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issue117:critique_litteraire

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Invent Your Own Computer Games With Python (4th Edition) By Al Sweigart December 2016, 376 pp. Publisher: No Starch Press ISBN: 978-1-59327-795-6

I must say that I really enjoyed this book. This well written book is designed for: • Complete beginners • Kids and Teenagers • Adults and teachers • Anyone who wants to learn to program

I have to agree that Al has really been able to explain the complex subjects in such a way that a beginner can, assuming they work the chapters in order, understand things such as using the debugger for Python, Cartesian coordinates, and using Pygame. Chapters 1 through 16 teach you console-based programming of games in a very easy-to-deal-with manner without getting so simple that the reader just drops the subject. While the games that are presented are simple, they are relevant enough that the reader’s attention is held and made to want to drive forward. The projects are also well explained from a programmer’s standpoint.

Once you get to chapter 17, the focus of the book is on programming with Pygame, a library that provides game/graphics support. These projects are again, simple enough, but Al has made them interesting enough to keep the attention focused.

Unfortunately, the author does not offer any information about installing Pygame on Python 3.x on Linux, only Windows and Mac, and those are only on the book’s website. (I am running Python version 3.5.2 (Debian’s default version), and there were no major problems… see below.) Here is a website link that should help… http://www.pygame.org/wiki/CompileUbuntu

Most of the examples that were loaded during the install of Pygame, worked fine. There was a problem with freetype dependencies and the opengl cube test program.

After getting pygame installed, the sample games in the book ran as expected.

Normally, I would have given this book a 4.5 out of 5 star review, if it had not been for the lack of support for instructions on loading Pygame on a Linux box. So, because of this, I have to drop it down to a 3.5 out of 5 rating.

Table of Contents Chapter 1: The Interactive Shell Chapter 2: Writing Programs Chapter 3: Guess The Number Chapter 4: A Joke-Telling Program Chapter 5: Dragon Realm Chapter 6: Using the Debugger Chapter 7: Designing Hangman with Flowcharts Chapter 8: Writing the Hangman Code Chapter 9: Extending Hangman Chapter 10: Tic-Tac-Toe Chapter 11: The Bagels Deduction Game Chapter 12: The Cartesian Coordinate System Chapter 13: Sonar Treasure Hunt Chapter 14: Caesar Cipher Chapter 15: The Reversegam Game Chapter 16: Reversegam AI SImulation Chapter 17: Creating Graphics Chapter 18: Animating Graphics Chapter 19: Collision Detection Chapter 20: Using Sounds and Images Chapter 21: A Dodger Game with Sounds and Images

issue117/critique_litteraire.1485857675.txt.gz · Dernière modification : 2017/01/31 11:14 de auntiee