四面八方
Coddy Pygame 项目:守住城堡 课程的第 6 课,共 25 课。
一只史莱姆还算不上大群。怪物应该从窗口外的任意一侧进入。一个函数用 random.randint(0, 3) 选一侧,然后在这一侧随机选一个位置,距离边缘 24 像素。顶部和底部的写法如下:
side = random.randint(0, 3)
if side == 0:
return (random.randint(0, WIDTH), -24)
if side == 1:
return (random.randint(0, WIDTH), HEIGHT + 24)然后每秒生成一个新的怪物。self.time % 60 每 60 帧会有一次结果为 0。创建新对象称为生成;为此单独编写一个方法 spawn,因为接下来的课会改变生成频率和怪物种类。
在怪物移动之前,在 update 中调用它,这样新怪物出现的那一帧就会迈出第一步。
挑战
简单每秒从随机边缘生成一个史莱姆。
- 添加
import random并编写edge_point():边缘 0 和 1 与上面相同,边缘 2 返回(-24, random.randint(0, HEIGHT)),边缘 3 则在WIDTH + 24处生成。 - 从
Night.__init__中移除第一个史莱姆。 - 编写
spawn(self):每 60 帧在edge_point()处生成一个史莱姆。在骑士移动后,于update中调用它。
按“开始”:每秒都会有一个史莱姆从边缘出现。然后点击“检查”。
亲手试试
import pygame
WIDTH, HEIGHT = 720, 480
TILE = 48
NIGHT = 60 * 60 * 4
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)
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")
MONSTERS = {
"slime": {"image": load("slime.png"), "speed": 1.0},
}
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}"
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
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.monsters.add(Monster("slime", (0, 0)))
def update(self, keys):
self.time += 1
self.knight.move(keys)
self.monsters.update(self.knight.rect.center)
night = Night()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
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)
draw(knight.image, knight.rect.center)
left = font.render(clock_text(max(0, NIGHT - night.time)) + " until dawn", True, WHITE)
screen.blit(left, left.get_rect(center=(WIDTH // 2, 24)))
pygame.display.flip()
clock.tick(60)
pygame.quit()
Pygame 项目:守住城堡中的所有课
自己练习: Pygame 在线编辑器