Python and Pygame Game Development Guide cover

Python and Pygame Game Development Guide

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Chapters
11
ISBN
9787115407351

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Summary

Making Games with Python & Pygame, written by Al Sweigart, a promoter of self-taught programming, translated into Chinese by Li Qiang and published by Posts & Telecom Press. It is aimed at readers who already know basic Python syntax, turning that knowledge into runnable, playable 2D graphics games. The book first devotes two chapters to environment and core concepts: step-by-step instructions for installing Python and Pygame on Windows, macOS, and Ubuntu/Linux; and an introduction to the structure of a Pygame program, including the game loop and game state, pygame.event.Event objects and QUIT event handling, the pixel coordinate system, Surface objects and windows, colors and transparency, Rect objects, basic drawing functions, animation and frame-rate control, loading images and drawing with blit, fonts and anti-aliasing, and sound playback. These form the technical foundation shared by all the games that follow. The main body organizes chapters around complete game examples: Memory Puzzle (memory matching), a Slide Puzzle–style sliding puzzle, Simulate (a Simon-style memory game), Wormy (a Snake-style game), Tetromino (a Tetris-style game), Squirrel Eat Squirrel, and Star Pusher (a Sokoban-style game), presenting full runnable source code for each and explaining segment by segment practical techniques such as variable naming, replacing "magic numbers" with constants, assertion checks, choosing between tuples and lists, collision detection, data persistence, and representing level maps. The original ends with four shorter bonus games and a glossary. The book's pace is hands-on: each chapter explains how the game plays, shows the source code, then dissects the logic line by line. This approach teaches readers not only to call Pygame APIs but also to understand how a real project is split into initialization, input handling, state updates, and rendering. Note that this is not an introductory Python book and does not cover 3D, physics engines, or networked multiplayer; the examples are based on Python 2/early Python 3 and older Pygame versions of the time, so readers running them in newer Python 3 environments may need to adjust some code according to current Pygame documentation.

Editor's review

市面上讲 Python 游戏开发的书不少,但多数要么停留在“画个圆、动个方块”的演示层面,要么直接跳到通用引擎,中间缺少一段真正把 2D 游戏“完整做出来”的训练。这本书的价值正在于这段衔接:它不满足于让读者复制几行示例,而是把一款游戏从初始化、事件处理、状态更新到画面渲染的全流程摊开来讲,一个项目一个项目地走完。 作者的写法有鲜明特点:先给出可直接运行的完整源代码,再回头逐段解释每一处为什么这么写。读者在“跑起来”的正反馈里学语法与设计,遇到问题时也更容易定位。书中反复强调用常量替代“幻数”、用 assert 提早暴露错误、根据需求在元组与列表之间取舍,这些细节正是从写作业式代码迈向可维护项目所需的习惯。 适合作为第一本“项目书”而非第一本“语言书”。它假定你已能写函数、用循环与条件、处理文件路径。若你正卡在“学过语法但写不出东西”的阶段,这本书是合适的台阶;同时也要有心理准备:示例代码年代较早,在新版 Python/Pygame 下运行需要动手调试,而这本身就是一次有价值的练习。

Who it's for

A good fit for

  • 已掌握 Python 基本语法、想做出第一个图形游戏的初学者
  • 对 2D 小游戏有兴趣、希望读懂完整项目代码的自学者
  • 需要以游戏为载体组织编程实践课的中小学与培训机构教师
  • 想了解游戏循环、事件处理、Surface 绘制等基础机制的非游戏从业程序员

Not a good fit for

  • 完全没有编程基础、尚未写过函数与循环的读者
  • 希望学习 3D 图形、物理引擎或联网对战等进阶技术的开发者
  • 只想要现成游戏框架与工具链、不愿读长段源码的人
  • 必须使用最新 Python 与 Pygame 版本、要求代码开箱即用者

Reading tips

  1. 先按第1章在自己系统上装好 Python 与 Pygame,并用官方示例程序确认环境可用,再开始读正文。
  2. 不要只看代码,务必亲手敲一遍,并故意改坏某几行观察报错,理解 assert 与异常信息的含义。
  3. 每章先不看讲解,尝试根据玩法自行设计思路,再对照书中实现,比较两种方案的差异。
  4. 遇到新版 Python/Pygame 的兼容报错时,对照当前官方文档逐条修改,把调试过程记成笔记。

About the publisher

Posts & Telecom Press China · Founded in 1953

Posts & Telecom Press is known for its strengths in science and technology, computing, and information and communications titles, and has extended its publishing into photography, art, software learning, and inspirational growth, giving it a fairly diverse range. Its catalog includes computing and communications works such as Refactoring and Patterns (Revised Edition) and Huawei Switch Learning Guide (Second Edition), alongside bilingual collector's editions such as The Little Prince (Chinese-English-French illustrated collector's edition), The Great Gatsby, and Three Days to See. Beijing Ten Years: 1980-1990 and Ghost Blade: WLOP Personal Illustration Collection reflect its presence in photography and art. Its authors include Antoine de Saint-Exupéry, Helen Keller, Joshua Kerievsky, Wang Da, Zhang Zhaozeng, and WLOP.

Contents

  1. Chapter 1 Installing Python and Pygame
  2. Chapter 2 Pygame Basics
  3. Chapter 3 The Memory Puzzle Game
  4. Chapter 4 Slide Puzzle
  5. Chapter 5 Simulate
  6. Chapter 6 Wormy
  7. Chapter 7 Tetromino
  8. Chapter 8 Squirrel Eat Squirrel
  9. Chapter 9 Star Pusher
  10. Chapter 10 Four Other Games
  11. Glossary

FAQ

这本书适合零基础学 Python 的人吗?
不太适合。书中明确面向已有 Python 基础的读者,默认你会写函数、用循环与条件判断、处理文件路径。零基础读者建议先通过《Python编程快速上手》等入门书打好语法基础,再回来做项目。
书中示例游戏有哪些?
据中文版目录与内容介绍,主体章节围绕记忆配对、滑动拼图、西蒙记忆按键、贪吃蛇式、俄罗斯方块式、松鼠吃松鼠、推箱子式等游戏展开,第10章另介绍四款较短小的游戏,全书共10章另附术语表。
这本书和作者另一本《Python编程快速上手》有什么区别?
《Python编程快速上手》面向编程入门,侧重语法与办公自动化类小工具;本书是它的延续,属于中级项目书,重点是把 Python 与 Pygame 用于开发图形化 2D 游戏,讲的是完整项目的组织与实现。
书中的代码现在还能直接运行吗?
中文版据2012年英文原著译出,示例基于写作时期的 Python 版本与较早的 Pygame。在较新的 Python 3 与新版 Pygame 下,可能有语法或接口差异导致报错,需参照官方文档调整,整体思路仍然适用。
学完能做出什么水平的游戏?
能独立完成有窗口、有输入响应、有动画与音效、有关卡数据和计分逻辑的 2D 小游戏,并理解游戏循环与状态管理的基本结构。它不涉及 3D、物理引擎与网络对战。

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