Tiefer in die Festung
Teil des Abschnitts Projekte der Pygame-Journey von Coddy. Lektion 28 von 31.
Die Festung hat drei Räume. Durch die offene Tür kommt der Ritter beim P des nächsten Raums heraus. X ist neu: eine Spinne, die nach oben und unten klettert.
MAP2 = [
"##############",
"#P...#...X...#",
"#....#.......#",
"#..S.#..###..#",
"#....#..#K...#",
"#.......#....#",
"##.######X####",
"#....S.......#",
"#.H..........#",
"###D##########",
]
MAP3 = [
"##############",
"#....#...X...#",
"#.P..#.......#",
"#....#..S....#",
"#..S.....###.D",
"#....#...#K.S#",
"###.###X.#...#",
"#........#...#",
"#..H.....#...#",
"##############",
]
ROOMS = [MAP, MAP2, MAP3]level ist die Nummer des Raums, in dem sich der Ritter befindet, beginnend bei 0. Wenn er durch die Tür geht, wird der nächste Raum anhand seiner Karte erstellt und der Ritter an dessen Startposition gesetzt:
level += 1
room = Room(ROOMS[level])
knight.rect.center = room.startDeshalb gibt es die Klasse Room: Eine Zeile erstellt einen ganzen Raum mit Wänden, Schlüssel, Tür, Gegnern und Tränken. Der Ritter bleibt dasselbe Objekt, also kommen seine Herzen mit ihm mit. Vorläufig führt die Tür des letzten Raums nirgendwohin: Gehe nur weiter, solange level < len(ROOMS) - 1 gilt.
Eine Spinne ist ein Enemy mit dx = 0 und einem dy. Dasselbe update lässt sie an Wänden umkehren.
Aufgabe
Schwer- Füge
MAP2,MAP3undROOMSvon oben unterMAPhinzu. - Setze vor der Schleife
level = 0undroom = Room(ROOMS[level]). - In
Roomfügt einXEnemy(spider_img, cell_rect(col, row), 0, speed)mitspeed = random.choice([-2, 2])hinzu. - Nachdem sich die Tür geöffnet hat: Wenn
room.door_opengilt, der Ritterroom.doorberührt undlevel < len(ROOMS) - 1gilt, erhöhelevelum 1, erstelle den Raum und bewege den Ritter zu dessen Startposition. - Zeige
f"Room {level + 1} of {len(ROOMS)}"in (240, 240, 240) mit der rechten oberen Ecke bei(660, 8)an:label.get_rect(topright=(660, 8)).
Probier es selbst
import random
import pygame
TILE = 48
MAP = [
"##############",
"#............#",
"#.P......K...#",
"#............#",
"#....##......D",
"#....##......#",
"##.#######.###",
"#............#",
"#...S....H...#",
"##############",
]
pygame.init()
screen = pygame.display.set_mode((672, 480))
pygame.display.set_caption("Rune Keep")
clock = pygame.time.Clock()
font = pygame.font.Font("assets/fonts/pixel.ttf", 32)
def load(name):
return pygame.image.load("assets/images/" + name).convert_alpha()
floor_img = load("floor.png")
wall_img = load("wall.png")
knight_img = load("knight.png")
door_img = load("dungeon_door.png")
key_img = load("key.png")
slime_img = load("slime.png")
spider_img = load("spider.png")
heart_img = load("heart.png")
empty_img = load("heart_empty.png")
sword_img = load("sword.png")
potion_img = load("potion_red.png")
ANGLES = {(0, -1): 0, (-1, 0): 90, (0, 1): 180, (1, 0): -90}
def draw(image, rect):
screen.blit(image, image.get_rect(center=rect.center))
def cell_rect(col, row):
rect = pygame.Rect(0, 0, 32, 32)
rect.center = (col * TILE + 24, row * TILE + 24)
return rect
class Enemy(pygame.sprite.Sprite):
def __init__(self, image, rect, dx, dy):
super().__init__()
self.image = image
self.rect = rect
self.dx = dx
self.dy = dy
def update(self, blocks):
self.rect.x += self.dx
self.rect.y += self.dy
if self.rect.collidelist(blocks) != -1:
self.rect.x -= self.dx
self.rect.y -= self.dy
self.dx = -self.dx
self.dy = -self.dy
class Room:
def __init__(self, lines):
self.walls = []
self.enemies = pygame.sprite.Group()
self.potions = []
self.start = (72, 72)
