
Kivy Blueprints.
Title:
Kivy Blueprints.
Author:
Vasilkov, Mark.
ISBN:
9781783987856
Personal Author:
Physical Description:
1 online resource (311 pages)
Contents:
Kivy Blueprints -- Table of Contents -- Kivy Blueprints -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers, and more -- Why subscribe? -- Free access for Packt account holders -- Preface -- Write once, run anywhere -- What this book covers -- Setting up the working environment -- A note on Python -- Installing and running Kivy -- Note on coding -- Hello, Kivy -- Code -- Layout -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Building a Clock App -- The starting point -- Modern UI -- Design inspiration -- Loading custom fonts -- Formatting text -- Changing the background color -- Making the clock tick -- Updating the time on the screen -- Binding widgets using properties -- Layout basics -- Finalizing the layout -- Reducing repetition -- Named classes -- Styling buttons -- 9-patch scaling -- Using 9-patch images -- Counting time -- Formatting the time for stopwatch -- Computing values -- Putting a stopwatch in place -- Stopwatch controls -- Summary -- 2. Building a Paint App -- Setting the stage -- Fine-tuning the looks -- Visual appearance -- Window size -- Mouse cursor -- Multitouch emulation -- Drawing touches -- A very short introduction to the canvas -- Displaying touches on the screen -- Clearing the screen -- Passing events -- Clearing the canvas -- Connecting the dots -- The color palette -- Subclassing the buttons -- Taking away the ability to deselect -- Overriding the standard behavior -- Coloring buttons -- A new kind of button -- Defining the palette -- Setting the line thickness -- Changing the line width -- Summary -- 3. Sound Recorder for Android -- Writing platform-dependent code -- Introducing Pyjnius -- Emulating Android.
Metro UI -- The buttons -- The grid structure -- Visual attributes -- Scalable vector icons -- Icon fonts -- Rationale for using icon fonts -- Using the icon font in Kivy -- Testing on Android -- Using the native API -- Loading Java classes -- Looking up the storage path -- Reading logs from the device -- Recording sound -- Major caveat - permissions -- Playing sound -- Deleting files -- Summary -- 4. Kivy Networking -- Writing the chat server -- The protocol definition -- The server source code -- The principle of operation -- Testing the server -- Screen manager -- Customizing the animation -- Login screen layout -- Chatroom screen layout -- Overscroll modes -- Bringing the app online -- Building a simple Python client -- Kivy integration with Twisted -- ChatClient and ChatClientFactory -- UI integration -- Application logic of the client -- Cross-application interoperability -- Enhancements and eye candy -- Escaping the special syntax -- What's next -- Summary -- 5. Making a Remote Desktop App -- The server -- The Flask web server -- Advanced server functionality - taking screenshots -- Emulating clicks -- JavaScript client -- Endless loop of screenshots -- Passing clicks to host -- Kivy Remote Desktop app -- The login form -- The remote desktop screen -- Loop of screenshots in Kivy -- Sending clicks -- What's next -- Summary -- 6. Making the 2048 Game -- About the game -- Gameplay concepts and overview -- Randomness, or lack thereof -- The 2048 project outline -- What makes 2048 a good choice of project? -- Simplicity as a feature -- Creating the 2048 board -- Going through cells -- Rendering empty cells -- Board data structure -- Variable naming -- Calling reset() -- Testing passability -- Making tiles -- Tile initialization -- Resizing tiles -- Implementing the game logic -- Moving tiles -- Controlling the iteration sequence.
Implementing the move() method -- Binding touch controls -- Combining tiles -- Adding more tiles -- Synchronizing turns -- Game over -- The winning condition -- The loss condition -- Where to go from here -- Summary -- 7. Writing a Flappy Bird Clone -- Project overview -- Creating an animated background -- Loading tileable textures -- The Background widget -- Animating the background -- Making pipes -- An overview of the pipe properties -- Setting texture coordinates -- Implementing pipes -- Spawning pipes -- Moving and recycling pipes -- Introducing Kivy Bird -- Revised application flow -- Accepting user input -- Learning to fly straight down -- Remaining in flight -- Rotating the bird -- Collision detection -- Game over -- Producing sound effects -- Kivy sound playback -- Adding sound to the Kivy Bird game -- Summary -- 8. Introducing Shaders -- Unscientific introduction to OpenGL -- Concepts and parallelism -- Performance gains, or lack thereof -- Improving performance -- Taking a closer look at GLSL -- Using custom shaders in Kivy -- Building the geometry -- Illustrating the Indices -- Writing GLSL -- Storage classes and types -- Basic shaders -- Procedural coloring -- Colorful vertices -- Texture mapping -- Making the Starfield app -- Application structure -- Data structures and initializers -- Advancing the scene -- Writing a corresponding GLSL -- Summary -- 9. Making a Shoot-Em-Up Game -- Limitations of the project -- Texture atlases at a glance -- Creating an atlas -- Atlas structure -- Using Kivy atlases in an easy way -- Ad hoc usage of atlases with GLSL -- Data structure for UV mapping -- Writing an atlas loader -- Rendering sprites from atlas -- Designing a reusable particle system -- Class hierarchy -- The PSWidget renderer class -- The Particle class -- Writing the game -- Implementing stars -- Making a spaceship.
Creating a trail of fire -- Making bullets -- Implementing enemies -- Collision detection -- Finishing touches -- Summary -- A. The Python Ecosystem -- Index.
Abstract:
This book is intended for programmers who are comfortable with the Python language and who want to build desktop and mobile applications with rich GUI in Python with minimal hassle. Knowledge of Kivy is not strictly required-every aspect of the framework is described when it's first used.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
Genre:
Electronic Access:
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