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逐步提升的速度

本课属于 Coddy Pygame 学习旅程的“游戏规则”单元。第 15 课,共 30 课。

一成不变的游戏会让人觉得无聊,而一开始就很难的游戏会让新玩家流失。从简单开始,玩家坚持得越久,难度就越高。

游戏开始后的时间决定速度。reset()会记录游戏开始的时间,每一帧都会据此计算速度:

seconds = (pygame.time.get_ticks() - start_time) // 1000
speed = 3 + seconds // 5

seconds // 5每五秒增加 1,所以一开始岩石每帧下落 3 个像素,五秒后是 4 个,十秒后是 5 个。使用整数步进可以让速度保持为整数,这是 Rect 所需要的:它存储的是整数像素,因此rock.y += 3.5会丢失小数部分。

Enter 和 R 都会调用reset(),所以每局游戏开始时,时钟都会重新计时,无论菜单显示了多久。

challenge icon

挑战

中等

你坚持得越久,岩石下落得越快。

  1. 在 reset() 中,将 start_time 设为 pygame.time.get_ticks()。
  2. 在 play_frame() 中,计算自 start_time 以来经过的 seconds,并计算 speed = 3 + seconds // 5。
  3. 让每块岩石向下移动 speed,而不是 3。

按“开始”:几秒后,岩石会加速。然后按“检查”。

亲手试试

import random
import pygame

pygame.init()
screen = pygame.display.set_mode((480, 360))
pygame.display.set_caption("Meteor Dodge")
clock = pygame.time.Clock()
heart = pygame.image.load("assets/images/heart.png").convert_alpha()
heart_empty = pygame.image.load("assets/images/heart_empty.png").convert_alpha()
font = pygame.font.Font("assets/fonts/pixel.ttf", 24)
big_font = pygame.font.Font("assets/fonts/pixel.ttf", 48)
WHITE = (240, 240, 240)
PLATE = (60, 60, 90)
POINT = pygame.USEREVENT + 1
SPAWN = pygame.USEREVENT + 2


def reset():
    global player, rocks, score, lives
    player = pygame.Rect(220, 300, 40, 40)
    rocks = []
    score = 0
    lives = 3
    pygame.time.set_timer(POINT, 1000)
    pygame.time.set_timer(SPAWN, 800)


def draw_menu():
    screen.fill((30, 30, 46))
    title = big_font.render("Meteor Dodge", True, WHITE)
    title_rect = title.get_rect(center=(240, 140))
    pygame.draw.rect(screen, PLATE, title_rect.inflate(24, 12))
    screen.blit(title, title_rect)
    hint = font.render("Press Enter to play", True, WHITE)
    screen.blit(hint, hint.get_rect(center=(240, 200)))


def draw_game():
    screen.fill((30, 30, 46))
    pygame.draw.rect(screen, (255, 196, 0), player)
    for rock in rocks:
        pygame.draw.rect(screen, (235, 80, 80), rock)
    score_text = font.render(f"{score:05}", True, WHITE)
    score_rect = score_text.get_rect(topright=(470, 10))
    pygame.draw.rect(screen, PLATE, score_rect.inflate(12, 8))
    screen.blit(score_text, score_rect)
    for i in range(3):
        if i < lives:
            screen.blit(heart, (10 + i * 40, 10))
        else:
            screen.blit(heart_empty, (10 + i * 40, 10))


def play_frame():
    global rocks, lives, state
    keys = pygame.key.get_pressed()
    if keys[pygame.K_LEFT]:
        player.x -= 6
    if keys[pygame.K_RIGHT]:
        player.x += 6
    player.clamp_ip(screen.get_rect())

    kept = []
    for rock in rocks:
        rock.y += 3
        if rock.colliderect(player):
            lives -= 1
        elif rock.top <= 360:
            kept.append(rock)
    rocks = kept
    if lives <= 0:
        state = "over"
    draw_game()


def draw_over():
    draw_game()
    message = big_font.render("Game over", True, WHITE)
    screen.blit(message, message.get_rect(center=(240, 160)))
    hint = font.render("Press R to play again", True, WHITE)
    screen.blit(hint, hint.get_rect(center=(240, 200)))


reset()
state = "menu"

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        if event.type == POINT and state == "play":
            score += 1
        if event.type == SPAWN and state == "play":
            rocks.append(pygame.Rect(random.randint(0, 456), -24, 24, 24))
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_RETURN and state == "menu":
                reset()
                state = "play"
            elif event.key == pygame.K_r and state == "over":
                reset()
                state = "play"

    if state == "menu":
        draw_menu()
    elif state == "play":
        play_frame()
    else:
        draw_over()
    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