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دانلود کتاب Invent Your Own Computer Games with Python, 4E

دانلود کتاب بازی های رایانه ای خود را با Python ، 4E اختراع کنید

Invent Your Own Computer Games with Python, 4E

مشخصات کتاب

Invent Your Own Computer Games with Python, 4E

ویرایش: 4 
نویسندگان:   
سری:  
ISBN (شابک) : 1593277954, 9781593277956 
ناشر: No Starch Press 
سال نشر: 2016 
تعداد صفحات: 50 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 1 مگابایت 

قیمت کتاب (تومان) : 37,000



کلمات کلیدی مربوط به کتاب بازی های رایانه ای خود را با Python ، 4E اختراع کنید: اکشن و ماجراجویی، فعالیت‌ها، صنایع دستی و بازی‌ها، حیوانات، هنر، موسیقی و عکاسی، بیوگرافی، اتومبیل، قطار و چیزهایی که می‌روند، کتاب‌های آشپزی کودکان، کلاسیک، کمیک و رمان‌های گرافیکی، رایانه و فناوری، آموزش اولیه، آموزش و مرجع، پری قصه ها، افسانه ها و افسانه های عامیانه، جغرافیا و فرهنگ، رشد و حقایق زندگی، تاریخ، تعطیلات و جشن ها، طنز، ادبیات و داستان، اسرار و کارآگاه ها، ادیان، علمی تخیلی و فانتزی، علم، طبیعت و نحوه کار، ورزش و در فضای باز، بازی و استراتژی



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توجه داشته باشید کتاب بازی های رایانه ای خود را با Python ، 4E اختراع کنید نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


توضیحاتی در مورد کتاب بازی های رایانه ای خود را با Python ، 4E اختراع کنید

بازی های رایانه ای خود را با پایتون اختراع کنید به شما یاد می دهد که چگونه با استفاده از زبان برنامه نویسی محبوب پایتون بازی های رایانه ای بسازید - حتی اگر قبلاً برنامه نویسی نکرده اید! با ساخت بازی‌های کلاسیک مانند Hangman، Guess the Number و Tic-Tac-Toe شروع کنید و سپس به سمت بازی‌های پیشرفته‌تر بروید، مانند یک بازی گنج‌یابی مبتنی بر متن و یک بازی متحرک فرار از برخورد با جلوه‌های صوتی. در طول مسیر، مفاهیم کلیدی برنامه نویسی و ریاضی را یاد خواهید گرفت که به شما کمک می کند برنامه نویسی بازی خود را به سطح بعدی ببرید. بیاموزید که چگونه: -حلقه ها، متغیرها و عبارات کنترل جریان را در برنامه های کاری واقعی ترکیب کنید - ساختارهای داده ای مناسب را برای کار انتخاب کنید، مانند لیست ها، فرهنگ لغت ها و تاپل ها - اضافه کردن گرافیک و انیمیشن به بازی های خود با ماژول pygame - Handle ورودی صفحه‌کلید و ماوس – هوش مصنوعی ساده را برنامه‌ریزی کنید تا بتوانید در مقابل رایانه بازی کنید – از رمزنگاری برای تبدیل پیام‌های متنی به کد مخفی استفاده کنید – برنامه‌های خود را اشکال زدایی کنید و خطاهای رایج را پیدا کنید همانطور که در هر بازی کار می‌کنید، پایه محکمی در پایتون خواهید ساخت. و درک اصول علوم کامپیوتر چه بازی جدیدی با قدرت پایتون خواهید ساخت؟ پروژه های این کتاب با پایتون 3 سازگار است.


توضیحاتی درمورد کتاب به خارجی

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.



