Coverart for item
The Resource Python game programming by example : a pragmatic guide for developing your own games with Python, Alejandro Rodas de Paz, Joseph Howse

Python game programming by example : a pragmatic guide for developing your own games with Python, Alejandro Rodas de Paz, Joseph Howse

Label
Python game programming by example : a pragmatic guide for developing your own games with Python
Title
Python game programming by example
Title remainder
a pragmatic guide for developing your own games with Python
Statement of responsibility
Alejandro Rodas de Paz, Joseph Howse
Title variation
Pragmatic guide for developing your own games with Python
Creator
Contributor
Author
Subject
Language
eng
Member of
Cataloging source
UMI
http://library.link/vocab/creatorName
Rodas de Paz, Alejandro
Dewey number
005.13/3
Illustrations
illustrations
Index
index present
LC call number
QA76.73.P98
LC item number
R63 2015eb
Literary form
non fiction
Nature of contents
dictionaries
http://library.link/vocab/relatedWorkOrContributorName
Howse, Joseph
Series statement
Community experience distilled
http://library.link/vocab/subjectName
  • Python (Computer program language)
  • Computer games
  • COMPUTERS
  • Computer games
  • Python (Computer program language)
Label
Python game programming by example : a pragmatic guide for developing your own games with Python, Alejandro Rodas de Paz, Joseph Howse
Instantiates
Publication
Note
Includes index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • Cover ; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Hello, Pong!; Installing Python; An overview of Breakout; The basic GUI layout; Diving into the Canvas widget; Basic game objects; The Ball class; The Paddle class; The Brick class; Adding the Breakout items; Movement and collisions; Starting the game; Playing Breakout; Summary; Chapter 2: Cocos Invaders; Installing cocos2d; Getting started with cocos2d; Handling user input; Updating the scene; Processing collisions; Creating game assets; Space Invaders design
  • The PlayerCannon and GameLayer classesInvaders!; Shoot'em up!; Adding an HUD; Extra feature -- the mystery ship; Summary; Chapter 3: Building a Tower Defense Game; The tower defense gameplay; Cocos2d actions; Interval actions; Instant actions; Combining actions; Custom actions; Adding a main menu; Tile maps; Tiled Map Editor; Loading tiles; The scenario definition; The Scenario class; Transitions between scenes; Game over cut scene; The tower defense actors; Turrets and slots; Enemies; Bunker; Game scene; The HUD class; Assembling the scene; Summary; Chapter 4: Steering Behaviors
  • NumPy installationThe ParticleSystem class; A quick demonstration; Implementing steering behaviors; Seek and flee; Arrival; Pursuit and evade; Wander; Obstacle avoidance; Gravitation game; Basic game objects; Planets and pickups; Player and enemies; Explosions; The game layer; Summary; Chapter 5: Pygame and 3D; Installing packages; Getting started with OpenGL; Initializing the window; Drawing shapes; Running the demo; Refactoring our OpenGL program; Processing the user input; Adding the Pygame library; Pygame 101; Pygame integration; Drawing with OpenGL; The Cube class; Enabling face culling
  • Basic collision detection gameSummary; Chapter 6: PyPlatformer; An introduction to game design; Level design; Platformer skills; Component-based game engines; Introducing Pymunk; Building a game framework; Adding physics; Renderable components; The Camera component; The InputManager module; The Game class; Developing PyPlatformer; Creating the platforms; Adding pickups; Shooting!; The Player class and its components; The PyPlatformer class; Summary; Chapter 7: Augmenting a Board Game with Computer Vision; Planning the Checkers application; Setting up OpenCV and other dependencies; Windows
  • MacDebian and its derivatives, including Raspbian, Ubuntu, and Linux Mint; Fedora and its derivatives, including RHEL and CentOS; OpenSUSE and its derivatives; Supporting multiple versions of OpenCV; Configuring cameras; Working with colors; Building the analyzer; Providing access to the images and classification results; Providing access to parameters for the user to configure; Initializing the entire model of the game; Updating the entire model of the game; Capturing and converting an image; Detecting the board's corners and tracking their motion
Control code
926046004
Dimensions
unknown
Extent
1 online resource (1 volume)
