Musuh dari Peta
Termasuk bagian Dunia Game dalam perjalanan Pygame di Coddy. Pelajaran 27 dari 35.
Blob ditempatkan menggunakan angka di dalam kode, sementara semua yang lain di level berasal dari peta. Letakkan blob di peta juga: E adalah musuh yang berdiri di tile tersebut.
elif char == "E":
blobs.add(Blob((col * TILE + TILE // 2, row * TILE + TILE)))(col * TILE + TILE // 2, row * TILE + TILE) adalah bagian tengah bawah tile, titik yang sama dengan tempat pemain mulai. Rect blob menempatkan bagian tengah bawahnya di sana, sehingga blob berdiri di tanah tepat di bawah E. Buat grup sebelum perulangan, agar perulangan bisa menambahkannya.
Sekarang, merancang level berarti mengetik: pindahkan E dan blob akan berpindah; tambahkan satu E dan akan ada blob lain. Letakkan setiap E di tile yang memiliki tanah di bawahnya, atau blob akan langsung berbalik arah dan tetap diam.
Tantangan
Mudah- Buat
blobs = pygame.sprite.Group()sebelum perulangan peta. - Di dalam perulangan, untuk setiap
E, tambahkanBlob((col * TILE + TILE // 2, row * TILE + TILE))keblobs. - Hapus baris yang membuat dua blob di titik tetap.
Coba sendiri
import pygame
TILE = 36
SPEED = 4
GRAVITY = 1
JUMP = -15
MAX_FALL = 12
LEVEL = [
"................",
"................",
"................",
"...........E....",
"..........####..",
"....E...........",
"...####.........",
"................",
"#.P.........E..#",
"################",
]
pygame.init()
screen = pygame.display.set_mode((576, 360))
pygame.display.set_caption("Enemies From the Map")
clock = pygame.time.Clock()
background = pygame.image.load("assets/backgrounds/clouds.png").convert_alpha()
block_img = pygame.image.load("assets/images/block.png").convert_alpha()
player_img = pygame.image.load("assets/images/player.png").convert_alpha()
blob_img = pygame.image.load("assets/images/blob.png").convert_alpha()
blob_walk_img = pygame.image.load("assets/images/blob_walk.png").convert_alpha()
class Blob(pygame.sprite.Sprite):
def __init__(self, midbottom):
super().__init__()
self.image = blob_img
self.rect = pygame.Rect(0, 0, 30, 26)
self.rect.midbottom = midbottom
self.direction = 1
self.frames = [blob_img, blob_walk_img]
self.timer = 0
def update(self):
self.timer += 1
self.image = self.frames[self.timer // 10 % 2]
self.rect.x += self.direction
if self.direction > 0:
ahead = self.rect.right
else:
ahead = self.rect.left - 1
hit_wall = any(self.rect.colliderect(wall) for wall in walls)
ground_ahead = any(wall.collidepoint(ahead, self.rect.bottom) for wall in walls)
if hit_wall or not ground_ahead:
self.rect.x -= self.direction
self.direction = -self.direction
walls = []
for row, line in enumerate(LEVEL):
for col, char in enumerate(line):
if char == "#":
walls.append(pygame.Rect(col * TILE, row * TILE, TILE, TILE))
elif char == "P":
start = (col * TILE + TILE // 2, row * TILE + TILE)
blobs = pygame.sprite.Group(Blob((432, 144)), Blob((432, 324)))
player = player_img.get_rect(midbottom=start)
vel_y = 0
on_ground = False
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
blobs.update()
for blob in blobs:
if player.colliderect(blob.rect):
if vel_y > 0 and player.bottom < blob.rect.centery:
blob.kill()
vel_y = -8
else:
player.midbottom = start
vel_y = 0
for y in range(0, 360, 72):
for x in range(0, 576, 72):
screen.blit(background, (x, y))
for wall in walls:
screen.blit(block_img, wall)
for blob in blobs:
screen.blit(blob.image, blob.image.get_rect(midbottom=blob.rect.midbottom))
screen.blit(player_img, player)
pygame.display.flip()
clock.tick(60)
pygame.quit()
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