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9781598631128

Python Programming for the Absolute Beginner, Second Edition

by
  • ISBN13:

    9781598631128

  • ISBN10:

    1598631128

  • Edition: 2nd
  • Format: Paperback
  • Copyright: 2005-11-08
  • Publisher: Cengage Learning Ptr
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Summary

Ready to learn Python programming? Are you new to programming with Python? Do you need a solid introduction to the fundamental concepts? You've found it in "Python Programming for the Absolute Beginner, Second Edition," the updated version of the successful "Python Programming for the Absolute Beginner." As part of the for the absolute beginner series developed by computer science instructors exclusively for Cengage Learning Course Technology PTR, this book will teach you the basics of Python programming through simple game creation. You can then take the skills you learn and use them for more practical Python programming applications and real-world programming scenarios. Better still, by the time you finish this book you will be able to apply the basic principles you've learned to the next programming language you tackle. Create simple, fun games while you learn to program with Python.

Table of Contents

Getting Started: The Game Over Program
1(16)
Examining the Game Over Program
2(1)
Introducing Python
3(2)
Python Is Easy to Use
3(1)
Python Is Powerful
3(1)
Python Is Object Oriented
4(1)
Python Is a ``Glue'' Language
4(1)
Python Runs Everywhere
4(1)
Python Has a Strong Community
4(1)
Python Is Free and Open Source
5(1)
Setting Up Python on Windows
5(1)
Installing Python on Windows
5(1)
Setting Up Python on Other Operating Systems
6(1)
Introducing the Python IDLE
7(5)
Programming in Interactive Mode
7(3)
Programming in Script Mode
10(2)
Back to the Game Over Program
12(3)
Using Comments
13(1)
Using Blank Lines
14(1)
Printing the String
14(1)
Waiting for the User
14(1)
Summary
15(2)
Types, Variables, and Simple I/O: The Useless Trivia Program
17(34)
Introducing the Useless Trivia Program
18(1)
Using Quotes with Strings
18(4)
Introducing the Game Over 2.0 Program
18(2)
Using Quotes inside Strings
20(1)
Continuing a Statement on the Next Line
20(1)
Creating Triple-Quoted Strings
21(1)
Using Escape Sequences with Strings
22(3)
Introducing the Fancy Credits Program
22(1)
Sounding the System Bell
23(1)
Moving Forward a Tab Stop
23(1)
Printing a Backslash
23(1)
Inserting a Newline
24(1)
Inserting a Quote
24(1)
Concatenating and Repeating Strings
25(3)
Introducing the Silly Strings Program
25(1)
Concatenating Strings
26(1)
Suppressing a Newline
27(1)
Repeating Strings
27(1)
Working with Numbers
28(4)
Introducing the Word Problems Program
28(2)
Understanding Numeric Types
30(1)
Using Mathematical Operators
30(2)
Understanding Variables
32(3)
Introducing the Greeter Program
32(1)
Creating Variables
33(1)
Using Variables
34(1)
Naming Variables
34(1)
Getting User Input
35(2)
Introducing the Personal Greeter Program
35(1)
Using the raw_input() Function
36(1)
Using String Methods
37(3)
Introducing the Quotation Manipulation Program
37(1)
Creating New Strings with String Methods
38(2)
Using the Right Types
40(3)
Introducing the Trust Fund Buddy-Bad Program
41(1)
Tracking Down Logical Errors
42(1)
Converting Values
43(4)
Introducing the Trust Fund Buddy-Good Program
43(1)
Converting Strings to Integers
44(1)
Using Augmented Assignment Operators
45(1)
Printing Strings and Numbers Together
46(1)
Back to the Useless Trivia Program
47(2)
Creating the Initial Comments
47(1)
Getting the User Input
47(1)
Printing Lowercase and Uppercase Versions of name
48(1)
Calculating dog_years
48(1)
Calculating seconds
48(1)
Printing name Five Times
49(1)
Calculating moon_weight and sun_weight
49(1)
Waiting for the User
49(1)
Summary
49(2)
Branching, while Loops, and Program Planning: The Guess My Number Game
51(38)
Introducing the Guess My Number Game
52(1)
