Book Image

Raspberry Pi for Python Programmers Cookbook - Second Edition

Book Image

Raspberry Pi for Python Programmers Cookbook - Second Edition

Overview of this book

Raspberry Pi cookbook for Python Programmers is a practical guide for getting the most out of this little computer. This book begins by guiding you through setting up the Raspberry Pi, performing tasks using Python 3 and introduces the first steps to interface with electronics. As you work through each chapter you will build up your skills and knowledge and apply them as you progress throughout the book, delving further and further into the unique abilities and features of the Raspberry Pi. Later, you will learn how to automate tasks by accessing files, build applications using the popular Tkinter library and create games by controlling graphics on screen. You will harness the power of the built-in graphics processor by using Pi3D to generate your own high quality 3D graphics and environments. Connect directly to the Raspberry Pi’s hardware pins to control electronics from switching on LEDs and responding to push buttons right through to driving motors and servos. Learn how to monitor sensors to gather real life data and to use it to control other devices, and view the results over the Internet. Apply what you have learnt by creating your own Pi-Rover or Pi-Hexipod robots. Finally, we will explore using many of the purpose built add-ons available for the Raspberry Pi, as well as interfacing with common household devices in new ways.
Table of Contents (18 chapters)
Raspberry Pi for Python Programmers Cookbook - Second Edition
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Hardware and Software List
Index

Introduction


Games are often a great way to explore and extend your programming skills as they present an inherent motivating force to modify and improve your creation, add new features, and create new challenges. They are also great for sharing your ideas with others, even if they aren't interested in programming.

This chapter focuses on using the Tkinter Canvas widget to create and display objects on screen for the user to interact with. Using these techniques, a wide variety of games and applications can be created that are limited only by your own creativity.

We also take a quick look at using the debugger built into IDLE, a valuable tool for testing and developing your programs without the need to write extensive test code.

The first example demonstrates how we can monitor and make use of the mouse to create objects and draw directly on the Canvas widget. Next, we create a bat and ball game, which shows how the positions of objects can be controlled and how interactions between them can...