort Daly City, California
Sprache englisch
Maße 150 x 250 mm
Gewicht 666 g
Einbandart kartoniert
Themenwelt Informatik Programmiersprachen / -werkzeuge Python
Informatik Software Entwicklung Spieleprogrammierung
Mathematik / Informatik Informatik Web / Internet
Schlagworte Computerspiele • Python 3 • Python (Programmiersprache) • Spiele entwickeln • Spiele-Entwicklung • Spieleprogrammierung
ISBN-10 1-59327-795-4 / 1593277954
ISBN-13 978-1-59327-795-6 / 9781593277956
Zustand Neuware
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