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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.

challenge icon

Tantangan

Sedang
  1. Tambahkan GOLD = (250, 200, 60) dan level_sound = sound("powerup.ogg"). Beri Night level = 1 dan need = 5.
  2. Di akhir collect, naikkan level seperti di atas dan putar level_sound.
  3. Di perulangan event, saat pygame.KEYDOWN: dalam "levelup", Space mengatur night.state = "playing".
  4. 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 selebar 150 * night.xp // night.need.
  5. Sebelum perulangan, buat cover, Surface berukuran jendela dengan SRCALPHA yang 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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