Generating Random Numbers
52(3)
Introducing the Craps Roller Program
52(1)
Using the import Statement
53(1)
Accessing randrange()
54(1)
Using randrange()
54(1)
Using the if Structure
55(4)
Introducing the Password Program
55(1)
Examining the if Structure
56(1)
Creating Conditions
57(1)
Understanding Comparison Operators
57(1)
Using Indentation to Create Blocks
58(1)
Building Your Own if Structure
59(1)
Using the if-else Structure
59(2)
Introducing the Granted or Denied Program
59(1)
Examining the else Statement
60(1)
Using the if-elif-else Structure
61(4)
Introducing the Mood Computer Program
61(2)
Examining the if-elif-else Structure
63(2)
Creating while Loops
65(3)
Introducing the Three-Year-Old Simulator Program
65(1)
Examining the while Structure
66(1)
Initializing the Sentry Variable
67(1)
Checking the Sentry Variable
67(1)
Updating the Sentry Variable
68(1)
Avoiding Infinite Loops
68(4)
Introducing the Losing Battle Program
68(2)
Tracing the Program
70(1)
Creating Conditions That Can Become False
71(1)
Treating Values as Conditions
72(1)
Introducing the Maitre D' Program
72(1)
Interpreting Any Value as True or False
72(1)
Creating Intentional Infinite Loops
73(3)
Introducing the Finicky Counter Program
74(1)
Using the break Statement to Exit a Loop
74(1)
Using the continue Statement to Jump Back to the Top of a Loop
75(1)
Understanding When to Use break and continue
75(1)
Using Compound Conditions
76(6)
Introducing the Exclusive Network Program
76(3)
Understanding the not Logical Operator
79(1)
Understanding the and Logical Operator
80(1)
Understanding the or Logical Operator
81(1)
Planning Your Programs
82(1)
Creating Algorithms with Pseudocode
82(1)
Applying Stepwise Refinement to Your Algorithms
83(1)
Returning to the Guess My Number Game
83(3)
Planning the Program
84(1)
Creating the Initial Comment Block
85(1)
Importing the random Module
85(1)
Explaining the Game
85(1)
Setting the Initial Values
85(1)
Creating a Guessing Loop
86(1)
Congratulating the Player
86(1)
Waiting for the Player to Quit
86(1)
Summary
86(3)
for Loops, Strings, and Tuples: The Word Jumble Game
89(34)
Introducing the Word Jumble Game
90(1)
Using for Loops
90(2)
Introducing the Loopy String Program
90(1)
Understanding for Loops
91(1)
Creating a for Loop
92(1)
Counting with a for Loop
92(3)
Introducing the Counter Program
92(2)
Counting Forwards
94(1)
Counting by Fives
94(1)
Counting Backwards
95(1)
Using Sequence Operators and Functions with Strings
95(2)
Introducing the Message Analyzer Program
95(1)
Using the len() Function
96(1)
Using the in Operator
97(1)
Indexing Strings
97(4)
Introducing the Random Access Program
98(1)
Working with Positive Position Numbers
99(1)
Working with Negative Position Numbers
100(1)
Accessing a Random String Element
101(1)
Understanding String Immutability
101(2)
Building a New String
103(3)
Introducing the No Vowels Program
103(1)
Creating Constants
104(1)
Creating New Strings from Existing Ones
105(1)
Slicing Strings
106(4)
Introducing the Pizza Slicer Program
106(2)
Introducing None
108(1)
Understanding Slicing
108(1)
Creating Slices
109(1)
Using Slicing Shorthand
110(1)
Creating Tuples
110(4)
Introducing the Hero's Inventory Program
111(1)
Creating an Empty Tuple
112(1)
Treating a Tuple as a Condition
112(1)
Creating a Tuple with Elements
113(1)
Printing a Tuple
113(1)
Looping Through a Tuple's Elements
113(1)
Using Tuples
114(4)
Introducing the Hero's Inventory 2.0
114(1)
Setting Up the Program
115(1)
Using the len() Function with Tuples
115(1)
Using the in Operator with Tuples
116(1)
Indexing Tuples
116(1)
Slicing Tuples
116(1)
Understanding Tuple Immutability
117(1)
Concatenating Tuples
117(1)
Back to the Word Jumble Game
118(3)
Setting Up the Program
118(1)
Planning the Jumble Creation Section
119(1)
Creating an Empty Jumble String
119(1)
Setting Up the Loop
119(1)
Generating a Random Position in word
120(1)
Creating a New Version of jumble
120(1)
Creating a New Version of word
