العنوان واللعب مجددًا
الدرس 20 من 20 في دورة مشروع Pygame: الصمود في القلعة على Coddy.
تجعل القطعتان الأخيرتان اللعبة قابلة للعب من قِبل شخص آخر: شاشة عنوان توضّح ما يجب فعله، وطريقة للعب مرة أخرى.
تبدأ الليلة الجديدة الآن في حالة ثالثة، "title". لا يتحرك شيء حتى تضغط على مفتاح المسافة، ليقرأ اللاعب الشاشة أولًا. بعد الفوز أو الخسارة، ينشئ الضغط على مفتاح المسافة ليلة جديدة من Night: تعود كل الوحوش والجواهر والمؤقّتات إلى البداية، لأنها جميعًا تنتمي إلى الليلة. أما best فيبقى خارجها، لذا يظل الرقم القياسي محفوظًا.
elif night.state in ("won", "lost") and event.key == pygame.K_SPACE:
night = Night()
night.state = "playing"تعرض شاشة العنوان أسطرها واحدًا تحت الآخر، ويكون السطر الأول بأحرف كبيرة ذهبية. ثم ابدأ اللعب: تدوم الليلة أربع دقائق. اختر التحسينات التي تناسب طريقة لعبك، وانظر إن كنت تستطيع الصمود في القلعة حتى الفجر.
التحدي
متوسط- تبدأ ليلة جديدة بـ
Nightمعstate = "title". - عند
KEYDOWN: في"title"، يضبط مفتاح المسافة الحالة على"playing"؛ وفي"won"أو"lost"، يبدأ مفتاح المسافة ليلة جديدة ويضبطها على حالة اللعب. - في
"title"، اعرضdark_coverوارسم العناصر، بمحاذاة المركز عند x 360 بدءًا من y 150، وبفاصل 50 بكسل:"Hold the Keep"(بالذهبي، بخط كبير)، و"Survive until dawn. Your weapons fire on their own."، و"Arrows to move"، و"Press Space to start"، وf"Best night: {clock_text(best)}". - أسفل رسائل النهاية، ارسم
"Press Space to play again"عند (360, 350).
جرّب بنفسك
import random
import pygame
WIDTH, HEIGHT = 720, 480
TILE = 48
NIGHT = 60 * 60 * 4
BOSS_AT = NIGHT - 60 * 60
WAVES = [
["slime"],
["slime", "bat"],
["slime", "bat", "spider"],
["bat", "spider"],
["slime", "spider", "ghost"],
["bat", "spider", "ghost"],
["spider", "ghost"],
["bat", "ghost"],
]
UPGRADES = {
"Quick bolts": "Bolts fire more often",
"Sharp bolts": "Bolts hit harder",
"Spinning axe": "One more axe circles you",
"Swift boots": "You walk faster",
"Gem magnet": "Gems come from further",
"Hearty meal": "Get back a heart",
}
WHITE = (240, 240, 240)
BOLT = (120, 200, 255)
GOLD = (250, 200, 60)
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Hold the Keep")
clock = pygame.time.Clock()
font = pygame.font.Font("assets/fonts/pixel.ttf", 24)
small_font = pygame.font.Font("assets/fonts/pixel.ttf", 16)
big_font = pygame.font.Font("assets/fonts/pixel.ttf", 48)
def load(name):
return pygame.image.load("assets/images/" + name).convert_alpha()
def sound(name):
return pygame.mixer.Sound("assets/sounds/" + name)
def whiten(image):
white = image.copy()
white.fill((255, 255, 255), special_flags=pygame.BLEND_RGB_MAX)
return white
floor_img = load("floor.png")
wall_img = load("wall.png")
knight_img = load("knight.png")
axe_img = load("axe.png")
gem_img = load("gem.png")
heart_img = load("heart.png")
empty_img = load("heart_empty.png")
MONSTERS = {
"slime": {"image": load("slime.png"), "speed": 1.0, "hp": 1, "size": 28},
"bat": {"image": load("dungeon_bat.png"), "speed": 1.6, "hp": 1, "size": 28},
"spider": {"image": load("spider.png"), "speed": 1.2, "hp": 3, "size": 28},
"ghost": {"image": load("ghost.png"), "speed": 0.8, "hp": 4, "size": 28},
"boss": {"image": pygame.transform.scale(load("ghost.png"), (96, 96)), "speed": 0.7, "hp": 120, "size": 64},
}
hit_sound = sound("hit.ogg")
hurt_sound = sound("thud.ogg")
gem_sound = sound("coin.ogg")
level_sound = sound("powerup.ogg")
courtyard = pygame.Rect(TILE, TILE, WIDTH - 2 * TILE, HEIGHT - 2 * TILE)
