صل إلى العلم
جزء من قسم العوالم في رحلة Pygame على Coddy. الدرس 35 من 35.
تمنح الخطوة الأخيرة الكهف نهاية. تجاوز الباب للوصول إلى العلم وتفز؛ وإذا خسرت الحياة الثالثة تنتهي اللعبة.
المربع F هو العلم، وهو كائن Rect واحد اسمه flag. يؤدي لمسه إلى ضبط won = True. ضع كل ما يتحرك داخل شرط واحد، لكي تتوقف اللعبة عند أيٍّ من النهايتين:
if lives > 0 and not won:
# المفاتيح، الحركة، العملات، الأخطار، الكتل الهلامية،
# المفتاح، العلم والكاميرايبقى الرسم خارج الشرط: يظل الإطار الأخير على الشاشة، وتظهر النتيجة فوقه في المنتصف:
if won:
message = font.render("You win!", True, (255, 255, 255))
screen.blit(message, message.get_rect(center=(WIDTH // 2, 150)))
elif lives == 0:
message = font.render("Game over", True, (255, 255, 255))
screen.blit(message, message.get_rect(center=(WIDTH // 2, 150)))العب اللعبة من البداية: الحفرة الأولى، والخطوة، والكتلة المتحركة، والأشواك، والمفتاح، والباب. ثم غيّر الخريطة واجعل الكهف خاصًا بك.
التحدي
متوسط- حمّل
flag.pngإلىflag_img، واجعلwon = False، وعندFفي الخريطة عيّنflag = rect. - في كل إطار، يؤدي لمس
flagإلى تعيينwon = True. - أزِح الكتلة البرمجية بأكملها لتصبح داخل
if lives > 0 and not won:. - ارسم العلم عبر الكاميرا، واعرض
You win!أوGame overفي المنتصف عند(WIDTH // 2, 150).
جرّب بنفسك
import pygame
TILE = 36
WIDTH, HEIGHT = 576, 360
SPEED = 4
GRAVITY = 1
JUMP = -15
MAX_FALL = 12
LEVEL = [
"................................................................",
"................................................................",
"................................................................",
"................................................................",
"#..............................................................#",
"#....................C.........................#####...........#",
"#......CC...C................CC.....CC.........#####.....CC....#",
"#....................#.........................D...............#",
"#.P.........#...E....#...^.......K......E......D.C....^......F.#",
"#######..####################..##########################..#####",
]
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Moss Caves")
clock = pygame.time.Clock()
font = pygame.font.Font("assets/fonts/pixel.ttf", 24)
def load(name):
return pygame.image.load("assets/images/" + name).convert_alpha()
background = pygame.image.load("assets/backgrounds/forest.png").convert_alpha()
grass_img = load("grass.png")
grass_left_img = load("grass_left.png")
grass_right_img = load("grass_right.png")
dirt_img = load("dirt.png")
player_img = load("player.png")
coin_img = load("coin.png")
spikes_img = load("spikes.png")
heart_img = load("heart.png")
heart_empty_img = load("heart_empty.png")
blob_img = load("blob.png")
blob_walk_img = load("blob_walk.png")
key_img = load("key.png")
door_img = load("door.png")
def solid(row, col):
if row < 0 or row >= len(LEVEL) or col < 0 or col >= len(LEVEL[0]):
return False
return LEVEL[row][col] == "#"
class Blob(pygame.sprite.Sprite):
def __init__(self, midbottom):
super().__init__()
self.frames = [blob_img, blob_walk_img]
self.image = blob_img
self.rect = pygame.Rect(0, 0, 30, 26)
self.rect.midbottom = midbottom
self.direction = 1
self.timer = 0
def update(self):
self.timer += 1
self.image = self.frames[self.timer // 10 % 2]
self.rect.x += self.direction
if self.direction > 0:
ahead = self.rect.right
else:
ahead = self.rect.left - 1
hit_wall = any(self.rect.colliderect(wall) for wall in walls)
ground_ahead = any(wall.collidepoint(ahead, self.rect.bottom) for wall in walls)
if hit_wall or not ground_ahead:
