Invent Your Own Computer Games with Python, 2nd Edition Author: Al Sweigart | Language: English | ISBN:
0982106017 | Format: PDF
Invent Your Own Computer Games with Python, 2nd Edition Description
"Invent Your Own Computer Games with Python" teaches you computer programming in the Python programming language. Each chapter gives you the complete source code for a new game and teaches the programming concepts from these examples. The book is available under a Creative Commons license and can be downloaded in full for free from http://inventwithpython.com "Invent with Python" was written to be understandable by kids as young as 10 to 12 years old, although it is great for anyone of any age who has never programmed before. This second edition has revised and expanded content, including using the Pygame library to make games with graphics, animation, and sound.
- Paperback: 438 pages
- Publisher: Albert\Sweigart; 2 edition (May 1, 2010)
- Language: English
- ISBN-10: 0982106017
- ISBN-13: 978-0982106013
- Product Dimensions: 10 x 8 x 0.9 inches
- Shipping Weight: 2.3 pounds (View shipping rates and policies)
This book is totally appropriate for someone who has never programmed before. Everything is explained, right from the ground up, in a lively, interesting style which doesn't dumb things down.
In terms of the language Python, not all aspects of the language are described - only the parts that are absolutely necessary to know to create games. A reader who wants to learn more about programming should definitely start off with this book first, and then supplementing that with other books specifically about Python (or other programming ideas) if they find they have an interest in that direction.
Topics covered
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The first ten chapters do a brilliant job of leading the reader through the creation of many small games in the text console, which cumulatively cover all the basics of programming: variables, datatypes, expressions, strings and their methods, booleans and if statements, loops, functions, variable scope, lists, dictionaries, string formatting, ASCII. You will use these to create text games such as hangman and choose your own adventure.
Chapter 11 explains Cartesian co-ordinates and some arithmetic that will be used later on.
Chapter 12 to 15 then create one new game per chapter, using the techniques learned so far, adding a great description of how to create simple but effective artificial intelligence.
Chapters 16 to 18 then break out of the text console, using the pygame library to display a window with coloured rectangles, polygons, circles and bitmaps. It then covers methods of animating these images, reading the keyboard, basic 2D collision detection, reading the mouse, bitmaps and scaled sprites, and creating music.
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