background = pygame.Surface((WIDTH, HEIGHT))
for row in range(HEIGHT // TILE):
for col in range(WIDTH // TILE):
x = col * TILE
y = row * TILE
if courtyard.collidepoint(x, y):
background.blit(floor_img, (x, y))
else:
background.blit(wall_img, (x, y))
cover = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA)
cover.fill((0, 0, 0, 150))
shade = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA)
dark_cover = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA)
dark_cover.fill((0, 0, 0, 210))
def draw(image, center):
screen.blit(image, image.get_rect(center=center))
def clock_text(frames):
seconds = frames // 60
return f"{seconds // 60}:{seconds % 60:02d}"
def edge_point():
side = random.randint(0, 3)
if side == 0:
return (random.randint(0, WIDTH), -24)
if side == 1:
return (random.randint(0, WIDTH), HEIGHT + 24)
if side == 2:
return (-24, random.randint(0, HEIGHT))
return (WIDTH + 24, random.randint(0, HEIGHT))
def load_best():
try:
with open("best_night.txt") as file:
return int(file.read())
except (FileNotFoundError, ValueError):
return 0
def save_best(frames):
with open("best_night.txt", "w") as file:
file.write(str(frames))
class Knight(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = knight_img
self.rect = pygame.Rect(0, 0, 24, 24)
self.rect.center = courtyard.center
self.speed = 3
self.hearts = 5
self.max_hearts = 5
self.hurt = 0
self.bolt_wait = 30
self.bolt_damage = 1
self.axes = 1
self.magnet = 80
def move(self, keys):
if keys[pygame.K_LEFT]:
self.rect.x -= self.speed
if keys[pygame.K_RIGHT]:
self.rect.x += self.speed
if keys[pygame.K_UP]:
self.rect.y -= self.speed
if keys[pygame.K_DOWN]:
self.rect.y += self.speed
self.rect.clamp_ip(courtyard)
class Monster(pygame.sprite.Sprite):
def __init__(self, kind, pos):
super().__init__()
self.kind = kind
self.image = MONSTERS[kind]["image"]
self.speed = MONSTERS[kind]["speed"]
self.hp = MONSTERS[kind]["hp"]
self.axe_wait = 0
self.flash = 0
self.pos = pygame.Vector2(pos)
self.rect = pygame.Rect(0, 0, MONSTERS[kind]["size"], MONSTERS[kind]["size"])
self.rect.center = self.pos
def update(self, target):
step = pygame.Vector2(target) - self.pos
if step.length() > 0:
self.pos += step.normalize() * self.speed
self.rect.center = self.pos
if self.axe_wait > 0:
self.axe_wait -= 1
if self.flash > 0:
self.flash -= 1
def hit(self, damage):
self.hp -= damage
self.flash = 6
hit_sound.play()
class Bolt(pygame.sprite.Sprite):
def __init__(self, start, target, damage):
super().__init__()
self.pos = pygame.Vector2(start)
step = pygame.Vector2(target) - self.pos
if step.length() == 0:
step = pygame.Vector2(1, 0)
self.velocity = step.normalize() * 7
self.damage = damage
self.rect = pygame.Rect(0, 0, 10, 10)
self.rect.center = self.pos
def update(self):
self.pos += self.velocity
self.rect.center = self.pos
if not screen.get_rect().colliderect(self.rect):
self.kill()
class Gem(pygame.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.rect = pygame.Rect(0, 0, 24, 24)
self.rect.center = pos
self.rect.clamp_ip(courtyard)
self.pos = pygame.Vector2(self.rect.center)
def update(self, knight):
target = pygame.Vector2(knight.rect.center)
if self.pos.distance_to(target) < knight.magnet:
self.pos.move_towards_ip(target, 6)
self.rect.center = self.pos
class Night:
def __init__(self):
self.knight = Knight()
self.time = 0
