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  <titleInfo>
    <title>Python, PyGame, and Raspberry Pi Game Development</title>
  </titleInfo>
  <name type="personal">
    <namePart>Kelly, Sloan.</namePart>
    <role>
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  <originInfo>
    <place>
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    <place>
      <placeTerm type="text">Berkeley, CA</placeTerm>
    </place>
    <publisher>Apress</publisher>
    <dateIssued>2019</dateIssued>
    <edition>2nd ed.</edition>
    <issuance>monographic</issuance>
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  <language>
    <languageTerm authority="iso639-2b" type="code">eng</languageTerm>
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  <physicalDescription>
    <extent>xxv, 389p. ; 23.5 cm.</extent>
  </physicalDescription>
  <abstract>Expand your basic knowledge of Python and use PyGame to create fast-paced video games with great graphics and sounds. This second edition shows how you can integrate electronic components with your games using the build-in general purpose input/output (GPIO) pins and some Python code to create two new games. You'll learn about object-oriented programming (OOP) as well as design patterns, such as model-view-controller (MVC) and finite-state machines (FSMs). Whether using Windows, macOS, Linux, or a Raspberry Pi, you can unleash the power of Python and PyGame to create great looking games. The book also includes complete code listings and explanations for "Bricks," "Snake," and "Invaders"-three fully working games. These allow you to get started in making your own great games and then modify them or build your own exciting titles. The concepts are further explained using games such as "Copycat," where the player must concentrate and repeat the sequence of lights, and "Couch Quiz," in which PyGame and electronic components create a quiz game for 4 players.</abstract>
  <tableOfContents>Chapter 1: What Is a Programming Language? -- Chapter 2: What Is Python? -- Chapter 3: Introducing Python -- Chapter 4: Breaking Free from the Interpreter -- Chapter 5: Making Decisions -- Chapter 6: Making the Raspberry Pi Repeat Itself -- Chapter 7: Container Data Types -- Chapter 8: Introduction to IDLE running on the Pixel Desktop -- Chapter 9: Basic Introduction to PyGame -- Chapter 10: Designing Your Game -- Chapter 11: Game Project: Bricks -- Chapter 12: User-Defined Functions -- Chapter 13: File Input and Output -- Chapter 14: Introducing Object-Oriented Programming -- Chapter 15: Inheritance, Composition, and Aggregation -- Chapter 16: Game Project: Snake -- Chapter 17: Model View Controller -- Chapter 18: Sound -- Chapter 19: Finite State Machines -- Chapter 20: Invaders -- Chapter 21: Simple Electronics with the GPIOs -- Chapter 22: Copycat Game -- Chapter 23: Couch Multi-Player Quiz Game -- Chapter 24: Conclusion. .</tableOfContents>
  <note type="statement of responsibility">By Sloan Kelly.</note>
  <note>Requires an SPL library card.</note>
  <note>Mode of access: World Wide Web.</note>
  <subject authority="lcsh">
    <topic>Computer games</topic>
    <topic>Programming</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Python (Computer program language)</topic>
  </subject>
  <classification authority="lcc">QA76.76.C672</classification>
  <classification authority="ddc" edition="2">621.3821 KELS</classification>
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      <title>Springer eBooks</title>
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  <identifier type="isbn">9781484245323</identifier>
  <identifier type="uri">https://ezproxy.spl.org/login?url=https://learning.oreilly.com/library/view/~/9781484245330/?ar</identifier>
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    <url displayLabel="View this electronic item in O'Reilly Online Learning: Academic/Public Library Edition.">https://ezproxy.spl.org/login?url=https://learning.oreilly.com/library/view/~/9781484245330/?ar</url>
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  <accessCondition type="restrictionOnAccess">Requires an SPL library card.</accessCondition>
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