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Normal atau Sulit

Termasuk bagian Aturan Game dalam perjalanan Pygame di Coddy. Pelajaran 17 dari 29.

Biarkan pemain memilih tingkat kesulitan permainan sebelum permainan dimulai. Menu menampilkan dua pilihan, dan tombol panah memilih salah satunya:

elif event.key == pygame.K_LEFT and state == "menu":
    difficulty = "normal"
elif event.key == pygame.K_RIGHT and state == "menu":
    difficulty = "hard"

Tombol panah yang sama menggerakkan pemain selama permainan. Pengujian state == "menu" memisahkan kedua penggunaan tersebut.

Menu menandai pilihan yang dipilih, sehingga pemain tahu permainan mana yang akan dimulai saat menekan Enter:

if difficulty == "normal":
    normal, hard = "> Normal <", "Hard"
else:
    normal, hard = "Normal", "> Hard <"

Lalu, game membaca difficulty di bagian tempat angka ditetapkan. Pada tingkat Hard, batu mulai bergerak dengan kecepatan 6 piksel per frame, bukan 3:

if difficulty == "normal":
    speed = 3 + seconds // 5
else:
    speed = 6 + seconds // 5

Tetapkan difficulty = "normal" sekali sebelum perulangan, bukan di reset(), agar tombol R mempertahankan pilihan.

challenge icon

Tantangan

Sedang
  1. Sebelum perulangan, atur difficulty = "normal".
  2. Di menu, tombol Kiri mengaturnya ke "normal" dan tombol Kanan ke "hard".
  3. Menu menampilkan dua opsi di tengah, pada (160, 260) dan (320, 260): > Normal < dan Hard, atau Normal dan > Hard <.
  4. Batu mulai bergerak dengan kecepatan 3 piksel per frame pada Normal dan 6 pada Hard, lalu bertambah 1 setiap lima detik.

Coba sendiri

import random
import pygame

pygame.init()
screen = pygame.display.set_mode((480, 360))
pygame.display.set_caption("Meteor Dodge")
clock = pygame.time.Clock()
heart = pygame.image.load("assets/images/heart.png").convert_alpha()
heart_empty = pygame.image.load("assets/images/heart_empty.png").convert_alpha()
font = pygame.font.Font("assets/fonts/pixel.ttf", 24)
big_font = pygame.font.Font("assets/fonts/pixel.ttf", 48)
WHITE = (240, 240, 240)
PLATE = (60, 60, 90)
POINT = pygame.USEREVENT + 1
SPAWN = pygame.USEREVENT + 2


def reset():
    global player, rocks, score, lives, start_time
    player = pygame.Rect(220, 300, 40, 40)
    rocks = []
    score = 0
    lives = 3
    start_time = pygame.time.get_ticks()
    pygame.time.set_timer(POINT, 1000)
    pygame.time.set_timer(SPAWN, 1000)


def draw_menu():
    screen.fill((30, 30, 46))
    title = big_font.render("Meteor Dodge", True, WHITE)
    title_rect = title.get_rect(center=(240, 140))
    pygame.draw.rect(screen, PLATE, title_rect.inflate(24, 12))
    screen.blit(title, title_rect)
    hint = font.render("Press Enter to play", True, WHITE)
    screen.blit(hint, hint.get_rect(center=(240, 200)))


def draw_game():
    screen.fill((30, 30, 46))
    pygame.draw.rect(screen, (255, 196, 0), player)
    for rock in rocks:
        pygame.draw.rect(screen, (235, 80, 80), rock)
    score_text = font.render(f"{score:05}", True, WHITE)
    score_rect = score_text.get_rect(topright=(470, 10))
    pygame.draw.rect(screen, PLATE, score_rect.inflate(12, 8))
    screen.blit(score_text, score_rect)
    for i in range(3):
        if i < lives:
            screen.blit(heart, (10 + i * 40, 10))
        else:
            screen.blit(heart_empty, (10 + i * 40, 10))


def play_frame():
    global rocks, lives, state
    keys = pygame.key.get_pressed()
    if keys[pygame.K_LEFT]:
        player.x -= 6
    if keys[pygame.K_RIGHT]:
        player.x += 6
    player.clamp_ip(screen.get_rect())

    seconds = (pygame.time.get_ticks() - start_time) // 1000
    speed = 3 + seconds // 5
    kept = []
    for rock in rocks:
        rock.y += speed
        if rock.colliderect(player):
            lives -= 1
        elif rock.top <= 360:
            kept.append(rock)
    rocks = kept
    if lives <= 0:
        state = "over"
    draw_game()


def draw_over():
    draw_game()
    message = big_font.render("Game over", True, WHITE)
    screen.blit(message, message.get_rect(center=(240, 160)))
    hint = font.render("Press R to play again", True, WHITE)
    screen.blit(hint, hint.get_rect(center=(240, 200)))


reset()
state = "menu"

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == POINT and state == "play":
            score += 1
        if event.type == SPAWN and state == "play":
            rocks.append(pygame.Rect(random.randint(0, 456), -24, 24, 24))
            seconds = (pygame.time.get_ticks() - start_time) // 1000
            interval = max(400, 1000 - seconds * 60)
            pygame.time.set_timer(SPAWN, interval)
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_RETURN and state == "menu":
                reset()
                state = "play"
            elif event.key == pygame.K_r and state == "over":
                reset()
                state = "play"

    if state == "menu":
        draw_menu()
    elif state == "play":
        play_frame()
    else:
        draw_over()
    pygame.display.flip()
    clock.tick(60)

pygame.quit()

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