TY - BOOK AU - Rodas de Paz,Alejandro AU - Howse,Joseph TI - Python game programming by example: a pragmatic guide for developing your own games with Python T2 - Community experience distilled SN - 9781785283918 AV - QA76.73.P98 R63 2015eb U1 - 005.13/3 23 PY - 2015/// CY - Birmingham, UK PB - Packt Publishing KW - Python (Computer program language) KW - Computer games KW - Programming KW - Python (Langage de programmation) KW - Jeux d'ordinateur KW - Programmation KW - COMPUTERS KW - Programming Languages KW - General KW - bisacsh KW - fast KW - Electronic books N1 - Includes index; 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 UR - https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1074167 ER -