self.monsters = pygame.sprite.Group()
self.bolts = pygame.sprite.Group()
self.bolt_timer = 0
self.spin = 0
self.gems = pygame.sprite.Group()
self.xp = 0
self.level = 1
self.need = 5
self.choices = []
self.pick = 0
self.boss = None
self.saved = False
self.state = "playing"
def wave(self):
return min(len(WAVES), self.time * len(WAVES) // NIGHT + 1)
def spawn(self):
wave = self.wave()
if self.time % max(16, 46 - wave * 5) == 0:
kind = random.choice(WAVES[wave - 1])
self.monsters.add(Monster(kind, edge_point()))
if self.boss is None and self.time >= BOSS_AT:
self.boss = Monster("boss", (WIDTH // 2, -40))
self.monsters.add(self.boss)
boss = self.boss
if boss and boss.alive() and boss.hp < MONSTERS["boss"]["hp"] // 2:
if self.time % 120 == 0:
for _ in range(3):
offset = (random.randint(-50, 50), random.randint(-50, 50))
self.monsters.add(Monster("bat", boss.pos + offset))
def nearest(self):
point = pygame.Vector2(self.knight.rect.center)
best = None
for monster in self.monsters:
if best is None or point.distance_to(monster.pos) < point.distance_to(best.pos):
best = monster
return best
def shoot(self):
self.bolt_timer += 1
target = self.nearest()
if self.bolt_timer >= self.knight.bolt_wait and target is not None:
self.bolt_timer = 0
bolt = Bolt(self.knight.rect.center, target.pos, self.knight.bolt_damage)
self.bolts.add(bolt)
def axe_spots(self):
spots = []
for i in range(self.knight.axes):
angle = self.spin + i * 360 / self.knight.axes
offset = pygame.Vector2(70, 0).rotate(angle)
spots.append(pygame.Vector2(self.knight.rect.center) + offset)
return spots
def hurt_monsters(self):
for bolt in self.bolts:
target = pygame.sprite.spritecollideany(bolt, self.monsters)
if target is not None:
target.hit(bolt.damage)
bolt.kill()
for spot in self.axe_spots():
blade = pygame.Rect(0, 0, 36, 36)
blade.center = spot
for monster in self.monsters:
if monster.axe_wait == 0 and blade.colliderect(monster.rect):
monster.hit(1)
monster.axe_wait = 20
for monster in list(self.monsters):
if monster.hp <= 0:
monster.kill()
drops = 8 if monster.kind == "boss" else 1
for _ in range(drops):
self.gems.add(Gem(monster.pos))
def collect(self):
for gem in pygame.sprite.spritecollide(self.knight, self.gems, True):
self.xp += 1
gem_sound.play()
if self.xp >= self.need:
self.xp -= self.need
self.level += 1
self.need += 4
self.choices = random.sample(list(UPGRADES), 3)
self.pick = 1
self.state = "levelup"
level_sound.play()
def upgrade(self, name):
knight = self.knight
if name == "Quick bolts":
knight.bolt_wait = max(8, knight.bolt_wait - 8)
elif name == "Sharp bolts":
knight.bolt_damage += 1
elif name == "Spinning axe":
knight.axes += 1
elif name == "Swift boots":
knight.speed += 1
elif name == "Gem magnet":
knight.magnet += 40
elif name == "Hearty meal":
knight.hearts = min(knight.max_hearts, knight.hearts + 1)
self.state = "playing"
def take_hits(self):
knight = self.knight
if knight.hurt > 0:
knight.hurt -= 1
elif pygame.sprite.spritecollideany(knight, self.monsters):
knight.hearts -= 1
knight.hurt = 75
hurt_sound.play()
if knight.hearts <= 0:
self.state = "lost"
def update(self, keys):
self.time += 1
self.spin = (self.spin + 4) % 360
self.knight.move(keys)
self.spawn()
self.monsters.update(self.knight.rect.center)
self.bolts.update()
self.gems.update(self.knight)
self.shoot()
self.hurt_monsters()
self.collect()
