Download Inventa tus propios juegos de computadora con Python by Al Sweigart, Alfredo Carella, Alejandro Pernin, Francisco PDF

By Al Sweigart, Alfredo Carella, Alejandro Pernin, Francisco Palm

ISBN-10: 1514370921

ISBN-13: 9781514370926

Inventa tus propios juegos de computadora con Python te enseña a programar en Python. Cada capítulo contiene el código fuente completo de un nuevo juego y l. a. explicación paso a paso de cómo funciona. Este libro es perfect para personas que nunca antes han programado.

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El programa decide exactamente qué texto mostrar en la pantalla (las salidas del programa), basado en instrucciones y en el texto que el jugador ha escrito mediante el teclado (las entradas del programa). Un programa es sólo una colección de instrucciones que actúan sobre las entradas provistas por el usuario. ” Hay sólo unos pocos tipos diferentes de instrucciones, de verdad. 1. Expresiones. Las expresiones son valores conectados por operadores. Todas las expresiones son evaluadas a un único valor, así como 2 + 2 se evalúa a 4 o 'Hola' + ' ' + 'Mundo' se evalúa a 'Hola Mundo'.

Org. Luego, re-ejecuta el programa con Python 3. Capítulo 3 – Escribiendo Programas 21 Cómo Funciona el Programa “Hola Mundo” Cada línea de código es una instrucción interpretada por Python. Estas instrucciones constituyen el programa. Las instrucciones de un programa de computadora son como los pasos en una receta de un libro de cocina. Cada instrucción se ejecuta en orden, comenzando por la parte superior del programa y en dirección descendente hasta el final de la lista de instrucciones. El paso del programa en el cual Python se encuentra se llama ejecución.

Print() Las líneas de la 1 a la 4 tienen tres llamadas a la función print(). No quieres que el jugador lea de inmediato el remate del chiste, así que hay una llamada a la función print() después del primer print(). El jugador puede leer la primera línea, presionar INTRO, y entonces leer el remate del chiste. El usuario todavía puede escribir una cadena y pulsar INTRO, pero esta cadena devuelta no está siendo almacenada en ninguna variable. El programa tan solo lo olvidará y se moverá a la siguiente línea de código.

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