فهرست مطالب

Title Page
Copyright Page
About the Author
About the Technical Reviewer
Brief Contents
Contents in Detail
Acknowledgments
Introduction
	Who Is This Book For?
	About This Book
	How to Use This Book
		Line Numbers and Indentation
		Long Code Lines
	Downloading and Installing Python
	Starting IDLE
	Finding Help Online
Chapter 1: The Interactive Shell
	Some Simple Math
		Integers and Floating-Point Numbers
		Expressions
	Evaluating Expressions
	Syntax Errors
	Storing Values in Variables
	Summary
Chapter 2: Writing Programs
	String Values
	String Concatenation
	Writing Programs in IDLE’s File Editor
		Creating the Hello World Program
		Saving Your Program
		Running Your Program
	How the Hello World Program Works
		Comments for the Programmer
		Functions: Mini-Programs Inside Programs
		The End of the Program
	Naming Variables
	Summary
Chapter 3: Guess the Number
	Sample Run of Guess the Number
	Source Code for Guess the Number
	Importing the random Module
	Generating Random Numbers with the random.randint() Function
	Welcoming the Player
	Flow Control Statements
		Using Loops to Repeat Code
		Grouping with Blocks
		Looping with for Statements
	Getting the Player’s Guess
	Converting Values with the int(), float(), and str() Functions
	The Boolean Data Type
		Comparison Operators
		Checking for True or False with Conditions
		Experimenting with Booleans, Comparison Operators, and Conditions
		The Difference Between = and ==
	if Statements
	Leaving Loops Early with the break Statement
	Checking Whether the Player Won
	Checking Whether the Player Lost
	Summary
Chapter 4: A Joke-Telling Program
	Sample Run of Jokes
	Source Code for Jokes
	How the Code Works
	Escape Characters
	Single and Double Quotes
	The print() Function’s end Keyword Parameter
	Summary
Chapter 5: Dragon Realm
	How to Play Dragon Realm
	Sample Run of Dragon Realm
	Flowchart for Dragon Realm
	Source Code for Dragon Realm
	Importing the random and time Modules
	Functions in Dragon Realm
		def Statements
		Calling a Function
		Where to Put Function Definitions
	Multiline Strings
	How to Loop with while Statements
	Boolean Operators
		The and Operator
		The or Operator
		The not Operator
		Evaluating Boolean Operators
	Return Values
	Global Scope and Local Scope
	Function Parameters
	Displaying the Game Results
	Deciding Which Cave Has the Friendly Dragon
	The Game Loop
		Calling the Functions in the Program
		Asking the Player to Play Again
	Summary
Chapter 6: Using the Debugger
	Types of Bugs
	The Debugger
		Starting the Debugger
		Stepping Through the Program with the Debugger
	Finding the Bug
	Setting Breakpoints
	Using Breakpoints
	Summary
Chapter 7: Designing Hangman with Flowcharts
	How to Play Hangman
	Sample Run of Hangman
	ASCII Art
	Designing a Program with a Flowchart
		Creating the Flowchart
		Branching from a Flowchart Box
		Ending or Restarting the Game
		Guessing Again
		Offering Feedback to the Player
	Summary
Chapter 8: Writing the Hangman Code
	Source Code for Hangman
	Importing the random Module
	Constant Variables
	The Lists Data Type
		Accessing Items with Indexes
		List Concatenation
		The in Operator
	Calling Methods
		The reverse() and append() List Methods
		The split() String Method
	Getting a Secret Word from the Word List
	Displaying the Board to the Player
		The list() and range() Functions
		List and String Slicing
		Displaying the Secret Word with Blanks
	Getting the Player’s Guess
		The lower() and upper() String Methods
		Leaving the while Loop
	elif Statements
	Making Sure the Player Entered a Valid Guess
	Asking the Player to Play Again
	Review of the Hangman Functions
	The Game Loop
		Calling the displayBoard() Function
		Letting the Player Enter Their Guess
		Checking Whether the Letter Is in the Secret Word
		Checking Whether the Player Won
		Handling an Incorrect Guess
		Checking Whether the Player Lost
		Ending or Resetting the Game
	Summary
Chapter 9: Extending Hangman
	Adding More Guesses
	The Dictionary Data Type
		Getting the Size of Dictionaries with len()
		The Difference Between Dictionaries and Lists
		The keys() and values() Dictionary Methods
		Using Dictionaries of Words in Hangman