120(1)
Welcoming the Player
120(1)
Getting the Player's Guess
121(1)
Congratulating the Player
121(1)
Ending the Game
121(1)
Summary
121(2)
Lists and Dictionaries: The Hangman Game
123(36)
Introducing the Hangman Game
124(1)
Using Lists
125(5)
Introducing the Hero's Inventory 3.0 Program
125(1)
Creating a List
126(1)
Using the len() Function with Lists
127(1)
Using the in Operator with Lists
127(1)
Indexing Lists
127(1)
Slicing Lists
127(1)
Concatenating Lists
128(1)
Understanding List Mutability
128(1)
Assigning a New List Element by Index
128(1)
Assigning a New List Slice
129(1)
Deleting a List Element
129(1)
Deleting a List Slice
130(1)
Using List Methods
130(5)
Introducing the High Scores Program
130(1)
Setting Up the Program
131(1)
Displaying the Menu
131(1)
Existing the Program
132(1)
Displaying the Scores
132(1)
Adding a Score
132(1)
Removing a Score
133(1)
Sorting the Scores
133(1)
Reversing the Scores
134(1)
Dealing with an Invalid Choice
134(1)
Waiting for the User
134(1)
Understanding When to Use Tuples Instead of Lists
135(1)
Using Nested Sequences
135(5)
Introducing the High Scores 2.0 Program
135(1)
Creating Nested Sequences
136(1)
Accessing Nested Elements
137(1)
Unpacking a Sequence
138(1)
Setting Up the Program
138(1)
Displaying the Scores by Accessing Nested Tuples
139(1)
Adding a Score by Appending a Nested Tuple
139(1)
Dealing with an Invalid Choice
139(1)
Waiting for the User
140(1)
Understanding Shared References
140(2)
Using Dictionaries
142(8)
Introducing the Geek Translator Program
143(1)
Creating Dictionaries
143(1)
Accessing Dictionary Values
144(2)
Setting Up the Program
146(1)
Getting a Value
147(1)
Adding a Key-Value Pair
147(1)
Replacing a Key-Value Pair
148(1)
Deleting a Key-Value Pair
149(1)
Wrapping Up the Program
149(1)
Understanding Dictionary Requirements
150(1)
Back to the Hangman Game
150(7)
Setting Up the Program
151(1)
Creating Constants
151(3)
Initializing the Variables
154(1)
Creating the Main Loop
155(1)
Getting the Player's Guess
155(1)
Checking the Guess
156(1)
Ending the Game
156(1)
Summary
157(2)
Functions: The Tic-Tac-Toe Game
159(34)
Introducing the Tic-Tac-Toe Game
160(1)
Creating Functions
161(4)
Introducing the Instructions Program
161(2)
Defining a Function
163(1)
Documenting a Function
164(1)
Calling a Programmer-Created Function
164(1)
Understanding Abstraction
164(1)
Using Parameters and Return Values
165(4)
Introducing the Receive and Return Program
165(1)
Receiving Information through Parameters
166(1)
Returning Information through Return Values
167(1)
Understanding Encapsulation
167(1)
Receiving and Returning Values in the Same Function
168(1)
Understanding Software Reuse
169(1)
Using Keyword Arguments and Default Parameter Values
169(5)
Introducing the Birthday Wishes Program
170(1)
Using Positional Parameters and Positional Arguments
171(1)
Using Positional Parameters and Keyword Arguments
171(1)
Using Default Parameter Values
172(2)
Using Global Variables and Constants
174(4)
Understanding Scopes
174(1)
Introducing the Global Reach Program
175(1)
Reading a Global Variable from Inside a Function
176(1)
Shadowing a Global Variable from Inside a Function
177(1)
Changing a Global Variable from Inside a Function
177(1)
Understanding When to Use Global Variables and Constants
178(1)
Back to the Tic-Tac-Toe Game
178(3)
Planning the Tic-Tac-Toe Game
178(2)
Setting Up the Program
180(1)
The display_instruct() Function
181(1)
The ask_yes_no() Function
182(1)
The ask_number() Function
182(1)
The pieces() Function
183(1)
The new_board() Function
183(1)
The display_board() Function
183(1)
The legal_moves() Function
184(1)
The winner() Function
184(1)
The human_move( ) Function
185(1)
The computer_move() Function
186(3)
The next_turn() Function
189(1)
The congrat_winner() Function
189(1)
The main() Function
190(1)
Starting the Program
191(1)
Summary
191(2)
Files and Exceptions: The Trivia Challenge Game
193(28)
