Naik Level
Pelajaran 14 dari 20 dalam kursus Proyek Pygame: Pertahankan Benteng di Coddy.
Lima permata membentuk satu level. Setiap level membutuhkan 4 permata lebih banyak daripada level sebelumnya, jadi knight naik level dengan cepat pada awalnya, lalu lebih lambat:
if self.xp >= self.need:
self.xp -= self.need
self.level += 1
self.need += 4
self.state = "levelup"Naik level menjeda game: perulangan hanya memperbarui saat "playing", jadi dalam "levelup" tidak ada yang bergerak. Space membawa game kembali ke malam hari. Baca Space sebagai sebuah peristiwa, pygame.KEYDOWN, bukan dengan get_pressed: satu tekanan adalah satu pilihan, selama apa pun tombol ditekan.
Surface yang dibuat dengan pygame.SRCALPHA bisa tembus pandang. Jika diisi dengan (0, 0, 0, 150), yaitu hitam dengan nilai 150 dari 255, Surface itu meredupkan game di balik pesan. Buat sekali sebelum perulangan, lalu cukup blit di dalam perulangan: membuat Surface seukuran jendela baru setiap frame akan membuang banyak memori 60 kali per detik.
Bilah xp menunjukkan seberapa dekat kamu dengan level berikutnya: lebarnya 150 piksel saat penuh, jadi lebarnya 150 * night.xp // night.need piksel berwarna emas.
Tantangan
Sedang- Tambahkan
GOLD = (250, 200, 60)danlevel_sound = sound("powerup.ogg"). BeriNightlevel = 1danneed = 5. - Di akhir
collect, naikkan level seperti di atas dan putarlevel_sound. - Di perulangan event, saat
pygame.KEYDOWN: dalam"levelup", Space mengaturnight.state = "playing". - Kanan atas:
f"Level {night.level}"dengan sudut kanan atasnya di (710, 4), dan bilah:(40, 40, 60)di(WIDTH - 160, 30, 150, 10), lalu bagian emas selebar150 * night.xp // night.need. - Sebelum perulangan, buat
cover, Surface berukuran jendela denganSRCALPHAyang diisi(0, 0, 0, 150). Dalam"levelup", blit surface itu, lalu"Level up!"dengan huruf besar berwarna emas di (360, 200), dan"Press Space to keep going"di (360, 260).
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()
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},
"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},
}
hit_sound = sound("hit.ogg")
hurt_sound = sound("thud.ogg")
gem_sound = sound("coin.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))
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
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, 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
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.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()
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()
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()
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 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)
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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