self.take_hits()
if self.time >= NIGHT and self.state == "playing":
self.state = "won"
best = load_best()
night = Night()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if night.state == "levelup":
if event.key == pygame.K_LEFT:
night.pick = (night.pick - 1) % 3
elif event.key == pygame.K_RIGHT:
night.pick = (night.pick + 1) % 3
elif event.key == pygame.K_SPACE:
night.upgrade(night.choices[night.pick])
if night.state == "playing":
night.update(pygame.key.get_pressed())
if night.state in ("won", "lost") and not night.saved:
night.saved = True
if night.time > best:
best = night.time
save_best(best)
screen.blit(background, (0, 0))
knight = night.knight
for gem in night.gems:
draw(gem_img, gem.rect.center)
for monster in night.monsters:
if monster.flash > 0:
draw(whiten(monster.image), monster.rect.center)
else:
draw(monster.image, monster.rect.center)
if knight.hurt % 10 < 5:
draw(knight.image, knight.rect.center)
for spot in night.axe_spots():
draw(pygame.transform.rotate(axe_img, -night.spin * 3), spot)
dark = min(120, max(0, NIGHT - night.time) * 120 // (60 * 60))
shade.fill((10, 10, 40, dark))
screen.blit(shade, (0, 0))
for bolt in night.bolts:
pygame.draw.circle(screen, BOLT, bolt.rect.center, 5)
for i in range(knight.max_hearts):
if i < knight.hearts:
screen.blit(heart_img, (8 + i * 34, 6))
else:
screen.blit(empty_img, (8 + i * 34, 6))
left = font.render(clock_text(max(0, NIGHT - night.time)) + " until dawn", True, WHITE)
screen.blit(left, left.get_rect(center=(WIDTH // 2, 24)))
label = font.render(f"Level {night.level}", True, WHITE)
screen.blit(label, label.get_rect(topright=(WIDTH - 10, 4)))
pygame.draw.rect(screen, (40, 40, 60), (WIDTH - 160, 30, 150, 10))
pygame.draw.rect(screen, GOLD, (WIDTH - 160, 30, 150 * night.xp // night.need, 10))
if night.state == "levelup":
screen.blit(cover, (0, 0))
title = big_font.render("Level up! Pick one", True, GOLD)
screen.blit(title, title.get_rect(center=(WIDTH // 2, 130)))
for i, name in enumerate(night.choices):
card = pygame.Rect(60 + i * 210, 190, 180, 120)
pygame.draw.rect(screen, (40, 40, 60), card)
if i == night.pick:
pygame.draw.rect(screen, GOLD, card, 4)
else:
pygame.draw.rect(screen, WHITE, card, 2)
text = font.render(name, True, WHITE)
screen.blit(text, text.get_rect(center=(card.centerx, card.y + 40)))
about = small_font.render(UPGRADES[name], True, WHITE)
screen.blit(about, about.get_rect(center=(card.centerx, card.y + 80)))
hint = font.render("Left and Right to choose, Space to take it", True, WHITE)
screen.blit(hint, hint.get_rect(center=(WIDTH // 2, 360)))
if night.state in ("title", "won", "lost"):
screen.blit(dark_cover, (0, 0))
if night.state in ("won", "lost"):
if night.state == "won":
message = big_font.render("Dawn! The keep holds", True, GOLD)
else:
message = big_font.render("The keep has fallen", True, WHITE)
screen.blit(message, message.get_rect(center=(WIDTH // 2, 200)))
lasted = font.render(f"You lasted {clock_text(night.time)}", True, WHITE)
screen.blit(lasted, lasted.get_rect(center=(WIDTH // 2, 260)))
record = font.render(f"Best night: {clock_text(best)}", True, WHITE)
screen.blit(record, record.get_rect(center=(WIDTH // 2, 300)))
pygame.display.flip()
clock.tick(60)
pygame.quit()
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جميع دروس مشروع Pygame: الصمود في القلعة
تدرّب بنفسك: Playground لـ Pygame