Python game programming by example a pragmatic guide for developing your own games with Python

A pragmatic guide for developing your own games with Python About This Book Strengthen your fundamentals of game programming with Python language Seven hands-on games to create 2D and 3D games rapidly from scratch Illustrative guide to explore the different GUI libraries for building your games Who...

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Bibliographic Details
Main Authors: Rodas de Paz, Alejandro, Howse, Joseph (Author)
Format: eBook
Language:English
Published: Birmingham, UK Packt Publishing 2015
Series:Community experience distilled
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
Table of Contents:
  • 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
  • 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
  • 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
  • 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
  • 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