Description

Book Synopsis
Ben Forta is, first and foremost, an educator who has been teaching in some capacity since he was a teenager (many centuries ago). He is Adobe's Senior Director of Education Initiatives, and has more than three decades of experience in the technology sector in product development, support, training, and product marketing. Ben is the award-winning author of more than 40 books, some of which have been translated into 16 languages, and many of which have become college textbooks. Through his books, lectures, lessons, and videos, Ben has taught coding skills to over a million people. Ben lives in Oak Park, MI, with his wife Marcy and their children. He welcomes your emails at ben@forta.com and invites you to visit him online at http://forta.com/.


Shmuel Forta is an engineer, coder, maker, tinkerer, and teacher. He is a software developer at General Motors and has years of programming experience, including both writing

Trade Review
" This is the book I needed that I did not know I needed. Having taught myself Python and having taught students, there are still some gaps in my knowledge that Captain Code quickly filled. The overall design of the book is wonderful and easy to read. All of the questions I have normally had when it comes to Python are answered on the pages. The code is cleanly written and the ability to scan a QR code so you can copy the code digitally is a major time-saver. What is most evident about this book is that it has been written by people that have worked with students. Too often books are written for students by people who have never taught and it never translates well on the pages. Captain Code is accessible for students and teachers and I think it is a must have for any classroom that is exploring Python. I know I will keep one at home for me and a few more in the classroom." ---Nicholas Provenzano, TheNerdyTeacher, MACUL OutstandingTechnology Using Teacher of the Year, and ISTE Outstanding Teacher of the Year

