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Make Your Own Python Text Adventure: A Guide to Learning Programming PDF

140 Pages·2018·0.82 MB·English
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Preview Make Your Own Python Text Adventure: A Guide to Learning Programming

Phillip Johnson Make Your Own Python Text Adventure A Guide to Learning Programming Phillip Johnson New York, USA Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub via the book’s product page, located at www.apress.com/9781484232309. For more detailed information, please visit http://www.apress.com/source-code. ISBN 978-1-48423230-9 e-ISBN 978-1-4842-3231-6 https://doi.org/10.1007/978-1-4842-3231-6 Library of Congress Control Number: 2017960887 © Phillip Johnson 2018 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein. the material contained herein. Printed on acid-free paper Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800- SPRINGER, fax (201) 348-4505, e-mail [email protected], or visit www.springeronline.com. Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation. Table of Contents Chapter 1: Getting Started Introduction Who This Book Is For How To Use This Book Setting Up Your Workspace Python Versions Installing Python Verify Your Installation Chapter 2: Your First Program Creating a Module Writing Code Running Python Programs Homework Chapter 3: Listening to Your Users Your Friends: stdout and stdin Reading from Standard Input Saving Information Data Types Homework Chapter 4: Decisions Booleans If-statements Boolean Operations Homework Chapter 5: Functions Data In, Data Out Homework Chapter 6: Lists What Is a List? Common List Operations Add Length Get Search Adding Lists to the Game Homework Chapter 7: Loops While Loops For-Each Loops Loop Counters Ranges Using Enumerate Nesting The Game Loop Homework Chapter 8: Objects Object Members Defining Objects with Classes Using init() to Initialize Objects Using str() to Print Objects Adding Weapons to the Game A Dash of Object-Oriented Programming Homework Chapter 9: Exceptions Validating User Input Checking Object Members Raising Exceptions Intentionally Homework Chapter 10: Intermezzo Organizing Code Into Multiple Files Importing from Other Files Homework Chapter 11: Building Your World The X-Y Grid Moving in the World Chapter 12: Making the World More Interesting Enemies Do You Have Any Potions…or Food? Chapter 13: World-Building Part 2 Dictionaries Creating a Dictionary Get Add/Update Delete Loop Limiting Actions Expanding the World Chapter 14: Econ 101 Share the Wealth Giving the Trader a Home Expanding the World Chapter 15: Endgame Finishing Up What Next? Add More Features to the Game Make Your Job Easier with Python Scripts Write a Web Application Appendix A: Homework Solutions Chapter 2: Your First Program Chapter 3: Listening to Your Users Chapter 4: Decisions Chapter 5: Functions Chapter 6: Lists Chapter 7: Loops Chapter 8: Objects Chapter 9: Exceptions Appendix B: Common Errors AttributeError NameError TypeError Index About the Author and About the Technical Reviewer

Description:
Learn programming with Python by creating a text adventure. This book will teach you the fundamentals of programming, how to organize code, and some coding best practices. By the end of the book, you will have a working game that you can play or show off to friends. You will also be able to change
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.