Book Image

Python Projects for Kids

By : Jessica Ingrassellino
Book Image

Python Projects for Kids

By: Jessica Ingrassellino

Overview of this book

Kids are always the most fast-paced and enthusiastic learners, and are naturally willing to build stuff that looks like magic at the end (when it works!). Programming can be one such magic. Being able to write a program that works helps them feel they've really achieved something. Kids today are very tech-savvy and cannot wait to enter the fast-paced digital world. Because Python is one of the most popular languages and has a syntax that is quite simple to understand, even kids are eager to use it as a stepping stone to learning programming languages. This book will cover projects that are simple and fun, and teach kids how to write Python code that works. The book will teach the basics of Python programming, installation, and so on and then will move on to projects. A total of three projects, with each and every step explained carefully, without any assumption of previous experience.
Table of Contents (18 chapters)
Python Projects for Kids
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Introduction to game programming principles


There are many principles of game programming that apply to our project in this chapter. First, remember that the movement of objects in space is an illusion that we create. Unlike reality, objects that we create will appear to move because we will regularly draw and then redraw the objects in different places.

Another principle that we have discussed is a game loop. The game loop is important as it controls all of the things that need to happen in the game, including the moving and redrawing of objects. The timing of the game loop is important as this will tell the computer how many times to run the game loop. Each time a game loop runs is also known as a frame, and the speed at which the game loop runs is known as the frame rate.

Finally, considering how the player interacts with the game is an important part of the game design. This means that we will consider how the player uses keys and has their score stored in the program's memory and displayed...