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UK freelance journalist, author
and writer Sean McManus

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Mission Python is out now!

16 October 2018


I am delighted to say that my latest book Mission Python has just been published. The book shows readers how to use Python and the Pygame Zero library to build a space adventure game. The game runs on a Raspberry Pi or Windows PC, using free software. We've provided all the images and sounds you need as a downloadable file.

Here's a short video showing the game in action (dramatic music added for the video):

There are several ways to enjoy the book. Some readers will want to play and solve the game first to avoid spoilers, and then use the book to understand how it works. (I have minimised spoilers where possible, but readers might notice some clues when they study the code). Other people might want to build the game, chapter by chapter, either by typing in the code or by using my example listings. At the end of the book, their finished game will be their reward. Still others might want to use the game as a starting point for their own customisations.

I've built in customisation opportunities that should enable every reader to do something unique with the game. Some readers might just want to put their friends' names into the game, and hack the text descriptions. Others will seize the opportunity to design their own room and put it into the game, add a new corridor, or even redesign the map entirely. For graphic artists who are looking for a portfolio project, there's the opportunity to reskin the whole game by replacing our graphics with new image files. More ambitious coders might want to take the engine for the game and replace the maps, descriptions, images and puzzles to create an entirely new game set in a new world. Most chapters include Training Missions, which are small exercises to test your knowledge, with answers at the end of the chapter.

My author copies of Mission Python are here!

When writing the book, I often thought of the kinds of things I enjoyed programming when I was at school. Back then, I was programming an Amstrad CPC computer and I learned a lot from studying listings in magazines and books. I would have loved a book like this to guide me through building a whole game. There are lots of great Python books out there, but the examples tend to be limited to a couple of pages to demonstrate a coding feature. Mission Python provides a single in-depth worked example that allows readers to really get their teeth into a substantial coding project. The program gradually builds, chapter by chapter, in digestible chunks, so readers see the game come together in a similar way to how I did when I first built it.

One of the rooms from the Escape game in Mission Python

The game featured in Mission Python is called Escape. Here is one of the rooms from the game.

You can see some more screenshots of the game in my previous blog post here.

The book is printed in full colour throughout, and produced to the high standards you would expect from the publisher NoStarch. Thanks to the team who worked on this title including the editors Liz Chadwick and Riley Hoffman, NoStarch CEO Bill Pollock, and Rafael Pimenta who did such a fabulous job of creating the game art. Tech editor Dan Aldred helped test the listings, and Daniel Pope created Pygame Zero which I'm using for images and sounds in this project.

I'll be sharing some more insights into the book and some extra resources for readers too over the coming weeks, so keep an eye on this blog or follow me on Twitter for updates. You can find links to order the book here, and more information on the book at its webpage here.


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Mission Python: First screenshots from my new Python coding book

03 August 2018


I am so excited to share the news that my new book Mission Python is now at the printers, and will be available for you to read in September, published by No Starch Press. As you read the book, you'll learn how to build a game called Escape, using Python and Pygame Zero. You can use a Raspberry Pi 2 or 3, or a Windows PC to build and run the game.

In Escape, there is a breach in the wall of the space station, and comms are down. You must establish a safe air supply, and then message for help. As you go about your mission, you'll be challenged to think like an astronaut. You'll have to use the objects you find creatively to solve the game's puzzles.

You might want to play and solve the game first, then use the book to see how it works. Or might prefer to build the game first, then reward yourself with it when you finish making it. Or maybe you'll dive straight into the code listing, and use the book to see how you can customise it with your own maps and puzzles.

Here are some screenshots from the book, showing the fabulous game art created by Rafael Pimenta for this project. You'll be able to download all the art, sound and code files you need.

Screenshot from Mission Python

Chapter 1 uses a simple Spacewalk demo to show you how to draw images on the screen. Space images courtesy of NASA.

Screenshot from Mission Python

The starting room. That computer in the top left can give you a status update.

Screenshot from Mission Python

Dodge the drones. You only have a limited amount of energy.

Screenshot from Mission Python

To open that door you'll need the right access card.

I can't wait for you to see the final book. It's available for pre-order now from many shops, and I'll be happy to take any questions in the comments below. I'll be adding bonus resources to the Mission Python page on my website here. This is my first full-length Python book, but if you're looking for a primer on Python and Pygame Zero while you're waiting for Mission Python to come out, check out Raspberry Pi For Dummies 3rd Edition, which includes two chapters on Python.


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Using the PiCube on Raspberry Pi

23 February 2018


I recently had a chance to play with the PiCube, a 3D grid of 64 LEDs that you can control using the Raspberry Pi's 40 GPIO pins. It's a clever design based on multiplexing that makes this possible, but the compromise is that you can't individually control each light. All the layers that are switched on show the same lights. It's of limited use for games, then, but could be great for creating visual effects. If you're building a large robot, you could make its pulsing "heart" using PiCube (although not in a heart shape). I'm reminded of KITT's voice box in Knight Rider.

In education, it provides a highly visual way to explore nested loops and nested lists. It's also a good way to drill your soldering skills, since it comes in kit form.

You can read my review of it in issue 67 of The MagPi, which has just been published. It's available for free download, but you can support the Raspberry Pi Foundation by buying it, on the high street or by subscription.

Here's a video showing the PiCube in action:

And here's the code I wrote for that demo. PiCube comes with some demo programs, but the pin numbers were arranged in a linear list in them. I found it easier to work my way around the grid when I created a nested list for the pins, which I've called GRID_3D here.

