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CoddyTech

Impactos de hacha

Lección 13 de 25 del curso Proyecto con Pygame: Defiende la fortaleza de Coddy.

El hacha atraviesa a un monstruo durante muchos fotogramas, unos 13. Hacerle daño en cada uno de esos fotogramas derretiría cualquier cosa que tocara. Para golpear una sola vez por pasada, el monstruo que recibe un golpe obtiene una espera, la cuenta en su propio update y el hacha solo hace daño a los monstruos cuyo tiempo de espera es 0. Una trampa que se activa una vez por segundo funciona de la misma manera:

if player.trap_wait == 0 and spikes.colliderect(player.rect):
    player.hearts -= 1
    player.trap_wait = 60

La hoja es un Rect propio, de 36 por 36, centrado en cada punto de axe_spots(). rect.colliderect(other) es True cuando dos Rect se superponen.

challenge icon

Desafío

Intermedio

Haz que el hacha golpee a cada monstruo una vez por pasada.

  1. Asigna Monster axe_wait = 0; su update resta 1 mientras el valor sea mayor que 0.
  2. En hurt_monsters, después de los proyectiles: para cada posición, una blade Rect de 36 por 36 centrada en ella golpea a cada monstruo que toque y cuyo axe_wait sea 0, con monster.hit(1) y monster.axe_wait = 20.

Pulsa «Jugar»: los slimes que toca el hacha caen, y un ghost recibe cuatro golpes. Después, pulsa «Comprobar».

Pruébalo tú mismo

import random
import pygame

WIDTH, HEIGHT = 720, 480
TILE = 48
NIGHT = 60 * 60 * 4
# Los tipos de monstruo que envía cada oleada, desde la primera hasta la última
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()


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},
}

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.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

    def hit(self, damage):
        self.hp -= damage


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 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
            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:
        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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