Más adentro de la fortaleza
Parte de la sección Proyectos del Journey de Pygame de Coddy. Lección 28 de 31.
La fortaleza tiene tres salas. Al atravesar la puerta abierta, el caballero sale por la P de la siguiente sala. X es nuevo: una araña que trepa y baja.
MAP2 = [
"##############",
"#P...#...X...#",
"#....#.......#",
"#..S.#..###..#",
"#....#..#K...#",
"#.......#....#",
"##.######X####",
"#....S.......#",
"#.H..........#",
"###D##########",
]
MAP3 = [
"##############",
"#....#...X...#",
"#.P..#.......#",
"#....#..S....#",
"#..S.....###.D",
"#....#...#K.S#",
"###.###X.#...#",
"#........#...#",
"#..H.....#...#",
"##############",
]
ROOMS = [MAP, MAP2, MAP3]level es el número de la sala en la que está el caballero, empezando desde 0. Al atravesar la puerta, se construye la siguiente sala a partir de su mapa y se coloca al caballero en su punto de partida:
level += 1
room = Room(ROOMS[level])
knight.rect.center = room.startEse es el motivo de la clase Room: una línea crea una sala entera, con paredes, llave, puerta, enemigos y pociones. El caballero es el mismo objeto, así que sus corazones lo acompañan. Por ahora, la puerta de la última sala no lleva a ninguna parte: avanza solo mientras level < len(ROOMS) - 1.
Una araña es un Enemy con dx = 0 y un dy. El mismo update hace que dé la vuelta al llegar a las paredes.
Desafío
Difícil- Añade
MAP2,MAP3yROOMSde arriba, debajo deMAP. - Antes del bucle, establece
level = 0yroom = Room(ROOMS[level]). - En
Room, unaXañadeEnemy(spider_img, cell_rect(col, row), 0, speed)conspeed = random.choice([-2, 2]). - Después de que se abra la puerta: cuando
room.door_open, el caballero toqueroom.doorylevel < len(ROOMS) - 1, suma 1 alevel, construye la sala y mueve al caballero a su inicio. - Muestra
f"Room {level + 1} of {len(ROOMS)}"en (240, 240, 240), con su esquina superior derecha en(660, 8):label.get_rect(topright=(660, 8)).
Pruébalo tú mismo
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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Todas las lecciones de Proyectos
3La Fortaleza Rúnica
La primera sala de la fortalezaEl caballero caminaPractica por tu cuenta: Playground de Pygame