Table of Contents
Introduction xv
PART I: IT'S ALL FUN AND GAMES 1
Chapter 1 Getting Started 3
Understanding Computer Programming 4
What is a computer? 4
How do we talk to computers? 5
What is Python? 8
Setting Things Up 9
Installing Python 9
Installing and Configuring Visual Studio Code 10
Creating a Work Folder 13
Writing Your First Python Program 15
Selecting Your Work Folder 16
It's Coding Time! 17
Summary 19
Chapter 2 Mad Libs 21
Understanding Functions 22
Using Variables 23
Creating a Variable 24
Using a Variable 24
Some Important Variable Rules 25
Variables, More Variables, and Even More Variables 26
Getting User Input 28
Playing Mad Libs 30
Write Your Story 30
Add Variables 30
Get User Input 32
Summary 33
Chapter 3 Roll the Dice 35
Using Libraries 36
The random Library 36
Generating Random Numbers 37
Choosing a Random Item 38
“3” Is Not 3 41
Commenting Your Code 43
One Die, Two Dice 45
Summary 49
Chapter 4 Calculate the Day 51
Working with Dates 52
The datetime Library 52
Using the datetime Class 55
Making Decisions 56
The if Statement 56
What else? 58
if Revisited 59
Testing for Other Options 61
Using in 62
Beating the Mathematician 63
Handling Numeric Inputs 63
Putting It All Together 64
An Alternate Solution 67
Summary 67
Chapter 5 Rock Paper Scissors 69
More Strings 70
Game Time 72
Handling User Input 72
The Game Code 74
One Last Tweak 76
Summary 77
Chapter 6 Secret Codes 79
Lists 80
Creating Lists 80
Accessing List Items 82
Changing List Items 83
Adding and Removing Items 84
Finding Items 85
Sorting 86
Loop-de-Loop 89
Looping Through Items 90
Looping Through Numbers 92
Nested Loops 93
Cracking the Code 95
Encrypting Characters 96
Modulus Math 97
Encryption Code 98
Decryption Code 102
Summary 104
Chapter 7 Guess the Number 105
Conditional Loops 106
Game Time 111
The Basic Game 111
Putting It All Together 116
Summary 120
Chapter 8 Becoming a Coder 121
How Coders Code 122
Have a Plan 122
Think Small 123
Game Components 124
Restricting User Input 125
Storing User Guesses 128
Displaying Lists 129
Masking Characters 131
Summary 136
Chapter 9 Hangman 137
Game Time 138
So How Does It Work? 141
Summary 148
Chapter 10 Keep Going 149
Birthday Countdown 150
Program Requirements 150
Program Flow 150
Some Tips 151
Tip Calculator 152
Program Requirements 152
Program Flow 153
Some Tips (Pun Intended) 153
Password Generator 154
Program Requirements 154
Program Flow 155
Some Tips 155
Summary 159
PART II: ON AN ADVENTURE 161
Chapter 11 Getting Func-ky 163
Functions Revisited 164
Creating a Function 165
Passing Arguments 167
Returning Values 171
Summary 175
Chapter 12 Exploring 177
Game Concept 178
Game Structure 179
Prompting for Options 181
Processing Options 182
Create a Work Folder 183
Game Time 184
Test It 189
Summary 191
Chapter 13 Cleanup Time 193
Optimizing Your Code 194
String Externalization 196
Creating the Strings File 196
Using Externalized Strings 200
Summary 201
Chapter 14 Reduce, Reuse, Recycle, Refactor 203
Understanding Refactoring 204
Identifying Refactoring Opportunities 205
Creating a User Choice Component 207
Designing a Reusable Component 208
Creating the User Options Function 213
Updating Your Code 218
Summary 221
Chapter 15 Carrying (and Using) Stuff 223
Planning the Inventory System 224
Creating a Dictionary 225
Working with Dictionaries 226
Lists of Dictionaries 228
The Inventory System 229
Creating an Inventory 230
Plugging In the Inventory System 232
Using the Inventory System 233
Displaying the Inventory 238
Summary 239
Chapter 16 Keeping It Classy 241
The Player System 242
Creating a Player Class 243
Creating the Class 243
Defining Properties 244
Creating Methods 247
Initializing the Class 250
Using Our New Class 251
Summary 255
Chapter 17 Color Your World 257
Installing Third-Party Libraries 258
Using Colorama 259
Importing and Initializing the Library 259
Coloring Your Output 260
Summary 264
Chapter 18 Keep Going 265
Health and Lives 266
Shopping for Items 271
Random Events 275
Battling Enemies 277
Saving and Restoring 280
Summary 282
PART III: RACING AROUND 283
Chapter 19 Crazy Driver 285
Introducing Pygame 286
Prepping the Game 286
Game Concept 286
Installing Pygame 288
Creating Work Folders 288
Obtaining Images 289
Getting Started 289
Initializing Pygame 290
Displaying Stuff 294
The Game Loop 295
Summary 300
Chapter 20 Image-ine the Possibilities 301
Files and Folders 302
Setting the Background 305
Placing the Cars 310
Summary 317
Chapter 21 We Like to Move It 319
Moving the Enemy 320
Moving the Player 323
Summary 327
Chapter 22 Crash, Bang, Boom 329
You Crashed, Game Over 330
Tracking Score 332
Increasing Difficulty 334
Summary 336
Chapter 23 Finishing Touches 337
Game Over Revisited 338
Pause 341
Varying Enemies 343
Ice Cubes 348
Summary 351
Chapter 24 Keep Going 353
Splash Screen 354
Scores and High Scores 354
Oil Slick 356
Multiple Enemies 357
And Then 358
Summary 359
What Next? 361
There's a Lot More to Python 362
Web Development 362
Mobile App Development 364
Game Development 364
And Then 365
Index 367
Bonus Online Chapter 25 Tinkering, Testing, and Debugging Revisited (Online Only)

Captain Code

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RRP £18.99 – you save £0.95 (5%)

Order before 4pm today for delivery by Wed 7 Jan 2026.

