Edelsteine
Lektion 13 von 20 im Kurs Pygame-Projekt: Verteidige den Bergfried von Coddy.
Jedes Monster, das fällt, lässt einen Edelstein an der Stelle fallen, an der es stand. Edelsteine lassen den Ritter stärker werden: Wenn er sie aufhebt, erhält er Erfahrungspunkte, xp.
Edelsteine in der Nähe des Ritters fliegen zu ihm, sodass der Spieler nicht zu jedem einzelnen laufen muss. move_towards_ip(target, 6) bewegt einen Vector2 6 Pixel in Richtung eines Punktes und nie darüber hinaus:
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.posDie Entfernung, bei der Edelsteine zu fliegen beginnen, ist der Wert von magnet des Ritters, anfangs 80 Pixel. Ein Monster kann auf die Mauer fallen, wo der Ritter nicht laufen kann. Deshalb wird ein neuer Edelstein mit self.rect.clamp_ip(courtyard) in den Innenhof verschoben, bevor seine pos aus seinem Rect übernommen wird. spritecollide(sprite, group, True) liefert alle Sprites in der Gruppe, die den Sprite berühren, und True entfernt sie außerdem aus der Gruppe: Mit einer Zeile hebt der Ritter alle Edelsteine auf, auf denen er steht.
Aufgabe
Mittel- Lade
gem.pngalsgem_imgundgem_sound = sound("coin.ogg"). Gib dem Rittermagnet = 80. - Schreibe
class Gem(pygame.sprite.Sprite): ein 24 mal 24 großesrect, dessen Mittelpunkt auf dem übergebenen Punkt liegt und das auf den Innenhof begrenzt ist,posals Vector2 des Mittelpunkts des Rechtecks und das obigeupdate. - In
Night:self.gems(eine Group) undself.xp = 0. Wenn ein Monster fällt, fügeGem(monster.pos)hinzu. - Schreibe
collect(self): Jeder Edelstein, den der Ritter berührt, wird entfernt und bringt 1 XP sowiegem_sound. Inupdatekommtself.gems.update(self.knight)nach der Bewegung der Bolzen undself.collect()nachhurt_monsters. - Zeichne die Edelsteine zuerst, direkt nach dem Hintergrund.
Probier es selbst
import random
import pygame
WIDTH, HEIGHT = 720, 480
TILE = 48
NIGHT = 60 * 60 * 4
WAVES = [
["slime"],
["slime", "bat"],
["slime", "bat", "spider"],
["bat", "spider"],
["slime", "spider", "ghost"],
["bat", "spider", "ghost"],
["spider", "ghost"],
["bat", "ghost"],
]
WHITE = (240, 240, 240)
BOLT = (120, 200, 255)
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)
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")
heart_img = load("heart.png")
empty_img = load("heart_empty.png")
MONSTERS = {
"slime": {"image": load("slime.png"), "speed": 1.0, "hp": 1},
"bat": {"image": load("dungeon_bat.png"), "speed": 1.6, "hp": 1},
"spider": {"image": load("spider.png"), "speed": 1.2, "hp": 3},
"ghost": {"image": load("ghost.png"), "speed": 0.8, "hp": 4},
}
hit_sound = sound("hit.ogg")
hurt_sound = sound("thud.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))
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))
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
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, 28, 28)
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 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.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()))
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()
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.shoot()
self.hurt_monsters()
self.take_hits()
night = Night()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if night.state == "playing":
night.update(pygame.key.get_pressed())
screen.blit(background, (0, 0))
knight = night.knight
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)
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)))
if night.state == "lost":
message = big_font.render("The keep has fallen", True, WHITE)
screen.blit(message, message.get_rect(center=(WIDTH // 2, 200)))
pygame.display.flip()
clock.tick(60)
pygame.quit()
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