	Randomly Choosing from a List
	Deleting Items from Lists
	Multiple Assignment
	Printing the Word Category for the Player
	Summary
Chapter 10: Tic-Tac-Toe
	Sample Run of Tic-Tac-Toe
	Source Code for Tic-Tac-Toe
	Designing the Program
		Representing the Board as Data
		Strategizing with the Game AI
	Importing the random Module
	Printing the Board on the Screen
	Letting the Player Choose X or O
	Deciding Who Goes First
	Placing a Mark on the Board
		List References
		Using List References in makeMove()
	Checking Whether the Player Won
	Duplicating the Board Data
	Checking Whether a Space on the Board Is Free
	Letting the Player Enter a Move
	Short-Circuit Evaluation
	Choosing a Move from a List of Moves
	The None Value
	Creating the Computer’s AI
		Checking Whether the Computer Can Win in One Move
		Checking Whether the Player Can Win in One Move
		Checking the Corner, Center, and Side Spaces (in That Order)
		Checking Whether the Board Is Full
	The Game Loop
		Choosing the Player’s Mark and Who Goes First
		Running the Player’s Turn
		Running the Computer’s Turn
		Asking the Player to Play Again
	Summary
Chapter 11: The Bagels Deduction Game
	Sample Run of Bagels
	Source Code for Bagels
	Flowchart for Bagels
	Importing random and Defining getSecretNum()
	Shuffling a Unique Set of Digits
		Changing List Item Order with the random.shuffle() Function
		Getting the Secret Number from the Shuffled Digits
	Augmented Assignment Operators
	Calculating the Clues to Give
	The sort() List Method
	The join() String Method
	Checking Whether a String Has Only Numbers
	Starting the Game
	String Interpolation
	The Game Loop
		Getting the Player’s Guess
		Getting the Clues for the Player’s Guess
		Checking Whether the Player Won or Lost
		Asking the Player to Play Again
	Summary
Chapter 12: The Cartesian Coordinate System
	Grids and Cartesian Coordinates
	Negative Numbers
	The Coordinate System of a Computer Screen
	Math Tricks
		Trick 1: A Minus Eats the Plus Sign on Its Left
		Trick 2: Two Minuses Combine into a Plus
		Trick 3: Two Numbers Being Added Can Swap Places
	Absolute Values and the abs() Function
	Summary
Chapter 13: Sonar Treasure Hunt
	Sample Run of Sonar Treasure Hunt
	Source Code for Sonar Treasure Hunt
	Designing the Program
	Importing the random, sys, and math Modules
	Creating a New Game Board
	Drawing the Game Board
		Drawing the X-Coordinates Along the Top of the Board
		Drawing the Ocean
		Printing a Row in the Ocean
		Drawing the X-Coordinates Along the Bottom of the Board
	Creating the Random Treasure Chests
	Determining Whether a Move Is Valid
	Placing a Move on the Board
		Finding the Closest Treasure Chest
		Removing Values with the remove() List Method
		Getting the Player’s Move
	Printing the Game Instructions for the Player
	The Game Loop
		Displaying the Game Status for the Player
		Handling the Player’s Move
		Finding a Sunken Treasure Chest
		Checking Whether the Player Won
		Checking Whether the Player Lost
		Terminating the Program with the sys.exit() Function
	Summary
Chapter 14: Caesar Cipher
	Cryptography and Encryption
	How the Caesar Cipher Works
	Sample Run of Caesar Cipher
	Source Code for Caesar Cipher
	Setting the Maximum Key Length
	Deciding to Encrypt or Decrypt the Message
	Getting the Message from the Player
	Getting the Key from the Player
	Encrypting or Decrypting the Message
		Finding Passed Strings with the find() String Method
		Encrypting or Decrypting Each Letter
	Starting the Program
	The Brute-Force Technique
	Adding the Brute-Force Mode
	Summary
Chapter 15: The Reversegam Game
	How to Play Reversegam
	Sample Run of Reversegam
	Source Code for Reversegam
	Importing Modules and Setting Up Constants
	The Game Board Data Structure
		Drawing the Board Data Structure on the Screen
		Creating a Fresh Board Data Structure
	Checking Whether a Move Is Valid
		Checking Each of the Eight Directions
		Finding Out Whether There Are Tiles to Flip Over
	Checking for Valid Coordinates
		Getting a List with All Valid Moves
		Calling the bool() Function
	Getting the Score of the Game Board
	Getting the Player’s Tile Choice
	Determining Who Goes First
