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Index
Cover Title Page Copyright Page Brief Contents Contents in Detail About the Author, Illustrator, and Technical Reviewers Acknowledgments Introduction
Why Python? How to Learn to Code Who Should Read This Book What’s in This Book The Companion Website Have Fun!
PART I: Learning to Program
1. Not All Snakes Slither
A Few Words About Language Installing Python
Installing Python on Windows 7 Installing Python on Mac OS X Installing Python on Ubuntu
Once You’ve Installed Python Saving Your Python Programs What You Learned
2. Calculations and Variables
Calculating with Python
Python Operators The Order of Operations
Variables Are Like Labels Using Variables What You Learned
3. Strings, Lists, Tuples, and Maps
Strings
Creating Strings Handling Problems with Strings Embedding Values in Strings Multiplying Strings
Lists Are More Powerful Than Strings
Adding Items to a List Removing Items from a List List Arithmetic
Tuples Python Maps Won’t Help You Find Your Way What You Learned Programming Puzzles
#1: Favorites #2: Counting Combatants #3: Greetings!
4. Drawing with Turtles
Using Python’s turtle Module
Creating a Canvas Moving the Turtle
What You Learned Programming Puzzles
#1: A Rectangle #2: A Triangle #3: A Box Without Corners
5. Asking Questions with If and Else
if Statements
A Block Is a Group of Programming Statements Conditions Help Us Compare Things
if-then-else Statements if and elif Statements Combining Conditions Variables with No Value—None The Difference Between Strings and Numbers What You Learned Programming Puzzles
#1: Are You Rich? #2: Twinkies! #3: Just the Right Number #4: I Can Fight Those Ninjas
6. Going Loopy
Using for Loops While We’re Talking About Looping What You Learned Programming Puzzles
#1: The Hello Loop #2: Even Numbers #3: My Five Favorite Ingredients #4: Your Weight on the Moon
7. Recycling Your Code with Functions and Modules
Using Functions
Parts of a Function Variables and Scope
Using Modules What You Learned Programming Puzzles
#1: Basic Moon Weight Function #2: Moon Weight Function and Years #3: Moon Weight Program
8. How To Use Classes and Objects
Breaking Things into Classes
Children and Parents Adding Objects to Classes Defining Functions of Classes Adding Class Characteristics as Functions Why Use Classes and Objects? Objects and Classes in Pictures
Other Useful Features of Objects and Classes
Inherited Functions Functions Calling Other Functions
Initializing an Object What You Learned Programming Puzzles
#1: The Giraffe Shuffle #2: Turtle Pitchfork
9. Python’s Built-In Functions
Using Built-in Functions
The abs Function The bool Function The dir Function The eval Function The exec Function The float Function The int Function The len Function The max and min Functions The range Function The sum Function
Working with Files
Creating a Test File Opening a File in Python Writing to Files
What You Learned Programming Puzzles
#1: Mystery Code #2: A Hidden Message #3: Copying a File
10. Useful Python Modules
Making Copies with the copy Module Keeping Track of Keywords with the keyword Module Getting Random Numbers with the random Module
Using randint to Pick a Random Number Using choice to Pick a Random Item from a List Using shuffle to Shuffle a List
Controlling the Shell with the sys Module
Exiting the Shell with the exit function Reading with the stdin Object Writing with the stdout Object Which Version of Python Am I Using?
Doing Time with the time Module
Converting a Date with asctime Getting the Date and Time with localtime Taking Some Time Off with sleep
Using the pickle Module to Save Information What You Learned Programming Puzzles
#1: Copied Cars #2: Pickled Favorites
11. More Turtle Graphics
Starting with the Basic Square Drawing Stars Drawing a Car Coloring Things In
A Function to Draw a Filled Circle Creating Pure Black and White
A Square-Drawing Function Drawing Filled Squares Drawing Filled Stars What You Learned Programming Puzzles
#1: Drawing an Octagon #2: Drawing a Filled Octagon #3: Another Star-Drawing Function
12. Using tkinter for Better Graphics
Creating a Clickable Button Using Named Parameters Creating a Canvas for Drawing Drawing Lines Drawing Boxes
Drawing a Lot of Rectangles Setting the Color
Drawing Arcs Drawing Polygons Displaying Text Displaying Images Creating Basic Animation Making an Object React to Something More Ways to Use the Identifier What You Learned Programming Puzzles
#1: Fill the Screen with Triangles #2: The Moving Triangle #3: The Moving Photo
Part II: Bounce!
13. Beginning Your First Game: Bounce!
Whack the Bouncing Ball Creating the Game Canvas Creating the Ball Class Adding Some Action
Making the Ball Move Making the Ball Bounce Changing the Ball’s Starting Direction
What You Learned
14. Finishing Your First Game: Bounce!
Adding the Paddle
Making the Paddle Move Finding Out When the Ball Hits the Paddle
Adding an Element of Chance What You Learned Programming Puzzles
#1: Delay the Game Start #2: A Proper “Game Over” #3: Accelerate the Ball #4: Record the Player’s Score
PART III: Mr. Stick Man Races for the Exit
15. Creating Graphics for the Mr. Stick Man Game
Mr. Stick Man Game Plan Getting GIMP Creating the Game Elements
Preparing a Transparent Image Drawing Mr. Stick Man Drawing the Platforms Drawing the Door Drawing the Background Transparency
What You Learned
16. Developing the Mr. Stick Man Game
Creating the Game Class
Setting the Window Title and Creating the Canvas Finishing the __init__ Function Creating the mainloop Function
Creating the Coords Class Checking for Collisions
Sprites Colliding Horizontally Sprites Colliding Vertically Putting It All Together: Our Final Collision-Detection Code
Creating the Sprite Class Adding the Platforms
Adding a Platform Object Adding a Bunch of Platforms
What You Learned Programming Puzzles
#1: Checkerboard #2: Two-Image Checkerboard #3: Bookshelf and Lamp
17. Creating Mr. Stick Man
Initializing the Stick Figure
Loading the Stick Figure Images Setting Up Variables Binding to Keys
Turning the Stick Figure Left and Right Making the Stick Figure Jump What We Have So Far What You Learned
18. Completing the Mr. Stick Man Game
Animating the Stick Figure
Creating the Animate Function Getting the Stick Figure’s Position Making the Stick Figure Move
Testing Our Stick Figure Sprite The Door!
Creating the DoorSprite Class Detecting the Door Adding the Door Object
The Final Game What You Learned Programming Puzzles
#1: “You Win!” #2: Animating the Door #3: Moving Platforms
Afterword: Where To Go From Here
Games and Graphics Programming
PyGame
Programming Languages
Java C/C++ C# PHP Objective-C Perl Ruby JavaScript
Final Words
Appendix: Python Keywords Index
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