Working with Python – Introductory Level
Working with Python – Introductory Level, available at $64.99, has an average rating of 4.75, with 66 lectures, based on 58 reviews, and has 412 subscribers.
You will learn about Learn the basics of Python, one of the most popular programming languages in use today Learn the syntax of the Python language by writing a text-based adventure game Learn about the difference between Object-oriented and procedural programming Learn to think like a computer scientist: making decisions, looping logic, and performing calculations Learn best practices when writing Python code Learn how to build a terminal-based Python program Learn how to create a virtual environment to isolate your program and make it easy to install This course is ideal for individuals who are This course is perfect for absolute beginners with no previous programming experience. or It's also great if you know an existing programming language and want to become skilled in Python. It is particularly useful for This course is perfect for absolute beginners with no previous programming experience. or It's also great if you know an existing programming language and want to become skilled in Python.
Enroll now: Working with Python – Introductory Level
Summary
Title: Working with Python – Introductory Level
Price: $64.99
Average Rating: 4.75
Number of Lectures: 66
Number of Published Lectures: 66
Number of Curriculum Items: 66
Number of Published Curriculum Objects: 66
Original Price: $89.99
Quality Status: approved
Status: Live
What You Will Learn
- Learn the basics of Python, one of the most popular programming languages in use today
- Learn the syntax of the Python language by writing a text-based adventure game
- Learn about the difference between Object-oriented and procedural programming
- Learn to think like a computer scientist: making decisions, looping logic, and performing calculations
- Learn best practices when writing Python code
- Learn how to build a terminal-based Python program
- Learn how to create a virtual environment to isolate your program and make it easy to install
Who Should Attend
- This course is perfect for absolute beginners with no previous programming experience.
- It's also great if you know an existing programming language and want to become skilled in Python.
Target Audiences
- This course is perfect for absolute beginners with no previous programming experience.
- It's also great if you know an existing programming language and want to become skilled in Python.
Python is one of the world’s most popular programming languages, and with good reason: it is extremely flexible, easy to learn, and runs on a wide variety of devices and platforms. In fact, Python recently moved to first place in the TIOBE programming community index, which is a remarkable achievement.
This course is an introduction to Python, version 3.10. Unlike many introductory courses, we will not spend hours surveying the basics of the language; personally, I see no point in doing that, since there are already many, many free resources online that do precisely that. Instead, we’ll learn the language in the way that I have long preferred: we’ll actually build something.
The bulk of this course will be focused on building a simple text adventure game, where the player explores a labyrinth, encounters monsters, engages in combat, finds items, and that sort of thing. It’s a bit of a throwback to the early days of computer games, but the important thing here is not the quality of the game that we’ll build, but rather that we’ll cover all of the things you need to get started programming in Python, including:
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Python’s primitive data types: integer, float, string, and boolean
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Python’s aggregate data types: tuple, set, dictionary and list
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How to make decisions in Python: if/elif/else
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How to loop in Python: for and while loops
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How to write functions
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How to import from the standard library, and third party packages
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How to structure a Python program
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How to perform mathematical operations in Python
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How to manipulate strings in Python
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How to work with classes in Python
And, as the saying goes, much more. Periodically, I’ll include “aside” lectures, which focus on a particular aspect of Python in more detail, with simple code examples that are not part of the main project.
This course requires no previous programming experience.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: About me
Lecture 3: Installing Python (Macintosh)
Lecture 4: Installing Python (Windows)
Lecture 5: Installing the PyCharm CE
Lecture 6: Python resources and documentation
Lecture 7: How to ask for help
Lecture 8: Is Python interpreted, compiled, or both?
Chapter 2: Getting started with Python and our adventure game
Lecture 1: The obligatory "Hello, World!" program
Lecture 2: The structure of a Python Program
Lecture 3: An aside: Python's basic data types
Lecture 4: Where to put variables: scope
Lecture 5: Getting started with our adventure game
Lecture 6: Another aside: functions
Lecture 7: Implementing a while loop to keep the program running
Lecture 8: Reading from the terminal
Lecture 9: Making decisions based on user input
Lecture 10: An aside: Python's comparison operators
Lecture 11: Printing help and sanitizing user input
Lecture 12: Spicing things up with colour
Chapter 3: Making the Game functional with Classes
Lecture 1: Python Classes
Lecture 2: The Player class
Lecture 3: The Room class
Lecture 4: The Game class
Lecture 5: Using our classes, and getting started with game movement
Lecture 6: Using a new data type, tuples, to help with room descriptions
Lecture 7: Navigating around the labyrinth
Lecture 8: An aside: the dictionary data structure
Lecture 9: Showing items and monsters
Chapter 4: Implementing an Inventory
Lecture 1: Lists, and adding a list to the Player class for inventory items
Lecture 2: Getting started with picking items up
Lecture 3: Completing the functionality for picking items up
Lecture 4: Displaying the current inventory
Lecture 5: An aside: more about looping
Lecture 6: Cleaning up game play by printing room descriptions only when necessary
Lecture 7: Dropping items
Lecture 8: Equipping items
Lecture 9: Showing equipped items, and a challenge
Lecture 10: Solution to challenge
Lecture 11: Unequip an item
Lecture 12: Implement the "status" command, to show the player how they are doing
Lecture 13: An aside: different ways of printing strings with variables
Chapter 5: Implementing a turn-based combat system
Lecture 1: How combat will work
Lecture 2: Giving the player a chance to fight or flee
Lecture 3: Starting combat: "rolling for initiative"
Lecture 4: Player's turn
Lecture 5: Monster's turn
Lecture 6: Warning the player when their health is low
Lecture 7: Adding XP, incrementing the number of monsters defeated, and awarding gold
Lecture 8: Adjusting the attack roll based on weapon, armor, shield, and monster type
Lecture 9: Letting a player rest to regain health
Chapter 6: Keeping track of player location using a map
Lecture 1: What we are going to build in this section
Lecture 2: Defining how big our map will be, and saving that information in the Game class
Lecture 3: Prepopulating all rooms in the map
Lecture 4: Keeping track of the player's location, and limiting movement to the current map
Lecture 5: Challenge: verifying our logic when checking player movement
Lecture 6: Solution to challenge
Lecture 7: Trying out our code and updating our position on the map
Lecture 8: Keeping track of player movement
Lecture 9: Implementing a (partially functional) "map" command
Lecture 10: Making the map function more useful
Lecture 11: Finalizing the "map" command
Chapter 7: Improving the game interface
Lecture 1: Adding a status bar
Lecture 2: Challenge: revise welcome text to explain why players have no weapons or armor
Lecture 3: Solution to challenge
Lecture 4: Finishing up the game logic
Instructors
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Trevor Sawler
Ph.D.
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- 4 stars: 7 votes
- 5 stars: 50 votes
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