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Pelajaran 12 dari 20 dalam kursus Proyek Pygame: Pertahankan Benteng di Coddy.

Senjatanya berfungsi, tetapi serangan sulit terlihat. Dua hal kecil memperbaikinya: monster berkedip putih sesaat saat terkena serangan, dan setiap serangan menghasilkan suara.

Salinan gambar berwarna putih tetap mempertahankan bentuknya: BLEND_RGB_MAX memilih warna yang lebih terang antara warna setiap piksel dan putih, yang selalu putih, serta membiarkan piksel transparan tetap seperti semula.

def whiten(image):
    white = image.copy()
    white.fill((255, 255, 255), special_flags=pygame.BLEND_RGB_MAX)
    return white

hit mengatur self.flash = 6, update milik monster menghitung nilainya mundur, dan perulangan menggambar salinan putih selama nilainya lebih dari 0.

Suara dimuat sekali dengan pygame.mixer.Sound(path) dan dapat diputar sesering yang kamu mau menggunakan .play().

challenge icon

Tantangan

Sedang
  1. Tulis sound(name), yang mengembalikan pygame.mixer.Sound("assets/sounds/" + name), dan whiten(image).
  2. Muat hit_sound = sound("hit.ogg") dan hurt_sound = sound("thud.ogg").
  3. Monster: self.flash = 0, nilainya dihitung mundur di update. hit menetapkan nilainya menjadi 6 dan memutar hit_sound.
  4. Gambar whiten(monster.image) untuk monster yang flash-nya lebih dari 0.
  5. Putar hurt_sound saat knight kehilangan satu hati.

Coba sendiri

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()


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.axe_wait = 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

    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 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
            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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