	Placing a Tile on the Board
	Copying the Board Data Structure
	Determining Whether a Space Is on a Corner
	Getting the Player’s Move
	Getting the Computer’s Move
		Strategizing with Corner Moves
		Getting a List of the Highest-Scoring Moves
	Printing the Scores to the Screen
	Starting the Game
		Checking for a Stalemate
		Running the Player’s Turn
		Running the Computer’s Turn
	The Game Loop
	Asking the Player to Play Again
	Summary
Chapter 16: Reversegam AI Simulation
	Making the Computer Play Against Itself
		Sample Run of Simulation 1
		Source Code for Simulation 1
		Removing the Player Prompts and Adding a Computer Player
	Making the Computer Play Itself Several Times
		Sample Run of Simulation 2
		Source Code for Simulation 2
		Keeping Track of Multiple Games
		Commenting Out print() Function Calls
		Using Percentages to Grade the AIs
	Comparing Different AI Algorithms
		Source Code for Simulation 3
		How the AIs Work in Simulation 3
		Comparing the AIs
	Summary
Chapter 17: Creating Graphics
	Installing pygame
	Hello World in pygame
	Sample Run of pygame Hello World
	Source Code for pygame Hello World
	Importing the pygame Module
	Initializing pygame
	Setting Up the pygame Window
		Tuples
		Surface Objects
	Setting Up Color Variables
	Writing Text on the pygame Window
		Using Fonts to Style Text
		Rendering a Font Object
		Setting the Text Location with Rect Attributes
	Filling a Surface Object with a Color
	pygame’s Drawing Functions
		Drawing a Polygon
		Drawing a Line
		Drawing a Circle
		Drawing an Ellipse
		Drawing a Rectangle
		Coloring Pixels
	The blit() Method for Surface Objects
	Drawing the Surface Object to the Screen
	Events and the Game Loop
		Getting Event Objects
		Exiting the Program
	Summary
Chapter 18: Animating Graphics
	Sample Run of the Animation Program
	Source Code for the Animation Program
	Moving and Bouncing the Boxes
	Setting Up the Constant Variables
		Constant Variables for Direction
		Constant Variables for Color
	Setting Up the Box Data Structures
	The Game Loop
		Handling When the Player Quits
		Moving Each Box
		Bouncing a Box
		Drawing the Boxes on the Window in Their New Positions
		Drawing the Window on the Screen
	Summary
Chapter 19: Collision Detection
	Sample Run of the Collision Detection Program
	Source Code for the Collision Detection Program
	Importing the Modules
	Using a Clock to Pace the Program
	Setting Up the Window and Data Structures
	Setting Up Variables to Track Movement
	Handling Events
		Handling the KEYDOWN Event
		Handling the KEYUP Event
	Teleporting the Player
	Adding New Food Squares
	Moving the Player Around the Window
		Drawing the Player on the Window
		Checking for Collisions
	Drawing the Food Squares on the Window
	Summary
Chapter 20: Using Sounds and Images
	Adding Images with Sprites
	Sound and Image Files
	Sample Run of the Sprites and Sounds Program
	Source Code for the Sprites and Sounds Program
	Setting Up the Window and the Data Structure
		Adding a Sprite
		Changing the Size of a Sprite
	Setting Up the Music and Sounds
		Adding Sound Files
		Toggling the Sound On and Off
	Drawing the Player on the Window
	Checking for Collisions
	Drawing the Cherries on the Window
	Summary
Chapter 21: A Dodger Game with Sounds and Images
	Review of the Basic pygame Data Types
	Sample Run of Dodger
	Source Code for Dodger
	Importing the Modules
	Setting Up the Constant Variables
	Defining Functions
		Ending and Pausing the Game
		Keeping Track of Baddie Collisions
		Drawing Text to the Window
	Initializing pygame and Setting Up the Window
	Setting Up Font, Sound, and Image Objects
	Displaying the Start Screen
	Starting the Game
	The Game Loop
		Handling Keyboard Events
		Handling Mouse Movement
	Adding New Baddies
	Moving the Player’s Character and the Baddies
	Implementing the Cheat Codes
	Removing the Baddies
	Drawing the Window
		Drawing the Player’s Score
		Drawing the Player’s Character and Baddies
	Checking for Collisions
	The Game Over Screen
	Modifying the Dodger Game
	Summary
Index
Resources
The Electronic Frontier Foundation (EFF)
Don’t Just Play Games—Make Them!




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