Judul dan Main Lagi
Pelajaran 20 dari 20 dalam kursus Proyek Pygame: Pertahankan Benteng di Coddy.
Dua bagian terakhir membuat game ini siap dimainkan oleh orang lain: layar judul yang menjelaskan apa yang harus dilakukan, dan cara untuk bermain lagi.
Malam baru kini dimulai dalam keadaan ketiga, "title". Tidak ada yang bergerak sampai kamu menekan Space, jadi pemain membaca layar terlebih dahulu. Setelah menang atau kalah, Space membuat Night baru: semua monster, gem, dan timer dimulai ulang karena semuanya berada di dalam malam. best berada di luarnya, jadi rekor tetap tersimpan.
elif night.state in ("won", "lost") and event.key == pygame.K_SPACE:
night = Night()
night.state = "playing"Layar judul menampilkan baris-barisnya satu di bawah yang lain, dengan baris pertama dalam huruf besar berwarna emas. Lalu mainkan: satu malam berlangsung selama empat menit. Pilih upgrade sesuai cara bermain yang kamu sukai, lalu lihat apakah kamu bisa mempertahankan benteng sampai fajar.
Tantangan
SedangNightbaru dimulai denganstate = "title".- Saat
KEYDOWN: dalam"title", Space mengatur"playing"; dalam"won"atau"lost", Space membuat night baru dan mengaturnya ke status playing. - Dalam
"title", blitdark_coverdan gambar, terpusat pada x 360 mulai dari y 150 dengan jarak 50 piksel:"Hold the Keep"(emas, besar),"Survive until dawn. Your weapons fire on their own.","Arrows to move","Press Space to start"danf"Best night: {clock_text(best)}". - Di bawah pesan akhir, gambar
"Press Space to play again"pada (360, 350).
Coba sendiri
import random
import pygame
WIDTH, HEIGHT = 720, 480
TILE = 48
NIGHT = 60 * 60 * 4
BOSS_AT = NIGHT - 60 * 60
WAVES = [
["slime"],
["slime", "bat"],
["slime", "bat", "spider"],
["bat", "spider"],
["slime", "spider", "ghost"],
["bat", "spider", "ghost"],
["spider", "ghost"],
["bat", "ghost"],
]
UPGRADES = {
"Quick bolts": "Bolts fire more often",
"Sharp bolts": "Bolts hit harder",
"Spinning axe": "One more axe circles you",
"Swift boots": "You walk faster",
"Gem magnet": "Gems come from further",
"Hearty meal": "Get back a heart",
}
WHITE = (240, 240, 240)
BOLT = (120, 200, 255)
GOLD = (250, 200, 60)
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)
small_font = pygame.font.Font("assets/fonts/pixel.ttf", 16)
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, "size": 28},
"bat": {"image": load("dungeon_bat.png"), "speed": 1.6, "hp": 1, "size": 28},
"spider": {"image": load("spider.png"), "speed": 1.2, "hp": 3, "size": 28},
"ghost": {"image": load("ghost.png"), "speed": 0.8, "hp": 4, "size": 28},
"boss": {"image": pygame.transform.scale(load("ghost.png"), (96, 96)), "speed": 0.7, "hp": 120, "size": 64},
}
hit_sound = sound("hit.ogg")
hurt_sound = sound("thud.ogg")
gem_sound = sound("coin.ogg")
level_sound = sound("powerup.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))
cover = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA)
cover.fill((0, 0, 0, 150))
shade = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA)
dark_cover = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA)
dark_cover.fill((0, 0, 0, 210))
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))
def load_best():
try:
with open("best_night.txt") as file:
return int(file.read())
except (FileNotFoundError, ValueError):
return 0
def save_best(frames):
with open("best_night.txt", "w") as file:
file.write(str(frames))
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, MONSTERS[kind]["size"], MONSTERS[kind]["size"])
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.level = 1
self.need = 5
self.choices = []
self.pick = 0
self.boss = None
self.saved = False
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()))
if self.boss is None and self.time >= BOSS_AT:
self.boss = Monster("boss", (WIDTH // 2, -40))
self.monsters.add(self.boss)
