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得分与速度

本课属于 Coddy Pygame 学习旅程的“游戏规则”单元。第 28 课,共 30 课。

无尽跑酷游戏按距离计分。每隔 100 ms,计时器就会加 1 分,所以每运行 1 秒可得 10 分:

POINT = pygame.USEREVENT + 2
pygame.time.set_timer(POINT, 100)

像 Meteor Dodge 中那样,在右上角显示分数,并在前面补零,例如 00042。

随着你不断前进,游戏难度会逐渐增加。让速度随分数变化:开始时每帧移动 6 像素,每得 100 分就增加 1 像素,最高不超过 14:

speed = min(14, 6 + score // 100)

Obstacle.update() 每帧都会读取 speed,所以屏幕上已有的障碍物也会立即提速。min 用来限制速度上限:速度达到 14 时,障碍物不到 1 秒就会穿过窗口;再快的话,玩家就来不及反应了。

challenge icon

挑战

中等

记录距离,并加快游戏速度。

  1. 添加 POINT = pygame.USEREVENT + 2,为它设置每 100 ms 触发一次的计时器,并添加 score = 0。
  2. 游戏进行时,每次触发 POINT,就将分数加 1。
  3. 游戏进行时,在更新前设置 speed = min(14, 6 + score // 100)。
  4. 用 (40, 50, 80) 显示五位数的分数,并设置 topright=(630, 10)。

按“开始”:分数会不断增加。然后按“检查”。

亲手试试

import random
import pygame

pygame.init()
screen = pygame.display.set_mode((640, 320))
pygame.display.set_caption("Sky Runner")
clock = pygame.time.Clock()
font = pygame.font.Font("assets/fonts/pixel.ttf", 32)

SKY = (140, 200, 240)
GROUND = (90, 160, 80)
GROUND_Y = 260
GRAVITY = 1
SPAWN = pygame.USEREVENT + 1


class Runner(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.frames = [
            pygame.image.load("assets/images/player.png").convert_alpha(),
            pygame.image.load("assets/images/player_walk.png").convert_alpha(),
        ]
        self.image = self.frames[0]
        self.step = 0
        self.rect = self.image.get_rect(midbottom=(100, GROUND_Y))
        self.vy = 0

    def jump(self):
        if self.rect.bottom == GROUND_Y:
            self.vy = -16

    def update(self):
        self.vy += GRAVITY
        self.rect.y += self.vy
        if self.rect.bottom >= GROUND_Y:
            self.rect.bottom = GROUND_Y
            self.vy = 0
        if self.rect.bottom == GROUND_Y:
            self.step += 1
            self.image = self.frames[self.step // 8 % 2]
        else:
            self.image = self.frames[1]


class Obstacle(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = random.choice(obstacle_images)
        self.rect = self.image.get_rect(midbottom=(664, GROUND_Y))

    def update(self):
        self.rect.x -= speed
        if self.rect.right < 0:
            self.kill()


obstacle_images = [
    pygame.image.load("assets/images/spike_ball.png").convert_alpha(),
    pygame.image.load("assets/images/blob.png").convert_alpha(),
]
runner = Runner()
obstacles = pygame.sprite.Group()
speed = 6
pygame.time.set_timer(SPAWN, 1500)
state = "play"

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == pygame.KEYDOWN and event.key in (pygame.K_SPACE, pygame.K_UP):
            if state == "play":
                runner.jump()
        if event.type == SPAWN and state == "play":
            obstacles.add(Obstacle())
            pygame.time.set_timer(SPAWN, random.randint(1000, 2000))

    if state == "play":
        runner.update()
        obstacles.update()
        if pygame.sprite.spritecollideany(runner, obstacles, pygame.sprite.collide_mask):
            state = "over"

    screen.fill(SKY)
    pygame.draw.rect(screen, GROUND, (0, GROUND_Y, 640, 60))
    screen.blit(runner.image, runner.rect)
    obstacles.draw(screen)
    if state == "over":
        message = font.render("Game over", True, (40, 50, 80))
        screen.blit(message, message.get_rect(center=(320, 140)))
    pygame.display.flip()
    clock.tick(60)

pygame.quit()

游戏规则中的所有课

自己练习: Pygame 在线编辑器