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Lekcja 9 z 20 w kursie Projekt w Pygame: Obrona twierdzy w Coddy.

Pierwsza broń rycerza strzela sama: co 30 klatek magiczny pocisk leci w stronę najbliwego potwora. Aby znaleźć najbliższego, zapamiętuj dotychczas najlepszego i porównuj z nim każdego potwora:

def nearest(self):
    point = pygame.Vector2(self.knight.rect.center)
    best = None
    for monster in self.monsters:
        if best is None or point.distance_to(monster.pos) < point.distance_to(best.pos):
            best = monster
    return best

Pocisk to duszek, który leci po linii prostej. Oblicza swój kierunek raz, gdy zostaje utworzony, tak jak krok potwora, i zachowuje go: velocity = step.normalize() * 7. Gdy opuszcza ekran, usuwa się za pomocą self.kill(), co usuwa duszka z każdej grupy, do której należy.

Licznik czasu odmierza klatki od wystrzelenia ostatniego pocisku. Gdy osiągnie wartość bolt_wait rycerza i istnieje cel, wystrzel pocisk i ustaw licznik z powrotem na 0. Takie czekanie między użyciami nazywa się czasem odnowienia.

challenge icon

Wyzwanie

Średni
  1. Dodaj BOLT = (120, 200, 255). Ustaw rycerzowi bolt_wait = 30 i bolt_damage = 1.
  2. Napisz class Bolt(pygame.sprite.Sprite): __init__(self, start, target, damage) przechowuje pos, velocity (7 pikseli na klatkę w kierunku celu), damage oraz rect o wymiarach 10 na 10; update przesuwa go i usuwa go, gdy jego rect znajdzie się poza ekranem.
  3. W Night: self.bolts = pygame.sprite.Group(), self.bolt_timer = 0, nearest() i shoot(). W update wywołaj self.bolts.update() po ruchu potworów, a następnie self.shoot().
  4. Narysuj każdą błyskawicę na końcu, na dziedzińcu: pygame.draw.circle(screen, BOLT, bolt.rect.center, 5).

Spróbuj swoich sił

import random
import pygame

WIDTH, HEIGHT = 720, 480
TILE = 48
NIGHT = 60 * 60 * 4
WAVES = [
    ["slime"],
    ["slime", "bat"],
    ["slime", "bat", "spider"],
    ["bat", "spider"],
    ["slime", "spider", "ghost"],
    ["bat", "spider", "ghost"],
    ["spider", "ghost"],
    ["bat", "ghost"],
]
WHITE = (240, 240, 240)

pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Hold the Keep")
clock = pygame.time.Clock()
font = pygame.font.Font("assets/fonts/pixel.ttf", 24)
big_font = pygame.font.Font("assets/fonts/pixel.ttf", 48)


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")
heart_img = load("heart.png")
empty_img = load("heart_empty.png")
MONSTERS = {
    "slime": {"image": load("slime.png"), "speed": 1.0},
    "bat": {"image": load("dungeon_bat.png"), "speed": 1.6},
    "spider": {"image": load("spider.png"), "speed": 1.2},
    "ghost": {"image": load("ghost.png"), "speed": 0.8},
}

courtyard = pygame.Rect(TILE, TILE, WIDTH - 2 * TILE, HEIGHT - 2 * TILE)
background = pygame.Surface((WIDTH, HEIGHT))
for row in range(HEIGHT // TILE):
    for col in range(WIDTH // TILE):
        x = col * TILE
        y = row * TILE
        if courtyard.collidepoint(x, y):
            background.blit(floor_img, (x, y))
        else:
            background.blit(wall_img, (x, y))


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


def clock_text(frames):
    seconds = frames // 60
    return f"{seconds // 60}:{seconds % 60:02d}"


def edge_point():
    side = random.randint(0, 3)
    if side == 0:
        return (random.randint(0, WIDTH), -24)
    if side == 1:
        return (random.randint(0, WIDTH), HEIGHT + 24)
    if side == 2:
        return (-24, random.randint(0, HEIGHT))
    return (WIDTH + 24, random.randint(0, HEIGHT))


class Knight(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = knight_img
        self.rect = pygame.Rect(0, 0, 24, 24)
        self.rect.center = courtyard.center
        self.speed = 3
        self.hearts = 5
        self.max_hearts = 5
        self.hurt = 0

    def move(self, keys):
        if keys[pygame.K_LEFT]:
            self.rect.x -= self.speed
        if keys[pygame.K_RIGHT]:
            self.rect.x += self.speed
        if keys[pygame.K_UP]:
            self.rect.y -= self.speed
        if keys[pygame.K_DOWN]:
            self.rect.y += self.speed
        self.rect.clamp_ip(courtyard)


class Monster(pygame.sprite.Sprite):
    def __init__(self, kind, pos):
        super().__init__()
        self.kind = kind
        self.image = MONSTERS[kind]["image"]
        self.speed = MONSTERS[kind]["speed"]
        self.pos = pygame.Vector2(pos)
        self.rect = pygame.Rect(0, 0, 28, 28)
        self.rect.center = self.pos

    def update(self, target):
        step = pygame.Vector2(target) - self.pos
        if step.length() > 0:
            self.pos += step.normalize() * self.speed
        self.rect.center = self.pos


class Night:
    def __init__(self):
        self.knight = Knight()
        self.time = 0
        self.monsters = pygame.sprite.Group()
        self.state = "playing"

    def wave(self):
        return min(len(WAVES), self.time * len(WAVES) // NIGHT + 1)

    def spawn(self):
        wave = self.wave()
        if self.time % max(16, 46 - wave * 5) == 0:
            kind = random.choice(WAVES[wave - 1])
            self.monsters.add(Monster(kind, edge_point()))

    def take_hits(self):
        knight = self.knight
        if knight.hurt > 0:
            knight.hurt -= 1
        elif pygame.sprite.spritecollideany(knight, self.monsters):
            knight.hearts -= 1
            knight.hurt = 75
            if knight.hearts <= 0:
                self.state = "lost"

    def update(self, keys):
        self.time += 1
        self.knight.move(keys)
        self.spawn()
        self.monsters.update(self.knight.rect.center)
        self.take_hits()


night = Night()

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    if night.state == "playing":
        night.update(pygame.key.get_pressed())

    screen.blit(background, (0, 0))
    knight = night.knight
    for monster in night.monsters:
        draw(monster.image, monster.rect.center)
    if knight.hurt % 10 < 5:
        draw(knight.image, knight.rect.center)
    for i in range(knight.max_hearts):
        if i < knight.hearts:
            screen.blit(heart_img, (8 + i * 34, 6))
        else:
            screen.blit(empty_img, (8 + i * 34, 6))
    left = font.render(clock_text(max(0, NIGHT - night.time)) + " until dawn", True, WHITE)
    screen.blit(left, left.get_rect(center=(WIDTH // 2, 24)))
    if night.state == "lost":
        message = big_font.render("The keep has fallen", True, WHITE)
        screen.blit(message, message.get_rect(center=(WIDTH // 2, 200)))
    pygame.display.flip()
    clock.tick(60)

pygame.quit()

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