boss = self.boss
if boss and boss.alive() and boss.hp < MONSTERS["boss"]["hp"] // 2:
if self.time % 120 == 0:
for _ in range(3):
offset = (random.randint(-50, 50), random.randint(-50, 50))
self.monsters.add(Monster("bat", boss.pos + offset))
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()
drops = 8 if monster.kind == "boss" else 1
for _ in range(drops):
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()
if self.xp >= self.need:
self.xp -= self.need
self.level += 1
self.need += 4
self.choices = random.sample(list(UPGRADES), 3)
self.pick = 1
self.state = "levelup"
level_sound.play()
def upgrade(self, name):
knight = self.knight
if name == "Quick bolts":
knight.bolt_wait = max(8, knight.bolt_wait - 8)
elif name == "Sharp bolts":
knight.bolt_damage += 1
elif name == "Spinning axe":
knight.axes += 1
elif name == "Swift boots":
knight.speed += 1
elif name == "Gem magnet":
knight.magnet += 40
elif name == "Hearty meal":
knight.hearts = min(knight.max_hearts, knight.hearts + 1)
self.state = "playing"
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()
if self.time >= NIGHT and self.state == "playing":
self.state = "won"
best = load_best()
night = Night()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if night.state == "levelup":
if event.key == pygame.K_LEFT:
night.pick = (night.pick - 1) % 3
elif event.key == pygame.K_RIGHT:
night.pick = (night.pick + 1) % 3
elif event.key == pygame.K_SPACE:
night.upgrade(night.choices[night.pick])
if night.state == "playing":
night.update(pygame.key.get_pressed())
if night.state in ("won", "lost") and not night.saved:
night.saved = True
if night.time > best:
best = night.time
save_best(best)
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)
dark = min(120, max(0, NIGHT - night.time) * 120 // (60 * 60))
shade.fill((10, 10, 40, dark))
screen.blit(shade, (0, 0))
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)))
label = font.render(f"Level {night.level}", True, WHITE)
screen.blit(label, label.get_rect(topright=(WIDTH - 10, 4)))
pygame.draw.rect(screen, (40, 40, 60), (WIDTH - 160, 30, 150, 10))
pygame.draw.rect(screen, GOLD, (WIDTH - 160, 30, 150 * night.xp // night.need, 10))
if night.state == "levelup":
screen.blit(cover, (0, 0))
title = big_font.render("Level up! Pick one", True, GOLD)
screen.blit(title, title.get_rect(center=(WIDTH // 2, 130)))
for i, name in enumerate(night.choices):
card = pygame.Rect(60 + i * 210, 190, 180, 120)
pygame.draw.rect(screen, (40, 40, 60), card)
if i == night.pick:
pygame.draw.rect(screen, GOLD, card, 4)
else:
pygame.draw.rect(screen, WHITE, card, 2)
text = font.render(name, True, WHITE)
screen.blit(text, text.get_rect(center=(card.centerx, card.y + 40)))
about = small_font.render(UPGRADES[name], True, WHITE)
screen.blit(about, about.get_rect(center=(card.centerx, card.y + 80)))
hint = font.render("Left and Right to choose, Space to take it", True, WHITE)
screen.blit(hint, hint.get_rect(center=(WIDTH // 2, 360)))
if night.state in ("title", "won", "lost"):
screen.blit(dark_cover, (0, 0))
if night.state in ("won", "lost"):
if night.state == "won":
message = big_font.render("Dawn! The keep holds", True, GOLD)
else:
message = big_font.render("The keep has fallen", True, WHITE)
screen.blit(message, message.get_rect(center=(WIDTH // 2, 200)))
lasted = font.render(f"You lasted {clock_text(night.time)}", True, WHITE)
screen.blit(lasted, lasted.get_rect(center=(WIDTH // 2, 260)))
record = font.render(f"Best night: {clock_text(best)}", True, WHITE)
screen.blit(record, record.get_rect(center=(WIDTH // 2, 300)))
pygame.display.flip()
clock.tick(60)
pygame.quit()
Pelajaran ini berisi kuis singkat. Mulai pelajarannya untuk menjawab kuis dan melacak progresmu.
Semua pelajaran di Proyek Pygame: Pertahankan Benteng
Latihan sendiri: Playground Pygame