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Titel und erneut spielen

Lektion 20 von 20 im Kurs Pygame-Projekt: Verteidige den Bergfried von Coddy.

Die letzten beiden Teile machen daraus ein Spiel, das auch jemand anderes spielen kann: einen Titelbildschirm, der erklärt, was zu tun ist, und eine Möglichkeit, noch einmal zu spielen.

Eine neue Nacht beginnt jetzt in einem dritten Zustand, "title". Bis die Leertaste gedrückt wird, bewegt sich nichts, damit die Spielerin oder der Spieler zuerst den Bildschirm lesen kann. Nach einem Sieg oder einer Niederlage startet die Leertaste eine neue Night: Jedes Monster, jeder Edelstein und jeder Timer beginnt von vorn, denn all das gehört zur Nacht. best liegt außerhalb davon, sodass der Rekord erhalten bleibt.

elif night.state in ("won", "lost") and event.key == pygame.K_SPACE:
    night = Night()
    night.state = "playing"

Der Titelbildschirm listet seine Zeilen auf und zeichnet sie untereinander, die erste in großen goldenen Buchstaben. Dann drücke „Spielen“: Eine Nacht dauert vier Minuten. Wähle Verbesserungen passend zu deiner Spielweise und finde heraus, ob du die Burg bis zum Morgengrauen halten kannst.

challenge icon

Aufgabe

Mittel
    Night beginnt mit state = "title".
  1. Bei KEYDOWN: In "title" setzt die Leertaste den Zustand auf "playing"; in "won" oder "lost" startet die Leertaste eine neue Nacht und setzt sie auf „playing“.
  2. In "title" dark_cover mit blit zeichnen und zentriert bei x 360 ab y 150 im Abstand von 50 Pixeln Folgendes anzeigen: "Hold the Keep" (goldfarben, groß), "Survive until dawn. Your weapons fire on their own.", "Arrows to move", "Press Space to start" und f"Best night: {clock_text(best)}".
  3. Unter den Endnachrichten "Press Space to play again" bei (360, 350) anzeigen.

Probier es selbst

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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