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Coddy Pygame 项目:守住城堡 课程的第 8 课,共 25 课。

玩家还看不到爱心。沿着顶部栏为每颗爱心画一张图片:剩余的爱心画满心,失去的爱心画空心。用同样的方法,可以画出三个星星,它们排成一行,间隔 40 像素:

for i in range(3):
    screen.blit(star_img, (20 + i * 40, 10))

不会受伤的骑士看起来也应该如此。在 hurt 倒计时期间,仅当 knight.hurt % 10 < 5 时才画出骑士:显示五帧,隐藏五帧。骑士会闪烁,玩家就能明白为什么攻击没有效果。当 hurt 为 0 时,0 % 10 的结果是 0,所以每一帧都会画出骑士。

challenge icon

挑战

简单

显示剩余的心,并让骑士在安全时闪烁。

  1. 加载 heart.png 和 heart_empty.png,分别命名为 heart_img 和 empty_img。
  2. 在骑士之后,对 range(knight.max_hearts) 中的每个 i,如果 i < knight.hearts,就绘制 heart_img;否则绘制 empty_img,位置为 (8 + i * 34, 6)。
  3. 仅当 knight.hurt % 10 < 5 时才绘制骑士。

按下“开始”,让一只史莱姆接近你:一颗心会变空,骑士也会闪烁。然后点击“检查”。

亲手试试

import random
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)
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")
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}"


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 spawn(self):
        if self.time % 60 == 0:
            self.monsters.add(Monster("slime", 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)
    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)))
    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()

Pygame 项目:守住城堡中的所有课

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