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Termasuk bagian Proyek dalam perjalanan Pygame di Coddy. Pelajaran 28 dari 31.

Benteng ini memiliki tiga ruangan. Melalui pintu yang terbuka, ksatria keluar di posisi P di ruangan berikutnya. X adalah hal baru: laba-laba yang merayap naik dan turun.

MAP2 = [
    "##############",
    "#P...#...X...#",
    "#....#.......#",
    "#..S.#..###..#",
    "#....#..#K...#",
    "#.......#....#",
    "##.######X####",
    "#....S.......#",
    "#.H..........#",
    "###D##########",
]
MAP3 = [
    "##############",
    "#....#...X...#",
    "#.P..#.......#",
    "#....#..S....#",
    "#..S.....###.D",
    "#....#...#K.S#",
    "###.###X.#...#",
    "#........#...#",
    "#..H.....#...#",
    "##############",
]
ROOMS = [MAP, MAP2, MAP3]

level adalah nomor ruangan tempat ksatria berada, dihitung mulai dari 0. Saat melewati pintu, ruangan berikutnya dibuat dari petanya, lalu ksatria ditempatkan di titik awalnya:

level += 1
room = Room(ROOMS[level])
knight.rect.center = room.start

Itulah alasan adanya class Room: satu baris kode membuat seluruh ruangan, dinding, kunci, pintu, musuh, dan ramuan. Ksatria adalah object yang sama, jadi jantungnya ikut terbawa. Untuk saat ini, pintu di ruangan terakhir tidak menuju ke mana pun: lanjutkan hanya selama level < len(ROOMS) - 1.

Laba-laba adalah Enemy dengan dx = 0 dan sebuah dy. update yang sama membuatnya berbalik saat mencapai dinding.

challenge icon

Tantangan

Sulit
  1. Tambahkan MAP2, MAP3, dan ROOMS dari atas, di bawah MAP.
  2. Sebelum perulangan, tetapkan level = 0 dan room = Room(ROOMS[level]).
  3. Di Room, X menambahkan Enemy(spider_img, cell_rect(col, row), 0, speed) dengan speed = random.choice([-2, 2]).
  4. Setelah pintu terbuka: saat room.door_open, ksatria menyentuh room.door, dan level < len(ROOMS) - 1, tambahkan 1 ke level, buat ruangan, lalu pindahkan ksatria ke titik mulainya.
  5. Tampilkan f"Room {level + 1} of {len(ROOMS)}" dengan warna (240, 240, 240) dan posisi kanan atas di (660, 8): label.get_rect(topright=(660, 8)).

Coba sendiri

import random
import pygame

TILE = 48
MAP = [
    "##############",
    "#............#",
    "#.P......K...#",
    "#............#",
    "#....##......D",
    "#....##......#",
    "##.#######.###",
    "#............#",
    "#...S....H...#",
    "##############",
]

pygame.init()
screen = pygame.display.set_mode((672, 480))
pygame.display.set_caption("Rune Keep")
clock = pygame.time.Clock()
font = pygame.font.Font("assets/fonts/pixel.ttf", 32)


def load(name):
    return pygame.image.load("assets/images/" + name).convert_alpha()


floor_img = load("floor.png")
wall_img = load("wall.png")
knight_img = load("knight.png")
door_img = load("dungeon_door.png")
key_img = load("key.png")
slime_img = load("slime.png")
spider_img = load("spider.png")
heart_img = load("heart.png")
empty_img = load("heart_empty.png")
sword_img = load("sword.png")
potion_img = load("potion_red.png")
ANGLES = {(0, -1): 0, (-1, 0): 90, (0, 1): 180, (1, 0): -90}


def draw(image, rect):
    screen.blit(image, image.get_rect(center=rect.center))


def cell_rect(col, row):
    rect = pygame.Rect(0, 0, 32, 32)
    rect.center = (col * TILE + 24, row * TILE + 24)
    return rect


class Enemy(pygame.sprite.Sprite):
    def __init__(self, image, rect, dx, dy):
        super().__init__()
        self.image = image
        self.rect = rect
        self.dx = dx
        self.dy = dy

    def update(self, blocks):
        self.rect.x += self.dx
        self.rect.y += self.dy
        if self.rect.collidelist(blocks) != -1:
            self.rect.x -= self.dx
            self.rect.y -= self.dy
            self.dx = -self.dx
            self.dy = -self.dy