#! /usr/bin/python
import RPi.GPIO as GPIO
import time

GPIO.setwarnings(False)
GPIO.setmode(GPIO.BOARD)

LAYER = [40,38,36,32]

GRID_3D = [[7, 11, 35, 37],
     [12, 13, 31, 33],
     [15, 16, 23, 29],
     [18, 19, 21, 22]
     ]

def enable_layer(layer):
    GPIO.output(LAYER[layer], True)

def disable_layer(layer):
    GPIO.output(LAYER[layer], False)

def light_on(y, x, z):
    enable_layer(y)
    GPIO.output(GRID_3D[x][z], True)    

def light_off(y, x, z):
    enable_layer(y)
    GPIO.output(GRID_3D[x][z], False)

def reset():
    for x in range(4):
        for z in range(4):
            GPIO.output(GRID_3D[x][z], False)
            time.sleep(0.1)
            
def resetlayer():
    for i in range(0,4):
        GPIO.output(LAYER[i],False)

for pin in LAYER:
    GPIO.setup(pin, GPIO.OUT)

for x in range(4):
    for z in range(4):
        GPIO.setup(GRID_3D[x][z], GPIO.OUT)
        
reset()
resetlayer()

# Display each light in turn
for y in range(4):
    for x in range(4):
        for z in range(4):
            light_on(y, x, z)
            time.sleep(0.1)
            light_off(y, x, z)
    disable_layer(y)

#Turn on all the lights
for y in range(4):
    enable_layer(y)
for x in range(4):
    for z in range(4):
        light_on(y, x, z)
        time.sleep(0.25)    

PiCube is available now from SB Components.


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Cool Scratch Projects gets a cool 5* review!

04 February 2018


My book Cool Scratch Projects In Easy Steps has received a fantastic 5* review in the latest issue of The MagPi magazine!

The reviewer writes: “Here’s a book that lives up to its title -- these are some cool scratch projects... If you got a Pi and a book for Christmas, this will make a great follow-on. Recommended.”

The reviewer loved that some of the games are programmed in 3D, and that each book comes with its own pair of 3D glasses and has an easy first project so you can get stuck in straight away.

You can read the review for yourself below and in issue 66 of The MagPi, available to download for free from The MagPi website. Alternatively, why not support the Raspberry Pi Foundation by subscribing to the print edition, or picking a copy up from your local newsagent or bookstore?

Review from The MagPi of Cool Scratch Projects in Easy Steps

Cool Scratch Projects in Easy Steps is out now. Find out more and download a free PDF sampler here, which includes the Magic Mirror project mentioned in the review. You can also watch a video previewing all the projects below.

Many thanks to The MagPi for the review!


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Brighton Science Festival: Join a Coder Academy this February

29 January 2018


Book cover: Coder Academy I’ve been invited to the Brighton Science Festival on Monday 12 February, where I’ll be hosting a number of Coder Academy workshops. They are practical coding sessions for 7-10 year olds, tying in with my latest book (also called Coder Academy) which is published by Brighton-based publisher Ivy Kids.

You don’t need any previous experience of coding, just an interest and desire to know more. We’ll be learning snippets of the Scratch programming language and using them to experiment with digital art. The ticket includes a copy of the Coder Academy book, and I’ll be very happy to sign copies on the day!

Interested in coming along? Places are limited so register as soon as you can. And why not set yourself up with an account on the Scratch website before you come? It means you’ll be able to save your projects to share or work on later.

You can see the full programme for Brighton Science Festival here (10-18 February 2018, Brighton, various venues). Thank you to the organisers and the team at Ivy Kids for making this happen. I'm looking forward to seeing what the participants create!


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Discover how to use a Raspberry Pi to make new sounds for the Yamaha DX7 synthesizer

10 January 2018


The current issue of The MagPi includes a feature I wrote about Midimutant, a Raspberry Pi project for programming the Yamaha DX7 synthesizer. The DX7 was popular in the 80s, but was hard to create new sounds (or patches) for. Richard James, who records as Aphex Twin among other aliases, suggested that there must be a more interesting way to program an FM synthesizer and his friend Dave Griffiths took up the challenge. Using a Yamaha TX7 (which is like the DX7 but without a keyboard), he made a Raspberry Pi project that randomly generates sounds and then mutates them until they come close to a particular target sound.

picture of the 2-page spread in The MagPi

The project is broadly applicable, because it doesn't need to understand how the synth works: it just needs to be able to create random data for it to play back, and then listens to the result.

"It's actually most interesting when it doesn't quite work," says Dave. "Discovering that some cymbals were all evolving to silence as the background hiss from the TX7's 12 bit processor was considered a close enough match, was an 'aha' moment - these types of evolutionary algorithm have a tendency to surprise you like that."

Richard says he will be using the results on his tracks whenever possible, so you might well hear Midimutant's results before too long.

To find out more, check out issue 65 of The MagPi. It's in shops now, and it's available for free download too. While you're there, you can also pick up MagPi issue 64, which includes my report on Pycon.

(If you're interested in the Raspberry Pi, check out the new, updated third edition of Raspberry Pi For Dummies here too.)


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Video: The St Ives Lifeboat coming in

08 January 2018


We were in St Ives over the holiday period and had a chance to see the St Ives Lifeboat, RNLB Nora Stachura (RNLI 13-11) on exercises at sea, and coming in to land.

I had my pocket camera on me, and took the opportunity to take some photos and record some video clips, which I have edited together into the short film shown below. I was a bit late realising I could make a video of this, so there's one sequence of the boat and the tractor joining which I would ideally have captured on video, but I have bridged that using a series of photos. I found that some of the clips required a cross-fade because their composition was too similar and it jarred when I just cut between them. The whole process took about an hour, but I've edited this film down to about three minutes.

This was an enjoyable exercise in photography and film editing, and I hope captures the spirit of the experience. It was wonderful to see the lifeboat and its dedicated crew at work.



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