Berkedip dan Tambahkan Hitungan
Termasuk bagian Suara dan Sensasi Bermain dalam perjalanan Pygame di Coddy. Pelajaran 23 dari 23.
Dua sentuhan terakhir. Saat pemain kehilangan nyawa, seluruh layar berkedip merah sesaat, jadi kehilangan nyawa tidak mungkin terlewat. Saat pemain mendapat skor, angkanya bertambah secara bertahap, bukan langsung melonjak.
Kedipan merah ini menggunakan Surface sebesar jendela, diisi warna merah dan dibuat tembus pandang dengan set_alpha(), dari 0 (tidak terlihat) hingga 255 (pekat). Buat sekali, sebelum perulangan:
red = pygame.Surface((640, 480))
red.fill((255, 0, 0))
red.set_alpha(90)Saat nyawa hilang, tetapkan flash = 12. Setiap frame, nilainya dikurangi, dan selama nilainya lebih dari 0, game menampilkan red di atas dunia, sebelum teks.
Untuk skor, simpan angka kedua, shown_score, lalu dekatkan nilainya ke skor sebenarnya pada setiap frame:
shown_score += (score - shown_score) * 0.2Tampilkan round(shown_score). Game tetap menentukan semuanya dengan score, hanya tampilannya yang berubah secara bertahap. Itulah aturan untuk semua pemolesan di bab ini: yang berubah adalah apa yang dilihat dan didengar pemain, bukan aturannya.
Tantangan
Sedang- Sebelum perulangan:
flash = 0, Surface merah dengan alpha 90, danshown_score = 0. - Atur
flash = 12di kedua tempat saat nyawa hilang. - Di samping
explosions.update(): kurangiflashsebesar 1 selama nilainya di atas 0, dan buatshown_scoremendekatiscoresebesar 0.2. - Setelah melakukan blit pada world, lakukan blit pada
reddi(0, 0)selamaflashdi atas 0. - Tampilkan
Score: {round(shown_score)}sebagai pengganti score.
Coba sendiri
import random
import pygame
pygame.init()
screen = pygame.display.set_mode((640, 480))
pygame.display.set_caption("Star Patrol")
clock = pygame.time.Clock()
font = pygame.font.Font(None, 32)
ship_image = pygame.image.load("assets/images/ship.png").convert_alpha()
laser_image = pygame.image.load("assets/images/laser.png").convert_alpha()
red_image = pygame.image.load("assets/images/enemy_red.png").convert_alpha()
green_image = pygame.image.load("assets/images/enemy_green.png").convert_alpha()
yellow_image = pygame.image.load("assets/images/enemy_yellow.png").convert_alpha()
explosion_frames = []
for number in range(1, 5):
explosion_frames.append(pygame.image.load(f"assets/images/explosion_{number}.png").convert_alpha())
laser_sound = pygame.mixer.Sound("assets/sounds/laser.ogg")
laser_sound.set_volume(0.4)
explosion_sound = pygame.mixer.Sound("assets/sounds/explosion.ogg")
hit_sound = pygame.mixer.Sound("assets/sounds/hit.ogg")
WAVES = [(red_image, 6, 2), (green_image, 8, 2), (yellow_image, 10, 3)]
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = ship_image
self.rect = self.image.get_rect(midbottom=(320, 470))
self.mask = pygame.mask.from_surface(self.image)
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.rect.x -= 6
if keys[pygame.K_RIGHT]:
self.rect.x += 6
self.rect.clamp_ip(screen.get_rect())
class Laser(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = laser_image
self.rect = self.image.get_rect(midbottom=(x, y))
self.mask = pygame.mask.from_surface(self.image)
def update(self):
self.rect.y -= 10
if self.rect.bottom < 0:
self.kill()
class Enemy(pygame.sprite.Sprite):
def __init__(self, image, x, y, speed):
super().__init__()
self.image = image
self.rect = self.image.get_rect(center=(x, y))
self.mask = pygame.mask.from_surface(self.image)
self.speed = speed
def update(self):
self.rect.y += self.speed
class Explosion(pygame.sprite.Sprite):
def __init__(self, center):
super().__init__()
self.index = 0
