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Coddy'nin Pygame Projesi: Kale Avlusunu Savun kursunda ders 12 / 20.

Silahlar işe yarıyor, ama bir darbe görmek zor. İki küçük şey bunu düzeltir: bir canavar darbe aldığında kısa bir süre beyaz parlar ve her darbe bir ses çıkarır.

Bir resmin beyaz kopyası şeklini korur: BLEND_RGB_MAX, her pikselin rengi ile beyazdan daha parlak olanı seçer; bu da her zaman beyazdır ve saydam piksellere dokunmaz.

def whiten(image):
    white = image.copy()
    white.fill((255, 255, 255), special_flags=pygame.BLEND_RGB_MAX)
    return white

hit, self.flash = 6 ayarını yapar, canavarın update yöntemi bu değeri geri sayar ve döngü, değer 0'ın üzerindeyken beyaz kopyayı çizer.

Bir ses pygame.mixer.Sound(path) ile bir kez yüklenir ve istediğin kadar .play() ile çalınır.

challenge icon

Görev

Orta
  1. sound(name) işlevini yaz; pygame.mixer.Sound("assets/sounds/" + name) döndürsün. Ayrıca whiten(image) işlevini yaz.
  2. hit_sound = sound("hit.ogg") ve hurt_sound = sound("thud.ogg") yükle.
  3. Canavarlar için: self.flash = 0; update içinde geri sayılır. hit, değerini 6 yapar ve hit_sound sesini çalar.
  4. flash değeri 0'dan büyük olan bir canavarı çizerken whiten(monster.image) kullan.
  5. Şövalye bir kalp kaybettiğinde hurt_sound sesini çal.

Kendin dene

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)
BOLT = (120, 200, 255)

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")
axe_img = load("axe.png")
heart_img = load("heart.png")
empty_img = load("heart_empty.png")
MONSTERS = {
    "slime": {"image": load("slime.png"), "speed": 1.0, "hp": 1},
    "bat": {"image": load("dungeon_bat.png"), "speed": 1.6, "hp": 1},
    "spider": {"image": load("spider.png"), "speed": 1.2, "hp": 3},
    "ghost": {"image": load("ghost.png"), "speed": 0.8, "hp": 4},
}

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
        self.bolt_wait = 30
        self.bolt_damage = 1
        self.axes = 1

    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.hp = MONSTERS[kind]["hp"]
        self.axe_wait = 0
        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
        if self.axe_wait > 0:
            self.axe_wait -= 1

    def hit(self, damage):
        self.hp -= damage


class Bolt(pygame.sprite.Sprite):
    def __init__(self, start, target, damage):
        super().__init__()
        self.pos = pygame.Vector2(start)
        step = pygame.Vector2(target) - self.pos
        if step.length() == 0:
            step = pygame.Vector2(1, 0)
        self.velocity = step.normalize() * 7
        self.damage = damage
        self.rect = pygame.Rect(0, 0, 10, 10)
        self.rect.center = self.pos

    def update(self):
        self.pos += self.velocity
        self.rect.center = self.pos
        if not screen.get_rect().colliderect(self.rect):
            self.kill()


class Night:
    def __init__(self):
        self.knight = Knight()
        self.time = 0
        self.monsters = pygame.sprite.Group()
        self.bolts = pygame.sprite.Group()
        self.bolt_timer = 0
        self.spin = 0
        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 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

    def shoot(self):
        self.bolt_timer += 1
        target = self.nearest()
        if self.bolt_timer >= self.knight.bolt_wait and target is not None:
            self.bolt_timer = 0
            bolt = Bolt(self.knight.rect.center, target.pos, self.knight.bolt_damage)
            self.bolts.add(bolt)

    def axe_spots(self):
        spots = []
        for i in range(self.knight.axes):
            angle = self.spin + i * 360 / self.knight.axes
            offset = pygame.Vector2(70, 0).rotate(angle)
            spots.append(pygame.Vector2(self.knight.rect.center) + offset)
        return spots

    def hurt_monsters(self):
        for bolt in self.bolts:
            target = pygame.sprite.spritecollideany(bolt, self.monsters)
            if target is not None:
                target.hit(bolt.damage)
                bolt.kill()
        for spot in self.axe_spots():
            blade = pygame.Rect(0, 0, 36, 36)
            blade.center = spot
            for monster in self.monsters:
                if monster.axe_wait == 0 and blade.colliderect(monster.rect):
                    monster.hit(1)
                    monster.axe_wait = 20
        for monster in list(self.monsters):
            if monster.hp <= 0:
                monster.kill()

    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.spin = (self.spin + 4) % 360
        self.knight.move(keys)
        self.spawn()
        self.monsters.update(self.knight.rect.center)
        self.bolts.update()
        self.shoot()
        self.hurt_monsters()
        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 spot in night.axe_spots():
        draw(pygame.transform.rotate(axe_img, -night.spin * 3), spot)
    for bolt in night.bolts:
        pygame.draw.circle(screen, BOLT, bolt.rect.center, 5)
    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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