A Paperback / softback by Ben Forta, Shmuel Forta

4 in stock


    View other formats and editions of Captain Code by Ben Forta

    Publisher: Pearson Education (US)
    Publication Date: 16/02/2022
    ISBN13: 9780137653577, 978-0137653577
    ISBN10: 0137653573

    Description

    Book Synopsis
    Ben Forta is, first and foremost, an educator who has been teaching in some capacity since he was a teenager (many centuries ago). He is Adobe's Senior Director of Education Initiatives, and has more than three decades of experience in the technology sector in product development, support, training, and product marketing. Ben is the award-winning author of more than 40 books, some of which have been translated into 16 languages, and many of which have become college textbooks. Through his books, lectures, lessons, and videos, Ben has taught coding skills to over a million people. Ben lives in Oak Park, MI, with his wife Marcy and their children. He welcomes your emails at ben@forta.com and invites you to visit him online at http://forta.com/.


    Shmuel Forta is an engineer, coder, maker, tinkerer, and teacher. He is a software developer at General Motors and has years of programming experience, including both writing

    Trade Review
    " This is the book I needed that I did not know I needed. Having taught myself Python and having taught students, there are still some gaps in my knowledge that Captain Code quickly filled. The overall design of the book is wonderful and easy to read. All of the questions I have normally had when it comes to Python are answered on the pages. The code is cleanly written and the ability to scan a QR code so you can copy the code digitally is a major time-saver. What is most evident about this book is that it has been written by people that have worked with students. Too often books are written for students by people who have never taught and it never translates well on the pages. Captain Code is accessible for students and teachers and I think it is a must have for any classroom that is exploring Python. I know I will keep one at home for me and a few more in the classroom." ---Nicholas Provenzano, TheNerdyTeacher, MACUL OutstandingTechnology Using Teacher of the Year, and ISTE Outstanding Teacher of the Year