Introducing the Trivia Challenge Game
194(1)
Reading from Text Files
194(7)
Introducing the Read It Program
194(3)
Opening and Closing a Text File
197(1)
Reading Characters from a Text File
198(1)
Reading Characters from a Line
199(1)
Reading All Lines into a List
200(1)
Looping through a Text File
201(1)
Writing to a Text File
201(3)
Introducing the Write It Program
201(1)
Writing Strings to a Text File
202(1)
Writing a List of Strings to a Text File
203(1)
Storing Complex Data in Files
204(5)
Introducing the Pickle It Program
204(1)
Pickling Data and Writing It to a File
205(1)
Reading Data from a File and Unpickling It
206(1)
Using a Shelf to Store Pickled Data
207(2)
Using a Shelf to Retrieve Pickled Data
209(1)
Handling Exceptions
209(5)
Introducing the Handle It Program
210(1)
Using a try Statement with an except Clause
210(1)
Specifying an Exception Type
211(1)
Handling Multiple Exception Types
212(1)
Getting an Exception's Argument
213(1)
Adding an else Clause
214(1)
Back to the Trivia Challenge Game
214(6)
Understanding the Data File Layout
214(2)
The open_file() Function
216(1)
The next_line() Function
217(1)
The next_block() Function
217(1)
The welcome() Function
218(1)
Setting Up the Game
218(1)
Asking a Question
218(1)
Getting an Answer
219(1)
Checking an Answer
219(1)
Getting the Next Question
219(1)
Ending the Game
219(1)
Starting the main() Function
220(1)
Summary
220(1)
Software Objects: The Critter Caretaker Program
221(32)
Introducing the Critter Caretaker Program
222(1)
Understanding Object-Oriented Basics
223(1)
Creating Classes, Methods, and Objects
224(3)
Introducing the Simple Critter Program
224(1)
Defining a Class
225(1)
Defining a Method
226(1)
Instantiating an Object
226(1)
Invoking a Method
226(1)
Using Constructors
227(2)
Introducing the Constructor Critter Program
227(1)
Creating a Constructor
228(1)
Creating Multiple Objects
228(1)
Using Attributes
229(4)
Introducing the Attribute Critter Program
229(1)
Initializing Attributes
230(1)
Accessing Attributes
231(1)
Printing an Object
232(1)
Using Class Attributes and Static Methods
233(4)
Introducing the Classy Critter Program
233(2)
Creating a Class Attribute
235(1)
Accessing a Class Attribute
235(1)
Creating a Static Method
236(1)
Invoking a Static Method
236(1)
Understanding Object Encapsulation
237(1)
Using Private Attributes and Private Methods
237(5)
Introducing the Private Critter Program
237(1)
Creating Private Attributes
238(1)
Accessing Private Attributes
238(2)
Creating Private Methods
240(1)
Accessing Private Methods
240(1)
Respecting an Object's Privacy
241(1)
Understanding When to Implement Privacy
241(1)
Understanding New-Style and Old-Style Classes
242(1)
Controlling Attribute Access
242(4)
Introducing the Property Critter
242(1)
Using Get Methods
243(1)
Using Set Methods
244(1)
Using Properties
244(2)
Back to the Critter Caretaker Program
246(4)
The Critter Class
247(2)
Creating the Critter
249(1)
Creating a Menu System
249(1)
Starting the Program
250(1)
Summary
250(3)
Object-Oriented Programming: The Blackjack Game
253(38)
Introducing the Blackjack Game
254(1)
Sending and Receiving Messages
254(3)
Introducing the Alien Blaster Program
255(2)
Sending a Message
257(1)
Receiving a Message
257(1)
Combining Objects
257(4)
Introducing the Playing Cards Program
257(1)
Creating the Card Class
258(1)
Creating the Hand Class
259(1)
Using Card Objects
260(1)
Combining Card Objects Using a Hand Object
260(1)
Using Inheritance to Create New Classes
261(1)
Extending a Class through Inheritance
262(6)
Introducing the Playing Cards 2.0 Program
262(1)
Creating a Base Class
263(1)
Inheriting from a Base Class
264(1)
Extending a Derived Class
265(1)
Using the Derived Class
266(2)
Altering the Behavior of Inherited Methods
268(5)
Introducing the Playing Cards 3.0 Program
268(1)
Creating a Base Class
269(1)
Overriding Base Class Methods
269(1)
Invoking Base Class Methods
270(2)
Using the Derived Classes
272(1)
