教孩子学编程(Python语言版)

978-7-115-41634-6
作者: 【美】Bryson Payne
译者: 李军
编辑: 陈冀康

图书目录:

目 录

第 1 章 Python 基础:认识环境.......................................... 1

1.1 认识Python ....................................................................................... 3

1.2 用Python 编写程序 .......................................................................... 5

1.3 运行Python 程序 .............................................................................. 5

1.4 本章小结 ........................................................................................... 6

1.5 编程挑战 ........................................................................................... 7

第 2 章 海龟作图:用Python 绘图..................................... 9

2.1 第 一个海龟程序 ............................................................................. 10

2.1.1 程序是如何工作的 ...................................................................10

2.1.2 发生了什么 ...............................................................................12

2.2 旋转的海龟 ..................................................................................... 13

2.3 海龟画圆 ......................................................................................... 14

2.4 添加颜色 ......................................................................................... 15

2.4.1 一个四色螺旋线 .......................................................................16

2.4.2 修改背景颜色 ...........................................................................19

2.5 一个变量搞定一切 ......................................................................... 20

2.6 本章小结 ......................................................................................... 22

2.7 编程挑战 ......................................................................................... 22

第3 章 数字和变量:用Python 做数学运算........................ 24

3.1 变量:保存内容的地方 ................................................................. 25

3.2 Python 中的数字和数学运算 ......................................................... 26

3.2.1 Python 数字 ...............................................................................27

3.2.2 Python 操作符 ...........................................................................28

3.2.3 在Python shell 中进行数学运算 .............................................28

3.2.4 语法错误:你说什么? ...........................................................29

3.2.5 Python shell 中的变量 ..............................................................30

3.2.6 用操作符编程:披萨计算器 ...................................................31

3.3 字符串:Python 中真正的字符 ..................................................... 33

3.4 用字符串改进彩色螺旋线 ............................................................. 35

3.5 列表:将所有内容放到一起 ......................................................... 36

3.6 Python 做作业 ................................................................................. 38

3.7 本章小结 ......................................................................................... 40

3.8 编程挑战 ......................................................................................... 41

第4 章 循环很有趣(你可以再说一遍)............................. 42

4.1 构建自己的循环 ............................................................................. 43

4.1.1 使用for 循环生成4 个圆组成的玫瑰花瓣 ............................44

4.1.2 修改循环让玫瑰花瓣带有6 个圆 ...........................................46

4.2 把玫瑰花瓣程序改进为允许用户输入 ......................................... 48

4.3 游戏循环和while 循环 .................................................................. 50

4.4 家庭成员螺旋线 ............................................................................. 52

4.5 整合:病毒式的螺旋线 ................................................................. 55

4.6 本章小结 ......................................................................................... 59

4.7 编程挑战 ......................................................................................... 60

第5 章 条件(如果是这样该怎么办?)................................62

5.1 if 语句 .............................................................................................. 63

5.2 认识布尔值 ..................................................................................... 65

5.2.1 比较操作符 ...............................................................................66

5.2.2 你还不够大! ...........................................................................68

5.3 else 语句 .......................................................................................... 69

5.3.1 多边形或玫瑰花瓣 ...................................................................70

5.3.2 偶数还是奇数 ...........................................................................71

5.4 elif 语句 ........................................................................................... 74

5.5 复杂条件:if、and、or 和not ....................................................... 75

5.6 秘密消息 ......................................................................................... 77

5.6.1 打乱字符串 ...............................................................................78

5.6.2 字符的值 ...................................................................................79

5.6.3 加密/ 解密程序 ........................................................................80

5.7 本章小结 ......................................................................................... 82

5.8 编程挑战 ......................................................................................... 83

第6 章 随机的乐趣和游戏(继续前进,抓住机会!)............. 85

6.1 猜数字游戏 ..................................................................................... 86

6.2 彩色的随机螺旋线 ......................................................................... 88

6.2.1 选取颜色,任意的颜色 ...........................................................89

6.2.2 获取坐标 ...................................................................................90

6.2.3 画布有多大 ...............................................................................92

6.2.4 整合 ...........................................................................................93

6.3 Rock-Paper-Scissors ........................................................................ 95

6.4 选一张牌,任意一张牌 ................................................................. 97

6.4.1 堆牌 ...........................................................................................97

6.4.2 发牌 ...........................................................................................98

6.4.3 计算牌面 ...................................................................................99

6.4.4 继续前进 .................................................................................101

6.4.5 整合 .........................................................................................102

6.5 掷骰子 ........................................................................................... 103

6.5.1 设置游戏 .................................................................................104

6.5.2 对骰子排序 .............................................................................104

6.5.3 测试骰子 .................................................................................105

6.5.4 整合 .........................................................................................106

6.6 万花筒 ........................................................................................... 109

6.7 本章小结 ........................................................................................112

6.8 编程挑战 ........................................................................................114

第7 章 函数(那些东西有了一个名字)............................ 116

7.1 用函数整合内容 ............................................................................117

7.1.1 定义random_spiral() ..............................................................118

7.1.2 调用random_spiral() ..............................................................119

7.2 参数:传给函数 ........................................................................... 120

