LEADER 00000cam a2200685Ii 4500 001 936446517 003 OCoLC 005 20240129213017.0 006 m o d 007 cr unu|||||||| 008 160203s2016 caua o 001 0 eng d 019 1021274671|a1126436974|a1204007220|a1237464196|a1244635054 |a1295877363|a1295953672|a1300655772|a1303368092 020 1484217896 020 9781484217894 020 9781484217900 020 148421790X 024 7 10.1007/978-1-4842-1790-0|2doi 029 1 DEBBG|bBV043968819 029 1 DEBSZ|b48579330X 029 1 GBVCP|b882752499 035 (OCoLC)936446517|z(OCoLC)1021274671|z(OCoLC)1126436974 |z(OCoLC)1204007220|z(OCoLC)1237464196|z(OCoLC)1244635054 |z(OCoLC)1295877363|z(OCoLC)1295953672|z(OCoLC)1300655772 |z(OCoLC)1303368092 037 CL0500000712|bSafari Books Online 040 UMI|beng|erda|epn|cUMI|dDEBBG|dOCLCA|dDEBSZ|dOCLCF|dCEF |dOCLCQ|dVT2|dUAB|dAU@|dOCLCQ|dSFB|dDCT|dDST|dOCLCO|dOCL |dOCLCQ|dOCL|dOCLCO 049 INap 082 04 004 082 04 004 099 eBook O'Reilly for Public Libraries 100 1 Craven, Paul Vincent,|eauthor. 245 10 Program arcade games :|bwith Python and Pygame /|cPaul Vincent Craven.|h[O'Reilly electronic resource] 250 Fourth edition. 264 1 [Berkeley, California] :|bApress,|c[2016] 264 2 New York, NY :|bDistributed to the Book trade worldwide by Springer Science+Business Media 264 4 |c©2016 300 1 online resource (1 volume) :|billustrations 336 text|btxt|2rdacontent 337 computer|bc|2rdamedia 338 online resource|bcr|2rdacarrier 347 text file|bPDF|2rda 500 Includes index. 505 0 0. Before Getting Started -- 1. Create a Custom Calculator -- 2. What is a Computer Language? -- 3. Quiz Games and If Statements -- 4. Guessing Games with Random Numbers and Loops -- 5. Introduction to Graphics -- 6. Back to Looping -- 7. Introduction to Lists -- 8. Introduction to Animation -- 9. Functions -- 10. Controllers and Graphics -- 11. Bitmapped Graphics and Sound -- 12. Introduction to Classes -- 13. Introduction to Sprites -- 14. Libraries and Modules -- 15. Searching -- 16. Array-Backed Grids -- 17. Sorting -- 18. Exceptions -- 19. Recursion -- 20. Formatting -- 21. Labs.-Appendix A. Example Code and Programs -- 23. Appendix B: Sample Tests -- 24. Appendix C : Worksheets -- 25. Appendix D: Version Control -- 26. Appendix E: Wait, What Else Can We Do? 520 This fine book shows you how to build fun, cool arcade games using the Python programming language and the PyGame framework, a Python-based game application development engine. Use Python and Pygame to learn and build arcade games! What You'll Learn How to create quiz games How to start using graphics How to create and animate graphics How to integrate and use game controllers How to add sound and bitmapped graphics How to build grid-based games. 546 English. 588 0 Online resource; title from title page (Safari, viewed February 2, 2016). 590 O'Reilly|bO'Reilly Online Learning: Academic/Public Library Edition 650 0 Video games|xProgramming. 650 0 Python (Computer program language) 650 0 Computer programming. 650 6 Jeux vidéo|xProgrammation. 650 6 Programmation (Informatique) 650 6 Python (Langage de programmation) 650 7 computer programming.|2aat 650 7 Video games|xProgramming|2fast 650 7 Computer programming|2fast 650 7 Python (Computer program language)|2fast 773 0 |tSpringer eBooks 776 08 |iPrinted edition:|z9781484217894 776 08 |iPrinted edition:|z9781484217917 856 40 |uhttps://ezproxy.naperville-lib.org/login?url=https:// learning.oreilly.com/library/view/~/9781484217900/?ar |zAvailable on O'Reilly for Public Libraries 994 92|bJFN