self.has_key = False
self.door_open = False
for row, line in enumerate(lines):
for col, char in enumerate(line):
if char == "#":
self.walls.append(pygame.Rect(col * TILE, row * TILE, TILE, TILE))
elif char == "P":
self.start = cell_rect(col, row).center
elif char == "K":
self.key = cell_rect(col, row)
elif char == "D":
self.door = pygame.Rect(col * TILE, row * TILE, TILE, TILE)
elif char == "S":
speed = random.choice([-2, 2])
self.enemies.add(Enemy(slime_img, cell_rect(col, row), speed, 0))
elif char == "H":
self.potions.append(cell_rect(col, row))
def blocks(self):
if self.door_open:
return self.walls
return self.walls + [self.door]
class Knight(pygame.sprite.Sprite):
def __init__(self, center):
super().__init__()
self.image = knight_img
self.rect = pygame.Rect(0, 0, 32, 32)
self.rect.center = center
self.hearts = 3
self.hurt = 0
self.facing = (1, 0)
self.swing = 0
def move(self, dx, dy, blocks):
self.rect.x += dx
for block in blocks:
if self.rect.colliderect(block):
if dx > 0:
self.rect.right = block.left
elif dx < 0:
self.rect.left = block.right
self.rect.y += dy
for block in blocks:
if self.rect.colliderect(block):
if dy > 0:
self.rect.bottom = block.top
elif dy < 0:
self.rect.top = block.bottom
def sword(self):
box = pygame.Rect(0, 0, 36, 36)
box.centerx = self.rect.centerx + self.facing[0] * 34
box.centery = self.rect.centery + self.facing[1] * 34
return box
room = Room(MAP)
knight = Knight(room.start)
state = "playing"
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and state == "playing" and knight.swing == 0:
knight.swing = 12
if state == "playing":
keys = pygame.key.get_pressed()
dx = 0
dy = 0
if keys[pygame.K_LEFT]:
dx = -3
knight.facing = (-1, 0)
if keys[pygame.K_RIGHT]:
dx = 3
knight.facing = (1, 0)
if keys[pygame.K_UP]:
dy = -3
knight.facing = (0, -1)
if keys[pygame.K_DOWN]:
dy = 3
knight.facing = (0, 1)
knight.move(dx, dy, room.blocks())
knight.rect.clamp_ip(screen.get_rect())
if not room.has_key and knight.rect.colliderect(room.key):
room.has_key = True
if room.has_key and knight.rect.inflate(8, 8).colliderect(room.door):
room.door_open = True
room.enemies.update(room.walls + [room.door])
if knight.swing > 0:
knight.swing -= 1
for enemy in room.enemies:
if enemy.rect.colliderect(knight.sword()):
enemy.kill()
if knight.hurt > 0:
knight.hurt -= 1
elif pygame.sprite.spritecollide(knight, room.enemies, False):
knight.hearts -= 1
knight.hurt = 60
if knight.hearts == 0:
state = "lost"
index = knight.rect.collidelist(room.potions)
if index != -1 and knight.hearts < 3:
knight.hearts += 1
room.potions.pop(index)
for row in range(10):
for col in range(14):
screen.blit(floor_img, (col * TILE, row * TILE))
for wall in room.walls:
screen.blit(wall_img, wall)
if not room.door_open:
screen.blit(door_img, room.door)
if not room.has_key:
draw(key_img, room.key)
for potion in room.potions:
draw(potion_img, potion)
for enemy in room.enemies:
draw(enemy.image, enemy.rect)
if knight.hurt % 10 < 5:
draw(knight.image, knight.rect)
if knight.swing > 0:
blade = pygame.transform.rotate(sword_img, ANGLES[knight.facing])
draw(blade, knight.sword())
for i in range(3):
if i < knight.hearts:
screen.blit(heart_img, (8 + i * 40, 6))
else:
screen.blit(empty_img, (8 + i * 40, 6))
if room.has_key:
screen.blit(key_img, (136, 6))
if state == "lost":
message = font.render("Game over", True, (240, 240, 240))
screen.blit(message, message.get_rect(center=(336, 240)))
pygame.display.flip()
clock.tick(60)
pygame.quit()
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