Python Game Programming By Example
eBook - ePub

Python Game Programming By Example

  1. 230 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Python Game Programming By Example

About this book

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 This Book Is For

If you have ever wanted to create casual games in Python and you would like to explore various GUI technologies that this language offers, this is the book for you. This title is intended for beginners to Python with little or no knowledge of game development, and it covers step by step how to build seven different games, from the well-known Space Invaders to a classical 3D platformer.

What You Will Learn

  • Take advantage of Python's clean syntax to build games quickly
  • Discover distinct frameworks for developing graphical applications
  • Implement non-player characters (NPCs) with autonomous and seemingly intelligent behaviors
  • Design and code some popular games like Pong and tower defense
  • Compose maps and levels for your sprite-based games in an easy manner
  • Modularize and apply object-oriented principles during the design of your games
  • Exploit libraries like Chimpunk2D, cocos2d, and Tkinter
  • Create natural user interfaces (NUIs), using a camera and computer vision algorithms to interpret the player's real-world actions

In Detail

With a growing interest in learning to program, game development is an appealing topic for getting started with coding. From geometry to basic Artificial Intelligence algorithms, there are plenty of concepts that can be applied in almost every game. Python is a widely used general-purpose, high-level programming language. It provides constructs intended to enable clear programs on both a small and large scale. It is the third most popular language whose grammatical syntax is not predominantly based on C. Python is also very easy to code and is also highly flexible, which is exactly what is required for game development. The user-friendliness of this language allows beginners to code games without too much effort or training. Python also works with very little code and in most cases uses the "use cases" approach, reserving lengthy explicit coding for outliers and exceptions, making game development an achievable feat.

Python Game Programming by Example enables readers to develop cool and popular games in Python without having in-depth programming knowledge of Python. The book includes seven hands-on projects developed with several well-known Python packages, as well as a comprehensive explanation about the theory and design of each game.

It will teach readers about the techniques of game design and coding of some popular games like Pong and tower defense. Thereafter, it will allow readers to add levels of complexities to make the games more fun and realistic using 3D.

At the end of the book, you will have added several GUI libraries like Chimpunk2D, cocos2d, and Tkinter in your tool belt, as well as a handful of recipes and algorithms for developing games with Python.

Style and approach

This book is an example-based guide that will teach you to build games using Python. This book follows a step-by-step approach as it is aimed at beginners who would like to get started with basic game development. By the end of this book you will be competent game developers with good knowledge of programming in Python.

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Information

Python Game Programming By Example


Table of Contents

Python Game Programming By Example
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why subscribe?
Free access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
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
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 classes
Invaders!
Shoot'em up!
Adding an HUD
Extra feature – the mystery ship
Summary
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
4. Steering Behaviors
NumPy installation
The 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
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 game
Summary
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
7. Augmenting a Board Game with Computer Vision
Planning the Checkers application
Setting up OpenCV and other dependencies
Windows
Mac
Debian 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
Creating and analyzing the bird's-eye view of the board
Analyzing the dominant colors in a square
Classifying the contents of a square
Drawing text
Converting OpenCV images for wxPython
Building the GUI application
Creating a window and binding events
Creating and laying out images in the GUI
Creating and laying out controls
Nesting layouts and setting the root layout
Starting a background thread
Closing a window and stopping a background thread
Configuring the analyzer based on user input
Updating and showing images
Running the application
Troubleshooting the project in real-world conditions
Further reading on OpenCV
Summary
Index

Python Game Programming By Example

Copyright © 2015 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: September 2015
Production reference: 1230915
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78528-153-2
www.packtpub.com

Credits

Authors
Alejandro Rodas de Paz
Joseph Howse
Reviewers
Benjamin Johnson
Dennis O'Brien
Acquisition Editors
Owen Roberts
Sonali Vernekar
Content Development Editor
Dharmesh Parmar
Technical Editor
Ryan Kochery
Copy Editor
Vikrant Phadke
Project Coordinator
Harshal Ved
Proofreader
Safis Editing
Indexer
Rekha Nair
Graphics
Jason Monteiro
Production Coordinator
Manu Joseph
Cover Work
Manu Joseph

About the Authors

Alejandro Rodas de Paz is a computer engineer and game developer from Seville, Spain.
He came across Python back in 2009, while he was studying at the University of Seville. Alejandro developed several academic projects with Python, from web crawlers to artificial intelligence algorithms. In his spare time, he started building his own games in Python. He did a minor in game design at Hogeschool van Amsterdam, where he created a small 3D game engine based on the ideas he learned during this minor.
He has also developed some open source projects, such as a Python API for the Philips Hue personal lighting system. You can find these projects in his Git...

Table of contents

  1. Python Game Programming By Example

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