Understanding Polymorphism
273(1)
Creating Modules
273(4)
Introducing the Simple Game Program
273(1)
Writing Modules
274(1)
Importing Modules
275(1)
Using Imported Functions and Classes
276(1)
Back to the Blackjack Game
277(12)
The cards Module
277(2)
Designing the Classes
279(1)
Writing Pseudocode for the Game Loop
280(1)
Importing the cards and games Modules
281(1)
The BJ_Card Class
281(1)
The BJ_Deck Class
282(1)
The BJ_Hand Class
282(2)
The BJ_Player Class
284(1)
The BJ_Dealer Class
285(1)
The BJ_Game Class
285(3)
The main() Function
288(1)
Summary
289(2)
GUI Development: The Mad Lib Program
291(36)
Introducing the Mad Lib Program
292(2)
Examining a GUI
294(1)
Understanding Event-Driven Programming
295(1)
Using a Root Window
296(3)
Introducing the Simple GUI Program
296(2)
Importing the Tkinter Module
298(1)
Creating a Root Window
298(1)
Modifying a Root Window
298(1)
Entering a Root Window's Event Loop
299(1)
Using Labels
299(2)
Introducing the Labeler Program
299(1)
Setting Up the Program
299(1)
Creating a Frame
300(1)
Creating a Label
300(1)
Entering the Root Window's Event Loop
300(1)
Using Buttons
301(2)
Introducing the Lazy Buttons Program
301(1)
Setting Up the Program
301(1)
Creating Buttons
302(1)
Entering the Root Window's Event Loop
303(1)
Creating a GUI Using a Class
303(2)
Introducing the Lazy Buttons 2 Program
303(1)
Importing the Tkinter Module
303(1)
Defining the Application Class
304(1)
Defining a Constructor Method
304(1)
Defining a Method to Create the Widgets
304(1)
Creating the Application Object
305(1)
Binding Widgets and Event Handlers
305(2)
Introducing the Click Counter Program
305(1)
Setting Up the Program
306(1)
Binding the Event Handler
306(1)
Creating the Event Handler
307(1)
Wrapping Up the Program
307(1)
Using Text and Entry Widgets and the Grid Layout Manager
307(6)
Introducing the Longevity Program
308(1)
Setting Up the Program
309(1)
Placing a Widget with the Grid Layout Manager
309(1)
Creating an Entry Widget
310(1)
Creating a Text Widget
311(1)
Getting and Inserting Text with Text-Based Widgets
311(2)
Wrapping Up the Program
313(1)
Using Check Buttons
313(4)
Introducing the Movie Chooser Program
313(1)
Setting Up the Program
314(1)
Allowing a Widget's Master to Be Its Only Reference
314(1)
Creating Check Buttons
315(1)
Getting the Status of a Check Button
316(1)
Wrapping Up the Program
317(1)
Using Radio Buttons
317(4)
Introducing the Movie Chooser 2 Program
317(1)
Setting Up the Program
318(1)
Creating Radio Buttons
319(1)
Getting a Value from a Group of Radio Buttons
320(1)
Wrapping Up the Program
321(1)
Back to the Mad Lib Program
321(4)
Importing the Tkinter Module
321(1)
The Application Class's Constructor Method
321(1)
The Application Class's create_widgets() Method
322(2)
The Application Class's tell_story() Method
324(1)
The Main Part of the Program
325(1)
Summary
325(2)
Graphics: The Pizza Panic Game
327(40)
Introducing the Pizza Panic Game
328(1)
Introducing the pygame and livewires Packages
329(1)
Creating a Graphics Window
330(3)
Introducing the New Graphics Window Program
330(1)
Importing the games Module
331(1)
Initializing the Graphics Screen
332(1)
Starting the Main Loop
332(1)
Setting a Background Image
333(2)
Introducing the Background Image Program
333(1)
Loading an Image
334(1)
Setting the Background
334(1)
Understanding the Graphics Coordinate System
335(1)
Displaying a Sprite
336(5)
Introducing the Pizza Sprite Program
336(2)
Loading an Image for a Sprite
338(1)
Creating a Sprite
339(1)
Adding a Sprite to the Screen
339(2)
Displaying Text
341(2)
Introducing the Big Score Program
341(1)
Importing the color Module
342(1)
Creating a Text Object
342(1)
Adding a Text Object to the Screen
343(1)
Displaying a Message
343(3)
Introducing the You Won Program
343(2)
Importing the color Module
345(1)
Creating a Message Object
345(1)
Using the Screen's Width and Height
346(1)
Adding a Message Object to the Screen
346(1)
Moving Sprites