Form of item
online
Governing access note
Owing to Legal Deposit regulations this resource may only be accessed from within National Library of Scotland. For more information contact enquiries@nls.uk.
Isbn
9781785283918
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other physical details
illustrations.
http://library.link/vocab/ext/overdrive/overdriveId
  • cl0500000662
  • 1c97adb0-5d16-4411-abb4-abb527caba84
Sound
unknown sound
Specific material designation
remote
System control number
(OCoLC)926046004
Label
Python game programming by example : a pragmatic guide for developing your own games with Python, Alejandro Rodas de Paz, Joseph Howse
Publication
Note
Includes index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • Cover ; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Hello, Pong!; Installing Python; An overview of Breakout; The basic GUI layout; Diving into the Canvas widget; Basic game objects; The Ball class; The Paddle class; The Brick class; Adding the Breakout items; Movement and collisions; Starting the game; Playing Breakout; Summary; Chapter 2: Cocos Invaders; Installing cocos2d; Getting started with cocos2d; Handling user input; Updating the scene; Processing collisions; Creating game assets; Space Invaders design
  • The PlayerCannon and GameLayer classesInvaders!; Shoot'em up!; Adding an HUD; Extra feature -- the mystery ship; Summary; Chapter 3: Building a Tower Defense Game; The tower defense gameplay; Cocos2d actions; Interval actions; Instant actions; Combining actions; Custom actions; Adding a main menu; Tile maps; Tiled Map Editor; Loading tiles; The scenario definition; The Scenario class; Transitions between scenes; Game over cut scene; The tower defense actors; Turrets and slots; Enemies; Bunker; Game scene; The HUD class; Assembling the scene; Summary; Chapter 4: Steering Behaviors
  • NumPy installationThe ParticleSystem class; A quick demonstration; Implementing steering behaviors; Seek and flee; Arrival; Pursuit and evade; Wander; Obstacle avoidance; Gravitation game; Basic game objects; Planets and pickups; Player and enemies; Explosions; The game layer; Summary; Chapter 5: Pygame and 3D; Installing packages; Getting started with OpenGL; Initializing the window; Drawing shapes; Running the demo; Refactoring our OpenGL program; Processing the user input; Adding the Pygame library; Pygame 101; Pygame integration; Drawing with OpenGL; The Cube class; Enabling face culling
  • Basic collision detection gameSummary; Chapter 6: PyPlatformer; An introduction to game design; Level design; Platformer skills; Component-based game engines; Introducing Pymunk; Building a game framework; Adding physics; Renderable components; The Camera component; The InputManager module; The Game class; Developing PyPlatformer; Creating the platforms; Adding pickups; Shooting!; The Player class and its components; The PyPlatformer class; Summary; Chapter 7: Augmenting a Board Game with Computer Vision; Planning the Checkers application; Setting up OpenCV and other dependencies; Windows
  • MacDebian and its derivatives, including Raspbian, Ubuntu, and Linux Mint; Fedora and its derivatives, including RHEL and CentOS; OpenSUSE and its derivatives; Supporting multiple versions of OpenCV; Configuring cameras; Working with colors; Building the analyzer; Providing access to the images and classification results; Providing access to parameters for the user to configure; Initializing the entire model of the game; Updating the entire model of the game; Capturing and converting an image; Detecting the board's corners and tracking their motion
Control code
926046004
Dimensions
unknown
Extent
1 online resource (1 volume)
Form of item
online
Governing access note
Owing to Legal Deposit regulations this resource may only be accessed from within National Library of Scotland. For more information contact enquiries@nls.uk.
Isbn
9781785283918
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other physical details
illustrations.
http://library.link/vocab/ext/overdrive/overdriveId
  • cl0500000662
  • 1c97adb0-5d16-4411-abb4-abb527caba84
Sound
unknown sound
Specific material designation
remote
System control number
(OCoLC)926046004

Library Locations

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      38.944491 -92.326012
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      38.946102 -92.330125
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