Invent Your Own Computer Games with Python
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1 Dragon Realm Invent Your Own Computer Games with Python Heejin Park College of Information and Communications Hanyang University
2 Introduction Dragon Realm Sample Run Source Code Code Explanation def statements The Colon : Step by Step, One More Time Designing the Program Things Covered In This Chapter 2
3 Dragon Realm Sample Run 3
4 Dragon Realm Source Code (1/2) 4
5 Dragon Realm Source Code (2/2) 5
6 Code Explanation Two import statements. Import random module. Time-related functions that the time module includes. 6
7 Code Explanation Defining the displayintro() Function def statement made up of the def keyword, followed by a function name with parentheses, and then a colon (the : sign). There is a block after the statement called the def-block. 7
8 Code Explanation def statement parts of a def statement 8
9 Code Explanation def statement creating, or defining, a new function. When we call this function the code inside the def-block will be executed. also say we define variables. def statement doesn't execute the code right now it only defines what code is executed when we call the displayintro() function later in the program. 9
10 Code Explanation Defining the choosecave() Function defining another function called choosecave. Inside the choosecave() function create a new variable called cave and store a blank string in it. then we will start a while loop.» contains a new operator 10
11 Code Explanation Boolean Operators Compare two Boolean values Evaluate to a single Boolean value. Boolean expressions are always either True or False. The and Boolean operator combines two Boolean values to produce a new Boolean value. 11
12 Code Explanation Boolean Operators how the and operator works. If the Boolean values on both sides of the and keyword are True then the expression with the and operator evaluates to True. This sentence is True. Cats have whiskers and dogs have tails. This sentence is False. Cats have whiskers and dogs have wings 12
13 Code Explanation Evaluating an Expression Two expressions connected by the and Boolean operator. We first evaluate these expressions to get their Boolean. Then we evaluate the Boolean values with the and operator. 13
14 Code Explanation Evaluating an Expression The s of how the interpreter evaluates the condition. 14
15 Code Explanation Experimenting with the and and or Operators and operator or operator 15
16 Code Explanation Experimenting with the not Operators use both the and and not operators in a single expression 16
17 Code Explanation Truth Tables The and operator's truth table. A and B is Entire statement True and True is True True and False is False False and True is False False and False is False 17
18 Code Explanation Truth Tables The or operator's truth table. A or B is Entire statement True or True is True True or False is True False or True is True False or False is False 18
19 Code Explanation Truth Tables The not operator's truth table. not A Entire statement not True Flase not False True 19
20 Code Explanation Getting the Player's Input If this condition evaluates to True enter the while-block again. But if the player typed in 1 or 2 This causes the condition to evaluate to False. the program execution will continue on past the while loop. 20
21 Code Explanation Return Values return keyword It returns the string that is stored in cave. Only found inside def-blocks. Once the return statement is executed» we immediately jump out of the def-block. 21
22 Code Explanation Variable Scope Variables created inside the function forgotten after the execution leaves the function. The scope of the variable is inside in the function's block. The scope of variables created outside of functions outside of all functions in the program. 22
23 Code Explanation Variable cave is defined It is important to know when a variable is defined. because that is how we know the variable's scope. when the execution left the choosecave()function the cave variable was forgotten and destroyed. that is, left choosecave()'s local scope. 23
24 Code Explanation Defining the checkcave() Function put the text chosencave in between the parentheses. Parameters The variable names in between the parentheses. for some functions, we would pass an argument in between the parentheses. 24
25 Code Explanation Quiz Imagine we had a short program that looked like this. 25
26 Code Explanation Quiz Imagine we had a short program that looked like this. 26
27 Code Explanation Local Variables and Global Variables with the Same Name Now look at this program, which is a bit different. 27
28 Code Explanation Where to Put Function Definitions A function's definition has to come before you call the function. 28
29 Code Explanation Where to Put Function Definitions To fix this, put the function definition before the function call. 29
30 Code Explanation Displaying the Game Results The time.sleep() function Imported the time module. The time module has a function called sleep()» will pause the program for a few seconds.» to pause for exactly 2 seconds. 30
31 Code Explanation Displaying the Game Results Print some more text and wait again for another 2 seconds. These short pauses add suspense to the game. 31
