| 作者 |
| (美)Craig Richardson(克雷格·理查森) |
| 丛书名 |
| 出版社 |
| 电子工业出版社 |
| ISBN |
| 9787121383632 |
| 简要 |
| 简介 |
| 内容简介书籍计算机书籍 Minecraft(官方中文名为“我的世界”)是世界范围内深受玩家喜爱的一款沙盒式建造游戏。在Minecraft中,我们可以自由搭建,把理想变为现实。Python是一种功能强大且非常适合初学者学习的语言。本书将Minecraft与Python程序结合起来,使用Python更好地控制Minecraft中的项目,比如一秒钟就搭起一栋房子来。编程是有趣并充满想象力的一件事,在Minecraft中也一样。本书可以帮你在Minecraft中制作出各种各样有趣的内容,这是你成为一个伟大的程序员或Minecraft大师必须迈出的一步。本书包含12章,分别为“设置你的电脑”“使用变量传送”“利用数学快速搭建和长途旅行”“利用字符串聊天”“通过布尔运算判断真假”“用if语句做小游戏”“用while循环制作舞会和花卉游行”“函数赐予你超能力”“用表和字典击打东西”“Minecraft的for循环魔法”“从文件及模块中保存和读取建筑”“用面向对象编程将程序变优雅”。本书适合喜爱Minecraft、愿意学习编程的人学习和阅读。 |
| 目录 |
| 第1章 设置你的电脑 ·······················1 准备好你的Windows PC ························.2 安装Minecraft ·····································.2 安装Python ··········································.3 安装Java ··············································.4 安装Minecraft Python API和Spigot ···.6 运行插件并创建游戏 ·························.7 重新开始一个新的世界 ·····················.9 离线游戏 ···········································.10 改为生存模式 ···································.11 准备好你的Mac ····································.12 安装Minecraft ···································.13 安装Python ········································.15 安装Java ············································.15 安装Minecraft Python API和Spigot····.16 运行Spigot并创建游戏 ·····················.18 重新开始一个新的世界 ···················.19 离线游戏 ···········································.20 改为生存模式 ···································.20 设置你的Raspberry Pi ··························.21 认识IDLE ··············································.22 认识Python Shell ······························.23 和IDLE的文本编辑器问好 ··············.23 什么时候使用Python,什么时候 使用文本编辑器 ···························.25 本书中使用的提示符 ·······················.26 测试你的Minecraft Python是否能运行 ··.26 第2章 使用变量传送 ·····················28 什么是程序 ···········································.28 使用变量存储数据 ·······························.29 程序语言的结构 ·······························.30 变量的语法规则 ·······························.31 如何改变变量的值 ···························.32 整数 ···················································.32 任务#1 传送你的角色 ···················.33 浮点数 ···············································.38 任务#2 去你想去的地方 ···············.39 使用时间模块降低传送速度 ···············.40 任务#3 传送之旅 ···························.41 排除bug ·················································.43 任务#4 修正一个充满bug的 传送程序 ·······································.44 你学到了什么 ·······································.46 第3章 利用数学快速搭建和长途 旅行 ···························································47 表达式和语句 ·······································.47 运算符号 ···············································.48 加法 ························································.48 任务#5 堆砖块 ··································.49 任务#6 超级跳 ··································.51 减法 ························································.52 任务#7 改变你脚下的砖块 ·············.52 在参数中使用数学符号 ······················.53 任务#8 快速搭建 ······························.55 乘法 ························································.58 除法 ························································.58 任务#9 壮观的尖塔 ··························.58 指数 ·······················································.60 括号和运算顺序 ···································.61 方便的数学技巧 ···································.61 缩略符 ···············································.61 用随机数字玩游戏 ···························.62 任务#10 跳到一个新的地方 ·········.63 你学到了什么 ·······································.64 第4章 利用字符串聊天 ················65 什么是字符串 ·······································.66 print()函数 ·············································.66 任务#11 你好,Minecraft世界 ·····.67 input()函数 ············································.68 任务#12 写你自己的聊天信息 ·····.69 连接字符串 ···········································.71 将数字转换为字符串 ·······················.71 连接整数与浮点数 ···························.72 任务#13 在聊天中加入用户名 ·····.73 使用int()将字符串转变为整数 ············.74 任务#14 使用input命令建立砖块 ··.74 从异常中恢复 ·······································.76 任务#15 数字通行 ·························.77 任务#16 神奇的记录仪 ·················.79 你学到了什么 ·······································.81 第5章 通过布尔运算判断真假 ···82 布尔运算基础 ·······································.83 任务#17 停止打碎砖块 ·················.83 关联布尔运算 ·······································.84 比较符号 ···············································.85 等于 ···················································.85 任务#18 我在游泳吗 ·····················.86 不等于 ···············································.87 任务#19 我没有站在空气中吗 ·····.88 大于和小于 ·······································.89 大于或等于和小于或等于 ···············.90 任务#20 我在地面上吗 ·················.91 任务#21 我在家附近吗 ·················.92 逻辑算符 ···············································.93 and ·····················································.94 任务#22 我是否完全在水下 ·········.95 or ························································.96 任务#23 我在树上吗 ·····················.96 not ······················································.97 任务#24 这个砖块不是西瓜吗 ·····.98 逻辑算符的顺序 ·······························.99 我的数字在其他两个数之间吗 ·····.100 任务#25 我在房子里吗 ···············.100 你学到了什么 ·····································.102 第6章 用if语句做小游戏 ···········103 使用if语句 ···········································.104 任务#26 炸出一个坑 ···················.105 else语句 ···········································.107 任务#27 是否阻止打碎砖块 ·······.108 elif语句 ············································.109 任务#28 提供礼物 ·······················.111 连接elif语句 ····································.112 任务#29 传送到正确的位置 ·······.113 嵌套if语句 ·······································.115 任务#30 开一个秘密通道 ···········.115 用if语句来检测一个值的范围 ···········.117 任务#31 限制传送位置 ···············.118 布尔运算和if语句 ·······························.120 任务#32 洗澡 ·······························.121 你学到了什么 ·····································.123 第7 章 用w h i l e循环制作舞会 和花卉游行 ·······················124 简单的while循环 ································.124 任务#33 随机的传送旅程 ···········.126 用变量count控制循环 ························.128 任务#34 水的诅咒 ·······················.129 无限while循环 ································.130 任务#35 花朵小径 ·······················.131 奇特的条件 ·········································.132 任务#36 潜水比赛 ·······················.133 布尔运算符和while循环 ················.135 在while循环中检测值的范围 ········.136 任务#37 做一个舞池 ···················.136 嵌套if语句和while循环 ··················.138 任务#38 点石成金 ·······················.139 用break语句来结束while循环 ···········.140 任务#39 用循环创建永久聊天 ···.140 while-else语句 ·································.142 任务#40 热和冷 ···························.142 你学到了什么 ·····································.145 第8章 函数赐予你超能力 ·········146 定义你自己的函数 ·····························.147 调用函数 ·········································.147 带有参数的函数 ·····························.148 任务#41 创建一片森林 ···············.149 重构程序 ·········································.151 任务#42 重构 ·······························.152 用文档字符串做注释 ·····················.153 参数中的换行符 ·····························.154 函数返回值 ·····································.154 任务#43 砖块ID提醒器 ···············.156 在函数中使用if语句和while循环 ······.157 if语句 ···············································.158 任务#44 羊毛颜色助手 ···············.159 while循环 ········································.160 任务#45 到处摆放砖块 ···············.161 全局变量和局部变量 ·························.163 任务#46 移动的砖块 ···················.164 你学到了什么 ·····································.166 第9章 用表和字典击打东西 ····167 使用表 ·················································.168 使用一个表项目 ·····························.168 改变表项目 ·····································.169 任务#47 高和低 ···························.169 操作表 ·················································.171 添加项目 ·········································.171 插入项目 ·········································.172 删除项目 ·········································.173 任务#48 进度条 ···························.173 把字符串看作表 ·································.175 元组 ·····················································.175 用元组来设置变量 ·························.176 任务#49 滑行 ·······························.177 返回元组 ·········································.178 表的其他有用的特征 ·························.179 表的长度 ·········································.179 任务#50 击打砖块 ·······················.180 随机选取一个项目 ·························.182 任务#51 随机砖块 ·······················.183 复制表 ·············································.184 项目和if语句 ···································.185 任务#52 夜视剑 ···························.186 字典 ·····················································.188 定义一个字典 ·································.188 使用字典中的项目 ·························.189 任务#53 观光指南 ·······················.190 在字典中改变或添加项目 ·············.191 在字典中删除项目 ·························.192 任务#54 击打砖块的分数 ···········.192 你学到了什么 ·····································.194 第10章 Minecraft的for循环 魔法 ··································195 一个简单的for循环·····························.195 任务#55 魔杖 ·······························.196 函数range() ·····································.198 任务#56 魔法楼梯 ·······················.199 用range()玩耍 ·································.200 其他表函数 ·········································.201 任务#57 柱子 ·······························.202 任务#58 金字塔 ···························.204 循环一个字典 ·····································.205 任务#59 记分牌 ···························.206 for-else循环 ·········································.207 退出for-else循环 ·····························.207 任务#60 钻石勘探者 ···················.208 嵌套for循环和多维表·························.209 考虑两个维度 ·································.209 使用二维表中的值 ·························.213 任务#61 像素艺术 ·······················.214 用循环生成二维表 ·························.216 任务#62 风化剥蚀的墙 ···············.217 考虑三个维度 ·································.218 输出三维表 ·····································.219 使用三维表中的值 ·························.223 任务#63 复制一座建筑 ···············.225 学到了什么 ·········································.229 第11章 从文件及模块中保存 和读取建筑 ··················231 使用文件 ·············································.232 打开一个文件 ·································.232 XI 写入并保存一个文件 ·····················.233 读取一个文件 ·································.234 读取文件中的一行 ·························.235 任务#64 提醒单 ···························.236 第一部分 写提醒单 ·····················.236 第二部分 展示提醒单 ·················.237 使用模块 ·············································.238 使用pickle模块 ·······························.239 导入pickle ·······································.239 使用from语句导入一个函数 ·········.241 使用*来调用全部的函数 ···············.242 给模块起个“外号” ·····················.242 任务#65 保存一座建筑 ···············.243 第一部分 保存建筑 ·····················.243 第二部分 读取建筑 ·····················.246 使用shelve模块存储大量数据 ···········.248 使用shelve打开一个文件 ···············.248 使用shelve添加、修改和 访问项目 ·····································.248 任务#66 存储一系列建筑 ···········.249 第一部分 将一座建筑保存到 收藏夹中 ·····································.250 第二部分 从收藏夹中读取 一座建筑 ·····································.250 使用pip安装新的模块 ························.253 在Windows中使用pip ·····················.254 在Mac或者树莓派中使用pip ·········.255 使用pip安装的模块:Flask ···············.255 任务#67 位置网站 ·······················.257 你学到了什么 ·····································.257 第12章 用面向对象编程将程序 变优雅 ·······························259 面向对象编程基础 ·····························.260 创建一个类 ·········································.260 创建一个对象 ·································.261 获取对象属性 ·································.262 任务#68 位置对象 ·······················.262 理解方法 ·············································.264 任务#69 幽灵屋 ···························.266 方法的返回值 ·····································.268 任务#70 幽灵城堡 ·······················.269 创造多个对象 ·····································.271 任务#71 幽灵城 ···························.272 类的属性 ·············································.273 认识和了解继承 ·································.275 继承一个类 ·····································.276 在子类中加入新方法 ·····················.277 任务#72 幽灵酒店 ·······················.278 重写方法和属性 ·································.280 任务#73 幽灵树 ···························.283 你学到了什么 ·····································.284 |