self.rect.x -= self.direction
self.direction = -self.direction
walls = []
tiles = []
coins = []
spikes = []
blobs = pygame.sprite.Group()
doors = []
for row, line in enumerate(LEVEL):
for col, char in enumerate(line):
rect = pygame.Rect(col * TILE, row * TILE, TILE, TILE)
if char == "#":
if solid(row - 1, col):
image = dirt_img
elif not solid(row, col - 1) and solid(row, col + 1):
image = grass_left_img
elif solid(row, col - 1) and not solid(row, col + 1):
image = grass_right_img
else:
image = grass_img
walls.append(rect)
tiles.append((image, rect))
elif char == "P":
start = rect.midbottom
elif char == "C":
coins.append(rect)
elif char == "^":
spikes.append(pygame.Rect(rect.x, rect.y + 18, TILE, 18))
elif char == "E":
blobs.add(Blob(rect.midbottom))
elif char == "K":
key = rect
elif char == "D":
walls.append(rect)
tiles.append((door_img, rect))
doors.append(rect)
level_width = len(LEVEL[0]) * TILE
player = player_img.get_rect(midbottom=start)
vel_y = 0
on_ground = False
camera_x = 0
coins_collected = 0
lives = 3
has_key = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and event.key in (pygame.K_SPACE, pygame.K_UP):
if on_ground:
vel_y = JUMP
elif event.type == pygame.KEYUP and event.key in (pygame.K_SPACE, pygame.K_UP):
if vel_y < -4:
vel_y = -4
keys = pygame.key.get_pressed()
dx = 0
if keys[pygame.K_LEFT]:
dx -= SPEED
if keys[pygame.K_RIGHT]:
dx += SPEED
player.x += dx
for wall in walls:
if player.colliderect(wall):
if dx > 0:
player.right = wall.left
elif dx < 0:
player.left = wall.right
vel_y = min(vel_y + GRAVITY, MAX_FALL)
player.y += vel_y
on_ground = False
for wall in walls:
if player.colliderect(wall):
if vel_y > 0:
player.bottom = wall.top
on_ground = True
elif vel_y < 0:
player.top = wall.bottom
vel_y = 0
hurt = False
if player.top > HEIGHT:
hurt = True
for coin in coins[:]:
if player.colliderect(coin):
coins.remove(coin)
coins_collected += 1
for spike in spikes:
if player.colliderect(spike):
hurt = True
blobs.update()
for blob in blobs:
if player.colliderect(blob.rect):
if vel_y > 0 and player.bottom < blob.rect.centery:
blob.kill()
vel_y = -8
else:
hurt = True
if not has_key and player.colliderect(key):
has_key = True
if has_key and doors and player.inflate(8, 0).colliderect(doors[0]):
for door in doors:
walls.remove(door)
tiles = [(image, rect) for image, rect in tiles if rect not in doors]
doors = []
if hurt:
lives -= 1
player.midbottom = start
vel_y = 0
camera_x = player.centerx - WIDTH // 2
camera_x = max(0, min(camera_x, level_width - WIDTH))
shift = camera_x // 3 % 72
for y in range(0, HEIGHT, 72):
for x in range(-shift, WIDTH, 72):
screen.blit(background, (x, y))
for image, rect in tiles:
screen.blit(image, (rect.x - camera_x, rect.y))
for coin in coins:
screen.blit(coin_img, (coin.x - camera_x, coin.y))
for spike in spikes:
screen.blit(spikes_img, (spike.x - camera_x, spike.y - 18))
for blob in blobs:
spot = blob.image.get_rect(midbottom=(blob.rect.centerx - camera_x, blob.rect.bottom))
screen.blit(blob.image, spot)
if not has_key:
screen.blit(key_img, (key.x - camera_x, key.y))
screen.blit(player_img, (player.x - camera_x, player.y))
for i in range(3):
if i < lives:
screen.blit(heart_img, (10 + i * 40, 8))
else:
screen.blit(heart_empty_img, (10 + i * 40, 8))
if has_key:
screen.blit(key_img, (130, 8))
text = font.render(f"Coins: {coins_collected}", True, (255, 255, 255))
screen.blit(text, text.get_rect(topright=(WIDTH - 12, 14)))
pygame.display.flip()
clock.tick(60)
pygame.quit()
جميع دروس العوالم
تدرّب بنفسك: Playground لـ Pygame