Kumpulkan Koin
Termasuk bagian Dunia Game dalam perjalanan Pygame di Coddy. Pelajaran 31 dari 35.
Koin memberi penjelajah sesuatu untuk dikejar: beberapa koin menggantung di atas lubang, sehingga mengambilnya berisiko.
Baca setiap C ke dalam list Rects, yaitu seluruh tile, karena coin.png memiliki batas kosongnya sendiri. Saat pemain menyentuh koin, keluarkan koin itu dari list dan hitung jumlahnya:
for coin in coins[:]:
if player.colliderect(coin):
coins.remove(coin)
coins_collected += 1coins[:] adalah salinan list. Menghapus item dari list saat perulangan berjalan di atasnya akan menggeser item di bawah perulangan dan melewati satu item. Menelusuri salinan akan menghindari hal itu.
Tampilkan jumlahnya di sudut kanan atas. Jumlah ini milik window, bukan level, jadi gambarkan tanpa camera:
font = pygame.font.Font("assets/fonts/pixel.ttf", 24)
# di dalam perulangan
text = font.render(f"Coins: {coins_collected}", True, (255, 255, 255))
screen.blit(text, text.get_rect(topright=(WIDTH - 12, 14)))Tantangan
Sedang- Muat
coin.pngke dalamcoin_imgdan buatfontdariassets/fonts/pixel.ttfdengan ukuran 24. - Buat
coins = []dancoins_collected = 0; dalam perulangan peta, tambahkan Rect petak untuk setiapC. - Pada setiap frame, setelah pergerakan, hapus setiap koin yang disentuh pemain dan tambahkan 1 ke
coins_collected. - Gambar setiap koin pada posisi x dikurangi
camera_x, serta teksCoins:dan jumlahnya di kanan atas, seperti yang ditunjukkan.
Coba sendiri
import pygame
TILE = 36
WIDTH, HEIGHT = 576, 360
SPEED = 4
GRAVITY = 1
JUMP = -15
MAX_FALL = 12
LEVEL = [
"................................................................",
"................................................................",
"................................................................",
"................................................................",
"#..............................................................#",
"#....................C.........................#####...........#",
"#......CC...C................CC.....CC.........#####.....CC....#",
"#....................#.........................D...............#",
"#.P.........#...E....#...^.......K......E......D.C....^......F.#",
"#######..####################..##########################..#####",
]
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Moss Caves")
clock = pygame.time.Clock()
def load(name):
return pygame.image.load("assets/images/" + name).convert_alpha()
background = pygame.image.load("assets/backgrounds/forest.png").convert_alpha()
grass_img = load("grass.png")
grass_left_img = load("grass_left.png")
grass_right_img = load("grass_right.png")
dirt_img = load("dirt.png")
player_img = load("player.png")
def solid(row, col):
if row < 0 or row >= len(LEVEL) or col < 0 or col >= len(LEVEL[0]):
return False
return LEVEL[row][col] == "#"
walls = []
tiles = []
for row, line in enumerate(LEVEL):
for col, char in enumerate(line):
rect = pygame.Rect(col * TILE, row * TILE, TILE, TILE)
if char == "#":
if solid(row - 1, col):
image = dirt_img
elif not solid(row, col - 1) and solid(row, col + 1):
image = grass_left_img
elif solid(row, col - 1) and not solid(row, col + 1):
image = grass_right_img
else:
image = grass_img
walls.append(rect)
tiles.append((image, rect))
elif char == "P":
start = rect.midbottom
level_width = len(LEVEL[0]) * TILE
player = player_img.get_rect(midbottom=start)
vel_y = 0
on_ground = False
camera_x = 0
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and event.key in (pygame.K_SPACE, pygame.K_UP):
if on_ground:
vel_y = JUMP
elif event.type == pygame.KEYUP and event.key in (pygame.K_SPACE, pygame.K_UP):
if vel_y < -4:
vel_y = -4
keys = pygame.key.get_pressed()
dx = 0
if keys[pygame.K_LEFT]:
dx -= SPEED
if keys[pygame.K_RIGHT]:
dx += SPEED
player.x += dx
for wall in walls:
if player.colliderect(wall):
if dx > 0:
player.right = wall.left
elif dx < 0:
player.left = wall.right
vel_y = min(vel_y + GRAVITY, MAX_FALL)
player.y += vel_y
on_ground = False
for wall in walls:
if player.colliderect(wall):
if vel_y > 0:
player.bottom = wall.top
on_ground = True
elif vel_y < 0:
player.top = wall.bottom
vel_y = 0
if player.top > HEIGHT:
player.midbottom = start
vel_y = 0
camera_x = player.centerx - WIDTH // 2
camera_x = max(0, min(camera_x, level_width - WIDTH))
shift = camera_x // 3 % 72
for y in range(0, HEIGHT, 72):
for x in range(-shift, WIDTH, 72):
screen.blit(background, (x, y))
for image, rect in tiles:
screen.blit(image, (rect.x - camera_x, rect.y))
screen.blit(player_img, (player.x - camera_x, player.y))
pygame.display.flip()
clock.tick(60)
pygame.quit()
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