    Table of Contents
    Introduction xv
    PART I: IT'S ALL FUN AND GAMES 1
    Chapter 1 Getting Started 3
    Understanding Computer Programming 4
    What is a computer? 4
    How do we talk to computers? 5
    What is Python? 8
    Setting Things Up 9
    Installing Python 9
    Installing and Configuring Visual Studio Code 10
    Creating a Work Folder 13
    Writing Your First Python Program 15
    Selecting Your Work Folder 16
    It's Coding Time! 17
    Summary 19
    Chapter 2 Mad Libs 21
    Understanding Functions 22
    Using Variables 23
    Creating a Variable 24
    Using a Variable 24
    Some Important Variable Rules 25
    Variables, More Variables, and Even More Variables 26
    Getting User Input 28
    Playing Mad Libs 30
    Write Your Story 30
    Add Variables 30
    Get User Input 32
    Summary 33
    Chapter 3 Roll the Dice 35
    Using Libraries 36
    The random Library 36
    Generating Random Numbers 37
    Choosing a Random Item 38
    “3” Is Not 3 41
    Commenting Your Code 43
    One Die, Two Dice 45
    Summary 49
    Chapter 4 Calculate the Day 51
    Working with Dates 52
    The datetime Library 52
    Using the datetime Class 55
    Making Decisions 56
    The if Statement 56
    What else? 58
    if Revisited 59
    Testing for Other Options 61
    Using in 62
    Beating the Mathematician 63
    Handling Numeric Inputs 63
    Putting It All Together 64
    An Alternate Solution 67
    Summary 67
    Chapter 5 Rock Paper Scissors 69
    More Strings 70
    Game Time 72
    Handling User Input 72
    The Game Code 74
    One Last Tweak 76
    Summary 77
    Chapter 6 Secret Codes 79
    Lists 80
    Creating Lists 80
    Accessing List Items 82
    Changing List Items 83
    Adding and Removing Items 84
    Finding Items 85
    Sorting 86
    Loop-de-Loop 89
    Looping Through Items 90
    Looping Through Numbers 92
    Nested Loops 93
    Cracking the Code 95
    Encrypting Characters 96
    Modulus Math 97
    Encryption Code 98
    Decryption Code 102
    Summary 104
    Chapter 7 Guess the Number 105
    Conditional Loops 106
    Game Time 111
    The Basic Game 111
    Putting It All Together 116
    Summary 120
    Chapter 8 Becoming a Coder 121
    How Coders Code 122
    Have a Plan 122
    Think Small 123
    Game Components 124
    Restricting User Input 125
    Storing User Guesses 128
    Displaying Lists 129
    Masking Characters 131
    Summary 136
    Chapter 9 Hangman 137
    Game Time 138
    So How Does It Work? 141
    Summary 148
    Chapter 10 Keep Going 149
    Birthday Countdown 150
    Program Requirements 150
    Program Flow 150
    Some Tips 151
    Tip Calculator 152
    Program Requirements 152
    Program Flow 153
    Some Tips (Pun Intended) 153
    Password Generator 154
    Program Requirements 154
    Program Flow 155
    Some Tips 155
    Summary 159
    PART II: ON AN ADVENTURE 161
    Chapter 11 Getting Func-ky 163
    Functions Revisited 164
    Creating a Function 165
    Passing Arguments 167
    Returning Values 171
    Summary 175
    Chapter 12 Exploring 177
    Game Concept 178
    Game Structure 179
    Prompting for Options 181
    Processing Options 182
    Create a Work Folder 183
    Game Time 184
    Test It 189
    Summary 191
    Chapter 13 Cleanup Time 193
    Optimizing Your Code 194
    String Externalization 196
    Creating the Strings File 196
    Using Externalized Strings 200
    Summary 201
    Chapter 14 Reduce, Reuse, Recycle, Refactor 203
    Understanding Refactoring 204
    Identifying Refactoring Opportunities 205
    Creating a User Choice Component 207
    Designing a Reusable Component 208
    Creating the User Options Function 213
    Updating Your Code 218
    Summary 221
    Chapter 15 Carrying (and Using) Stuff 223
    Planning the Inventory System 224
    Creating a Dictionary 225
    Working with Dictionaries 226
    Lists of Dictionaries 228
    The Inventory System 229
    Creating an Inventory 230
    Plugging In the Inventory System 232
    Using the Inventory System 233
    Displaying the Inventory 238
    Summary 239
    Chapter 16 Keeping It Classy 241
    The Player System 242
    Creating a Player Class 243
    Creating the Class 243
    Defining Properties 244
    Creating Methods 247
    Initializing the Class 250
    Using Our New Class 251
    Summary 255
    Chapter 17 Color Your World 257
    Installing Third-Party Libraries 258
    Using Colorama 259
    Importing and Initializing the Library 259
    Coloring Your Output 260
    Summary 264
    Chapter 18 Keep Going 265
    Health and Lives 266
    Shopping for Items 271
    Random Events 275
    Battling Enemies 277
    Saving and Restoring 280
    Summary 282
    PART III: RACING AROUND 283
    Chapter 19 Crazy Driver 285
    Introducing Pygame 286
    Prepping the Game 286
    Game Concept 286
    Installing Pygame 288
    Creating Work Folders 288
    Obtaining Images 289
    Getting Started 289
    Initializing Pygame 290
    Displaying Stuff 294
    The Game Loop 295
    Summary 300
    Chapter 20 Image-ine the Possibilities 301
    Files and Folders 302
    Setting the Background 305
    Placing the Cars 310
    Summary 317
    Chapter 21 We Like to Move It 319
    Moving the Enemy 320
    Moving the Player 323
    Summary 327
    Chapter 22 Crash, Bang, Boom 329
    You Crashed, Game Over 330
    Tracking Score 332
    Increasing Difficulty 334
    Summary 336
    Chapter 23 Finishing Touches 337
    Game Over Revisited 338
    Pause 341
    Varying Enemies 343
    Ice Cubes 348
    Summary 351
    Chapter 24 Keep Going 353
    Splash Screen 354
    Scores and High Scores 354
    Oil Slick 356
    Multiple Enemies 357
    And Then 358
    Summary 359
    What Next? 361
    There's a Lot More to Python 362
    Web Development 362
    Mobile App Development 364
    Game Development 364
    And Then 365
    Index 367
    Bonus Online Chapter 25 Tinkering, Testing, and Debugging Revisited (Online Only)

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