Beginning game programming with Pygame Zero : coding interactive games on Raspberry Pi using Python / Stewart Watkiss.

Make fun games while learning to code. Focused on making games rather than teaching programming theory, in this book you're more likely to see code on how gravity affects a missiles trajectory instead of the most efficient way to search through data. Even then the code is kept simple as games s...

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Bibliographic Details
Main Author: Watkiss, Stewart
Format: eBook
Language:English
Published: Berkeley, CA : Apress L.P., 2020.
Subjects:
Online Access:Click for online access

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245 1 0 |a Beginning game programming with Pygame Zero :  |b coding interactive games on Raspberry Pi using Python /  |c Stewart Watkiss. 
260 |a Berkeley, CA :  |b Apress L.P.,  |c 2020. 
300 |a 1 online resource (358 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
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347 |a text file 
588 0 |a Print version record. 
505 0 |a Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Creating Computer Games -- Inspiration Rather Than Imitation -- Playing Games -- Create the Resources -- Development Cycle -- Making Programming Enjoyable -- Python and Pygame Zero -- Compiled vs. Interpreted -- Choosing a Programming Environment -- Summary -- Chapter 2: Getting Started with Python -- Using the Mu Editor -- Python Programming -- Variables -- Strings and Format -- Lists -- Dictionaries -- Tuples -- Conditional Statements (if, elif, else) 
505 8 |a Simple Quiz Game -- Loops -- While, For -- While Loop -- For Loop -- Forever Loop -- while True -- Changing Loop Flow -- break and continue -- Functions -- Variable Scope -- Refactoring the Code -- Further Improvements -- Summary -- Chapter 3: Pygame Zero -- Pygame Zero Development -- Compass Game -- Required Files -- Running Mu in Pygame Zero Mode -- Adding a Background Image -- Adding an Actor -- Moving the Sprite Around the Screen -- Making the Movements More Realistic -- Keeping Game State -- Detecting Collisions -- Change in Direction -- Keeping Score -- Adding a Countdown Timer 
505 8 |a Final Code for Compass Game Version 0.1 -- Summary -- Chapter 4: Game Design -- What Makes a Game Enjoyable? -- Challenging but Achievable -- Choices and Consequences -- Rewards and Progress -- Likeable Characters -- Storyline/Historical Relevance -- Educational -- Takes an Appropriate Level of Time to Play -- Inclusivity -- Age Appropriate -- Improving Compass Game -- Updated Timer -- Adding Obstacles -- Adding a High Score -- Try and Except -- Summary -- Chapter 5: Graphic Design -- Creating a Theme -- File Formats -- Bitmap Images -- Vector Images -- Useful Tools -- LibreOffice Draw 
505 8 |a Inkscape -- GIMP -- Creating a Computer Image from a Drawing or Photo -- Creating a Pixel Art Sprite -- Blender -- Create Using Code -- Other Sources -- Summary -- Chapter 6: Colors -- Color Mixing -- Bouncing Ball -- Background Color Selector -- Handling Mouse Events -- Creating the Color Selector -- Summary -- Chapter 7: Tank Game Zero -- Vector Image of Tank -- Creating a Dynamic Landscape -- Calculating the Trajectory -- Detecting a Collision -- Complete Game Code -- Improving the Game -- Summary -- Chapter 8: Sound -- Recording Sound Effects -- Creating Artificial Sound Effects 
505 8 |a Recording Audio on the Raspberry Pi -- Connecting a USB Microphone -- Using arecord -- Audacity -- Recording Sounds with Audacity -- Convert Audio Formats -- Extract Audio from Video Files -- Trim Audio Files -- Creating Music with Sonic Pi -- Downloading Free Sounds and Music -- Adding Sound Effects in Pygame Zero -- Playing Music in Pygame Zero -- Piano Game Created with Tones -- Summary -- Chapter 9: Object-Oriented Programming -- What Is Object-Oriented Programming? -- OOP Classes and Objects -- Creating a Class, Attributes, and Methods -- Creating an Instance of a Class (Object) 
500 |a Accessing Attributes of an Object 
500 |a Includes index. 
520 |a Make fun games while learning to code. Focused on making games rather than teaching programming theory, in this book you're more likely to see code on how gravity affects a missiles trajectory instead of the most efficient way to search through data. Even then the code is kept simple as games should be about playability rather than complex physics. There are links to the official documentation when you need to lookup information that isn't included in the book. Start with a simple text based game to grasp the basics of programming in Python. Then moves on to creating simple graphical games in Pygame Zero. Not only will you learn object oriented programming to make it easier to make more complex games, you'll also work to create your own graphics and sounds. 3D graphics are a little complex. So we focus on 2D games, including spins on some classic boardgames and arcade games. All the games are designed to run on a Raspberry Pi. They will work on any Raspberry Pi, but will also work on any other computer that supports Python 3 along with Pygame Zero. The games you make will be playable and hopefully fun to play. And by the end of the book, you can step beyond the provided source code to develop your own unique games and programs. You will: Code in Python Generate sounds and graphics for 2D games Grasp object oriented programming with Pygame Zero. 
542 |f Copyright © Apress  |g 2020 
650 0 |a Video games  |x Programming. 
650 0 |a Python (Computer program language) 
650 0 |a Raspberry Pi (Computer) 
650 7 |a Video games  |x Programming  |2 fast 
650 7 |a Python (Computer program language)  |2 fast 
650 7 |a Raspberry Pi (Computer)  |2 fast 
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