self.timer = 0
self.image = explosion_frames[0]
self.rect = self.image.get_rect(center=center)
def update(self):
self.timer += 1
if self.timer == 5:
self.timer = 0
self.index += 1
if self.index == len(explosion_frames):
self.kill()
else:
self.image = explosion_frames[self.index]
def play_music(path, loops=-1):
pygame.mixer.music.load(path)
pygame.mixer.music.play(loops)
def burst(center):
for i in range(16):
particles.append({
"x": center[0],
"y": center[1],
"vx": random.uniform(-4, 4),
"vy": random.uniform(-4, 4),
"life": random.randint(15, 30),
})
def spawn_wave(image, count, speed):
for i in range(count):
x = random.randint(40, 600)
enemies.add(Enemy(image, x, -40 - i * 120, speed))
player = Player()
lasers = pygame.sprite.Group()
enemies = pygame.sprite.Group()
explosions = pygame.sprite.Group()
world = pygame.Surface((640, 480))
particles = []
shake = 0
last_shot = 0
score = 0
lives = 3
wave = 0
image, count, speed = WAVES[wave]
spawn_wave(image, count, speed)
pygame.mixer.music.set_volume(0.5)
play_music("assets/music/level.ogg")
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if lives > 0 and wave < len(WAVES):
player.update()
keys = pygame.key.get_pressed()
now = pygame.time.get_ticks()
if keys[pygame.K_SPACE] and now - last_shot >= 250:
lasers.add(Laser(player.rect.centerx, player.rect.top))
last_shot = now
laser_sound.play()
lasers.update()
enemies.update()
for enemy in enemies:
if enemy.rect.top > 480:
enemy.kill()
lives -= 1
hit_sound.play()
hits = pygame.sprite.groupcollide(enemies, lasers, True, True, pygame.sprite.collide_mask)
for enemy in hits:
score += 10
explosion_sound.play()
burst(enemy.rect.center)
shake = min(shake + 6, 15)
explosions.add(Explosion(enemy.rect.center))
crashes = pygame.sprite.spritecollide(player, enemies, True, pygame.sprite.collide_mask)
for enemy in crashes:
lives -= 1
hit_sound.play()
explosions.add(Explosion(enemy.rect.center))
burst(enemy.rect.center)
shake = 15
if not enemies:
wave += 1
if wave < len(WAVES):
image, count, speed = WAVES[wave]
spawn_wave(image, count, speed)
else:
play_music("assets/music/win.ogg", 0)
if lives <= 0:
play_music("assets/music/lose.ogg", 0)
explosions.update()
for p in particles:
p["x"] += p["vx"]
p["y"] += p["vy"]
p["life"] -= 1
particles = [p for p in particles if p["life"] > 0]
world.fill((12, 14, 30))
enemies.draw(world)
lasers.draw(world)
world.blit(player.image, player.rect)
explosions.draw(world)
for p in particles:
pygame.draw.circle(world, (255, 170, 60), (p["x"], p["y"]), p["life"] // 10 + 1)
offset = (0, 0)
if shake > 0:
amount = shake // 3
offset = (random.randint(-amount, amount), random.randint(-amount, amount))
shake -= 1
screen.fill((0, 0, 0))
screen.blit(world, offset)
score_text = font.render(f"Score: {score}", True, (240, 240, 240))
screen.blit(score_text, (10, 10))
lives_text = font.render(f"Lives: {max(lives, 0)}", True, (240, 240, 240))
screen.blit(lives_text, lives_text.get_rect(topright=(630, 10)))
if wave < len(WAVES):
wave_text = font.render(f"Wave {wave + 1}", True, (240, 240, 240))
screen.blit(wave_text, wave_text.get_rect(midtop=(320, 10)))
if lives <= 0:
message = font.render("Game over", True, (240, 240, 240))
screen.blit(message, message.get_rect(center=(320, 240)))
elif wave == len(WAVES):
message = font.render("You win!", True, (240, 240, 240))
screen.blit(message, message.get_rect(center=(320, 240)))
pygame.display.flip()
clock.tick(60)
pygame.quit()
Pelajaran ini berisi kuis singkat. Mulai pelajarannya untuk menjawab kuis dan melacak progresmu.
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