7.2.1 在随机位置微笑 .....................................................................121

7.2.2 整合 .........................................................................................125

7.3 返回:发回统计结果 ................................................................... 127

7.3.1 从函数返回一个值 .................................................................127

7.3.2 在程序中使用返回值 .............................................................128

7.4 交互简介 ....................................................................................... 130

7.4.1 处理事件:TurtleDraw ...........................................................130

7.4.2 监听键盘事件: ArrowDraw ...................................................133

7.4.3 用参数处理事件:ClickSpiral ...............................................135

7.4.4 更进一步:ClickandSmile .....................................................137

7.5 ClickKaleidoscope ......................................................................... 139

7.5.1 draw_kaleido() 函数 ................................................................139

7.5.2 draw_spiral() 函数 ...................................................................140

7.5.3 整合 .........................................................................................140

7.6 本章小结 ....................................................................................... 142

7.7 编程挑战 ....................................................................................... 143

第8 章 定时器和动画.................................................... 144

8.1 获取Pygame 的所有GUI ............................................................ 145

8.1.1 用Pygame 画一个点 ..............................................................146

8.1.2 Pygame 中的新内容 ...............................................................148

8.1.3 游戏的部分 .............................................................................149

8.2 时间刚刚好:移动和弹跳 ........................................................... 152

8.2.1 移动笑脸 .................................................................................153

8.2.2 用Clock 类实现笑脸动画 ......................................................155

8.2.3 将笑脸从墙上弹开 .................................................................157

8.2.4 在四面墙上弹回笑脸 .............................................................162

8.3 本章小结 ....................................................................................... 166

8.4 编程挑战 ....................................................................................... 167

第9 章 用户交互:进入游戏........................................... 170

9.1 增加交互:点击和拖动 ............................................................... 171

9.1.1 点击点 .....................................................................................171

9.1.2 拖动绘制 .................................................................................173

9.2 高 级交互:笑脸爆炸 ................................................................... 177

9.2.1 笑脸精灵 .................................................................................178

9.2.2 设置精灵 .................................................................................180

9.2.3 更新精灵 .................................................................................182

9.2.4 较大的和较小的笑脸 .............................................................182

9.2.5 整合 .........................................................................................183

9.3 SmileyPop 1.0 版 ........................................................................... 185

9.3.1 检测碰撞和删除精灵 .............................................................185

9.3.2 整合 .........................................................................................186

9.4 本章小结 ....................................................................................... 188

9.5 编程挑战 ....................................................................................... 189

第 10 章 游戏编程......................................................... 191

10.1 构建游戏框架:Smiley Pong 1.0 版 .......................................... 192

10.1.1 绘制游戏板和游戏部件 .......................................................193

10.1.2 记录分数 ...............................................................................194

10.1.3 显示得分 ...............................................................................199

10.1.4 整合 .......................................................................................201

10.2 增加难度并结束游戏:Smiley Pong 2.0 版 .............................. 202

10.2.1 游戏结束 ...............................................................................203

10.2.2 再玩一次 ...............................................................................203

10.2.3 更快 .......................................................................................204

10.2.4 整合 .......................................................................................206

10.3 添加更多的功能:SmileyPop 2.0 版 ......................................... 208

10.3.1 使用Pygame 添加声音 ........................................................208

10.3.2 跟踪和记录玩家进度 ...........................................................210

10.3.3 整合 .......................................................................................213

10.4 本章小结 ..................................................................................... 215

10.5 编程挑战 ..................................................................................... 216

附录A Windows、Mac 和Linux 下的Python 安装........ 218

A.1 Windows 下安装Python .............................................................. 219

A.1.1 下载安装程序 ........................................................................219

A.1.2 运行安装程序 ........................................................................220

A.1.3 尝试Python ............................................................................223

A.2 Mac 下的Python .......................................................................... 225

A.2.1 下载安装程序 ........................................................................225

A.2.2 运行安装程序 ........................................................................226

A.2.3 尝试Python ............................................................................229

A.3 Linux 下的Python 安装 .............................................................. 230

附录B Windows、Mac 和Linux 下的Pygame 安装......233

B.1 在Windows 下安装Pygame........................................................ 234

B.2 Mac 下的Pygame ......................................................................... 238

B.2.1 Python 2.7 和Pygame 1.9.2 ...................................................238

B.3 Linux 下的Pygame ...................................................................... 240

B.3.1 Pygame for Python 2 ...............................................................241

附录C 构建自己的模块..................................................242

C.1 构建colorspiral 模块 ................................................................... 243

C.1.1 使用colorspiral 模块 .............................................................244

C.1.2 重用colorspiral 模块 .............................................................245

C.2 附加资料 ....................................................................................... 246

术语表..........................................................................247

详情

本书旨在为家长和老师提供一个叫孩子学会编程和用Python语言解决问题的的指南,书中还包括一些非常典型且实用的案例,来促进学习效果。通过一步步的指导,让学生了解计算机思维,并能够掌握变量、循环、函数等基础概念,以此来提升孩子的动脑动手能力。无论是有一定编程经验的人,还是零基础的读者,你都将成为孩子在计算机编程方面最棒的第一任老师。

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