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Skor Terbaik

Termasuk bagian Aturan Game dalam perjalanan Pygame di Coddy. Pelajaran 19 dari 29.

Skor lebih berarti jika dibandingkan dengan skor terbaik sejauh ini. Simpan skor terbaik dalam variabel tersendiri, lalu perbarui saat permainan berakhir:

if lives <= 0:
    state = "over"
    best = max(best, score)

max mempertahankan angka yang lebih besar. Permainan yang lebih baik akan menaikkan best; permainan yang lebih buruk membiarkannya seperti semula.

Di mana kamu menetapkan best = 0 itu penting. reset() dijalankan di awal setiap permainan, jadi nilai terbaik yang ditetapkan di sana akan dihapus setiap kali kamu menekan R. Tetapkan sekali, sebelum perulangan. Nilai itu bertahan selama program berjalan.

Tampilkan nilai itu di layar permainan berakhir, di bawah dua baris lainnya:

best_text = font.render(f"Best: {best}", True, WHITE)
screen.blit(best_text, best_text.get_rect(center=(240, 240)))
challenge icon

Tantangan

Mudah
  1. Tetapkan best = 0 sekali, setelah state = "menu".
  2. Saat permainan berakhir, tetapkan best = max(best, score).
  3. Di layar permainan berakhir, tampilkan Best: 12 (dengan skor terbaik) di tengah pada (240, 240).

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
    player = pygame.Rect(220, 300, 40, 40)
    rocks = []
    score = 0
    lives = 3
    pygame.time.set_timer(POINT, 1000)
    pygame.time.set_timer(SPAWN, 800)


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())

    kept = []
    for rock in rocks:
        rock.y += 3
        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))
        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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