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ویرایش: 4
نویسندگان: Al Sweigart
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
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
در صورت تبدیل فایل کتاب Invent Your Own Computer Games with Python, 4E به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
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.
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.
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.
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!