32 Code Explanation Deciding Which Cave has the Friendly Dragon randomly chose which cave had the friendly dragon in it. the random.randint() function will return either the integer 1 or 2. store this value in a variable called friendlycave. 32
33 Code Explanation Deciding Which Cave has the Friendly Dragon check if the integer 1 or 2 is equal to the cave randomly selected. can't compare strings and integers with the == sign. '1' does not equal 1. So we are passing friendlycave to the str()function. we could have also had this line instead 33
34 Code Explanation Deciding Which Cave has the Friendly Dragon else keyword always comes after the if-block. If this condition is true then execute the if-block or else execute the elseblock." Remember to put the colon (the : sign) after the else keyword. 34
35 Code Explanation The Colon : always place a colon at the end of if, else, while, and def statements. This line is where our program really begins. Here is the beginng of a while loop. 35
36 Code Explanation Calling the Functions Jumps to the first line in the displayintro() function. The return value is stored in a new variable named cavenumber. This line calls our checkcave()function with the argument of cavenumber's value. 36
37 Code Explanation Asking the Player to Play Again The variable playagain stores the string that the user typed in. then we reach the end of the while-block so the program rechecks the while statement's condition (playagain == 'yes' or playagain == 'y') 37
38 38
39 39
40 40
41 41
42 42
43 43
44 playagain == 'yes' 44
45 playagain == 'yes' 45
46 playagain == 'yes' 46
47 playagain == 'yes' 47
48 playagain == 'yes' 48
49 playagain == 'yes' 49
50 playagain == 'yes' 50
51 playagain == 'yes' 51
52 playagain == 'yes' 52
53 playagain == 'yes' 53
54 playagain == 'yes' Lobal Scope cave == '' 54
55 playagain == 'yes' Lobal Scope cave == '' 55
56 playagain == 'yes' Lobal Scope cave == '' 56
57 playagain == 'yes' Lobal Scope cave == '3' 57
58 playagain == 'yes' Lobal Scope cave == '3' 58
59 playagain == 'yes' Lobal Scope cave == '3' 59
60 playagain == 'yes' Lobal Scope cave == '2' 60
61 playagain == 'yes' Lobal Scope cave == '2' 61
62 playagain == 'yes' cavenumber == '2' 62
63 playagain == 'yes' cavenumber == '2' 63
64 playagain == 'yes' cavenumber == '2' Lobal Scope chosencave == '2' 64
65 playagain == 'yes' cavenumber == '2' Lobal Scope chosencave == '2' 65
66 playagain == 'yes' cavenumber == '2' Lobal Scope chosencave == '2' 66
67 playagain == 'yes' cavenumber == '2' Lobal Scope chosencave == '2' 67
68 playagain == 'yes' cavenumber == '2' Lobal Scope chosencave == '2' 68
69 playagain == 'yes' cavenumber == '2' Lobal Scope chosencave == '2' 69
70 playagain == 'yes' cavenumber == '2' Lobal Scope chosencave == '2' 70
71 playagain == 'yes' cavenumber == '2' Lobal Scope chosencave == '2' 71
72 playagain == 'yes' cavenumber == '2' Lobal Scope chosencave == '2' friendlycave == 2 72
73 playagain == 'yes' cavenumber == '2' Lobal Scope chosencave == '2' friendlycave == 2 73
74 playagain == 'yes' cavenumber == '2' 74
75 playagain == 'y' cavenumber == '2' 75
76 playagain == 'y' cavenumber == '2' 76
77 playagain == 'y' cavenumber == '2' 77
78 playagain == 'y' cavenumber == '2' 78
79 playagain == 'y' cavenumber == '2' 79
80 playagain == 'y' cavenumber == '2' 80
81 playagain == 'y' cavenumber == '2' 81
82 playagain == 'y' cavenumber == '2' 82
83 playagain == 'y' cavenumber == '2' 83
84 playagain == 'y' cavenumber == '2' 84
85 playagain == 'y' cavenumber == '2' 85
86 playagain == 'y' cavenumber == '2' 86
87 playagain == 'y' cavenumber == '2' Lobal Scope cave == '' 87
88 playagain == 'y' cavenumber == '2' Lobal Scope cave == '' 88
89 playagain == 'y' cavenumber == '2' Lobal Scope cave == '' 89
90 playagain == 'y' cavenumber == '2' Lobal Scope cave == '1' 90
91 playagain == 'y' cavenumber == '2' Lobal Scope cave == '1' 91
92 playagain == 'y' cavenumber == '1' 92
93 playagain == 'y' cavenumber == '1' 93
94 playagain == 'y' cavenumber == '1' Lobal Scope chosencave == '1' 94
95 playagain == 'y' cavenumber == '1' Lobal Scope chosencave == '1' 95
96 playagain == 'y' cavenumber == '1' Lobal Scope chosencave == '1' 96
97 playagain == 'y' cavenumber == '1' Lobal Scope chosencave == '1' 97
98 playagain == 'y' cavenumber == '1' Lobal Scope chosencave == '1' 98
99 playagain == 'y' cavenumber == '1' Lobal Scope chosencave == '1' 99
100 playagain == 'y' cavenumber == '1' Lobal Scope chosencave == '1' 100
101 playagain == 'y' cavenumber == '1' Lobal Scope chosencave == '1' 101
102 playagain == 'y' cavenumber == '1' Lobal Scope chosencave == '1' friendlycave == 2 102
103 playagain == 'y' cavenumber == '1' Lobal Scope chosencave == '1' friendlycave == 2 103
104 playagain == 'y' cavenumber == '1' 104
105 playagain == 'n' cavenumber == '1' 105
106 playagain == 'n' cavenumber == '1' 106
107 playagain == 'n' cavenumber == '1' 107
108 Designing the Program Flow chart shows every possible action. Start Show introduction Player chooses a cave Check for friendly or hungry dragon Player wins Player loses Ask to play again End 108
109 Things Covered In This Chapter The time module. The time.sleep()function. The return keyword. Creating our own functions with the def keyword. The and and or and not boolean operators. Truth tables Variable scope (Global and Local) Parameters and Arguments Flow charts 109
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