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Ramuan Merah

Termasuk bagian Proyek dalam perjalanan Pygame di Coddy. Pelajaran 27 dari 31.

Setiap H di peta adalah ramuan merah. Berjalan melewatinya akan memulihkan satu hati, tetapi hanya jika knight kehilangan satu hati, jadi ramuan akan tetap berada di lantai sampai ia membutuhkannya.

Ramuan-ramuan itu adalah list Rects. knight.rect.collidelist(room.potions) memberikan indeks ramuan yang disentuhnya, atau -1. room.potions.pop(index) mengeluarkan ramuan itu dari list, sehingga ramuan itu tidak lagi digambar atau diminum lagi.

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

Menghapus item dari list saat loop for menelusurinya akan melewatkan item setelah setiap penghapusan. Dengan indeks, tidak ada perulangan yang bisa membingungkan.

Letakkan ramuan di luar jalur terpendek melewati ruangan. Pemain yang kekurangan hati akan punya alasan untuk menjelajah dan mengambil risiko memutar melewati slime.

challenge icon

Tantangan

Sedang
  1. Di Room, atur self.potions = []; H menambahkan cell_rect(col, row).
  2. Setelah pemeriksaan kondisi terluka, tambahkan kode potion di atas.
  3. Gambar setiap potion dengan draw(potion_img, potion) sebelum musuh.

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.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))

    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"

    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 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()

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