class Room:
    def __init__(self, lines):
        self.walls = []
        self.enemies = pygame.sprite.Group()
        self.potions = []
        self.start = (72, 72)
        self.has_key = False
        self.door_open = False
        for row, line in enumerate(lines):
            for col, char in enumerate(line):
                if char == "#":
                    self.walls.append(pygame.Rect(col * TILE, row * TILE, TILE, TILE))
                elif char == "P":
                    self.start = cell_rect(col, row).center
                elif char == "K":
                    self.key = cell_rect(col, row)
                elif char == "D":
                    self.door = pygame.Rect(col * TILE, row * TILE, TILE, TILE)
                elif char == "S":
                    speed = random.choice([-2, 2])
                    self.enemies.add(Enemy(slime_img, cell_rect(col, row), speed, 0))
                elif char == "H":
                    self.potions.append(cell_rect(col, row))

    def blocks(self):
        if self.door_open:
            return self.walls
        return self.walls + [self.door]


class Knight(pygame.sprite.Sprite):
    def __init__(self, center):
        super().__init__()
        self.image = knight_img
        self.rect = pygame.Rect(0, 0, 32, 32)
        self.rect.center = center
        self.hearts = 3
        self.hurt = 0
        self.facing = (1, 0)
        self.swing = 0

    def move(self, dx, dy, blocks):
        self.rect.x += dx
        for block in blocks:
            if self.rect.colliderect(block):
                if dx > 0:
                    self.rect.right = block.left
                elif dx < 0:
                    self.rect.left = block.right
        self.rect.y += dy
        for block in blocks:
            if self.rect.colliderect(block):
                if dy > 0:
                    self.rect.bottom = block.top
                elif dy < 0:
                    self.rect.top = block.bottom

    def sword(self):
        box = pygame.Rect(0, 0, 36, 36)
        box.centerx = self.rect.centerx + self.facing[0] * 34
        box.centery = self.rect.centery + self.facing[1] * 34
        return box


room = Room(MAP)
knight = Knight(room.start)
state = "playing"

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and state == "playing" and knight.swing == 0:
                knight.swing = 12

    if state == "playing":
        keys = pygame.key.get_pressed()
        dx = 0
        dy = 0
        if keys[pygame.K_LEFT]:
            dx = -3
            knight.facing = (-1, 0)
        if keys[pygame.K_RIGHT]:
            dx = 3
            knight.facing = (1, 0)
        if keys[pygame.K_UP]:
            dy = -3
            knight.facing = (0, -1)
        if keys[pygame.K_DOWN]:
            dy = 3
            knight.facing = (0, 1)
        knight.move(dx, dy, room.blocks())
        knight.rect.clamp_ip(screen.get_rect())

        if not room.has_key and knight.rect.colliderect(room.key):
            room.has_key = True
        if room.has_key and knight.rect.inflate(8, 8).colliderect(room.door):
            room.door_open = True

        room.enemies.update(room.walls + [room.door])

        if knight.swing > 0:
            knight.swing -= 1
            for enemy in room.enemies:
                if enemy.rect.colliderect(knight.sword()):
                    enemy.kill()

        if knight.hurt > 0:
            knight.hurt -= 1
        elif pygame.sprite.spritecollide(knight, room.enemies, False):
            knight.hearts -= 1
            knight.hurt = 60
            if knight.hearts == 0:
                state = "lost"

        index = knight.rect.collidelist(room.potions)
        if index != -1 and knight.hearts < 3:
            knight.hearts += 1
            room.potions.pop(index)

    for row in range(10):
        for col in range(14):
            screen.blit(floor_img, (col * TILE, row * TILE))
    for wall in room.walls:
        screen.blit(wall_img, wall)
    if not room.door_open:
        screen.blit(door_img, room.door)
    if not room.has_key:
        draw(key_img, room.key)
    for potion in room.potions:
        draw(potion_img, potion)
    for enemy in room.enemies:
        draw(enemy.image, enemy.rect)
    if knight.hurt % 10 < 5:
        draw(knight.image, knight.rect)
    if knight.swing > 0:
        blade = pygame.transform.rotate(sword_img, ANGLES[knight.facing])
        draw(blade, knight.sword())
    for i in range(3):
        if i < knight.hearts:
            screen.blit(heart_img, (8 + i * 40, 6))
        else:
            screen.blit(empty_img, (8 + i * 40, 6))
    if room.has_key:
        screen.blit(key_img, (136, 6))
    if state == "lost":
        message = font.render("Game over", True, (240, 240, 240))
        screen.blit(message, message.get_rect(center=(336, 240)))
    pygame.display.flip()
    clock.tick(60)

pygame.quit()
quiz iconUji dirimu

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Latihan sendiri: Playground Pygame