346(2)
Introducing the Moving Pizza Program
346(2)
Setting a Sprite's Velocity Values
348(1)
Dealing with Screen Boundaries
348(3)
The Bouncing Pizza Program
348(1)
Setting Up the Program
349(1)
Deriving a New Class from Sprite
349(1)
Overriding the update() Method
350(1)
Wrapping Up the Program
350(1)
Handling Mouse Input
351(3)
Introducing the Moving Pan Program
351(1)
Setting Up the Program
351(1)
Reading Mouse X- and Y-Coordinates
352(1)
Setting Mouse Pointer Visibility
353(1)
Grabbing Input to the Graphics Window
353(1)
Wrapping Up the Program
354(1)
Detecting Collisions
354(4)
Introducing the Slippery Pizza Program
354(2)
Setting Up the Program
356(1)
Detecting Collisions
356(1)
Handling Collisions
356(1)
Wrapping Up the Program
357(1)
Back to the Pizza Panic Game
358(7)
Setting Up the Program
358(1)
The Pan Class
358(2)
The Pizza Class
360(2)
The Chef Class
362(2)
The main() Function
364(1)
Summary
365(2)
Sound, Animation, and Program Development: The Astrocrash Game
367(48)
Introducing the Astrocrash Game
368(1)
Reading the Keyboard
369(3)
Introducing the Read Key Program
369(1)
Setting Up the Program
370(1)
Testing for Keystrokes
370(2)
Wrapping Up the Program
372(1)
Rotating a Sprite
372(3)
Introducing the Rotate Sprite Program
372(2)
Using a Sprite's angle Property
374(1)
Creating an Animation
375(3)
Introducing the Explosion Program
375(1)
Examining the Explosion Images
375(1)
Setting Up the Program
376(1)
Creating a List of Image Files
376(1)
Creating an Animation Object
377(1)
Working with Sound and Music
378(5)
Introducing the Sound and Music Program
378(1)
Working with Sounds
378(3)
Working with Music
381(1)
Wrapping Up the Program
382(1)
Planning the Astrocrash Game
383(1)
Game Features
383(1)
Game Classes
384(1)
Game Assets
384(1)
Creating Asteroids
384(4)
The Astrocrash01 Program
384(1)
Setting Up the Program
385(1)
The Asteroid Class
385(2)
The main() Function
387(1)
Rotating the Ship
388(1)
The Astrocrash02 Program
388(1)
The Ship Class
388(1)
Instantiating a Ship Object
389(1)
Moving the Ship
389(3)
The Astrocrash03 Program
389(1)
Importing the math Module
390(1)
Adding Ship Class Variable and Constant
390(1)
Modifying Ship's update() Method
391(1)
Firing Missiles
392(4)
The Astrocrash04 Program
392(1)
Modifying Ship's update() Method
392(1)
The Missile Class
393(3)
Controlling the Missile Fire Rate
396(1)
The Astrocrash05 Program
396(1)
Adding a Ship Class Constant
396(1)
Creating Ship's Constructor Method
397(1)
Modifying Ship's update() Method
397(1)
Handling Collisions
397(3)
The Astrocrash06 Program
398(1)
Modifying Missile's update() Method
399(1)
Adding Missile's die() Method
399(1)
Modifying Ship's update() Method
399(1)
Adding Ship's die() Method
399(1)
Adding an Asteroid Class Constant
400(1)
Adding Asteroid's die() Method
400(1)
Adding Explosions
400(5)
The Astrocrash07 Program
400(1)
The Wrapper Class
401(1)
The Collider Class
402(1)
Modifying the Asteroid Class
403(1)
Modifying the Ship Class
403(1)
Modifying the Missile Class
404(1)
The Explosion Class
404(1)
Adding Levels, Scorekeeping, and Theme Music
405(9)
The Astrocrash08 Program
405(1)
Importing the color Module
406(1)
The Game Class
406(5)
Adding an Asteroid Class Variable and Constant
411(1)
Modifying Asteroid's Constructor Method
411(1)
Modifying Asteroid's die() Method
412(1)
Adding a Ship Class Constant
412(1)
Modifying Ship's Constructor Method
413(1)
Modifying Ship's update() Method
413(1)
Adding Ship's die() Method
413(1)
The main() Function
414(1)
Summary
414(1)
APPENDIX A livewires Reference
415(14)
The livewires Package
416(1)
games Classes
416(8)
The Screen Class
416(2)
The Sprite Class
418(2)
The Text Class
420(1)
The Message Class
421(1)
The Animation Class
421(1)
The Mouse Class
422(1)
The Keyboard Class
423(1)
The Music class
423(1)
games Functions
424(1)
games Constants
425(2)
color Module Constants
427(2)
Index 429

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