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不断增多的波次

本课属于 Coddy Pygame 学习旅程的“游戏规则”单元。第 13 课,共 30 课。

许多游戏会分成波次:一群敌人出现,最后一个敌人消失后短暂平静,然后出现更大的一群。这会让玩家知道游戏的难度正在增加,也给他们一点喘息的时间。

两个数字控制波次:wave 表示你正在进行的波次,to_spawn 表示这一波还有多少块岩石要掉落。只有当 to_spawn 大于 0 时,生成计时器才会让一块岩石掉落:

if event.type == SPAWN and state == "play" and to_spawn > 0:
    rocks.append(pygame.Rect(random.randint(0, 456), -24, 24, 24))
    to_spawn -= 1

当没有岩石待掉落,也没有岩石还在下落时,这一波就结束了。接着,下一波开始,岩石数量增加一块:

if to_spawn == 0 and not rocks:
    wave += 1
    to_spawn = wave + 2

当列表为空时,not rocks 的值为真。第 1 波掉落 3 块岩石,第 2 波掉落 4 块,第 3 波掉落 5 块。

challenge icon

挑战

困难

让岩石一波接一波地增加。

  1. reset() 设置 wave = 1 和 to_spawn = 3。
  2. 只有当 to_spawn 大于 0 时,SPAWN 才会生成岩石,并将它的值递减。
  3. 在 play_frame() 中,当 to_spawn 为 0 且 rocks 为空时,将 wave 加 1;设置 to_spawn = wave + 2。
  4. 用 midtop=(240, 10) 显示 Wave 1、Wave 2……

按“开始”:生成三块岩石后,第 2 波开始。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, hit_time
    player = pygame.Rect(220, 300, 40, 40)
    rocks = []
    score = 0
    lives = 3
    hit_time = -2000
    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))
    safe = pygame.time.get_ticks() - hit_time < 1000
    if not safe or pygame.time.get_ticks() // 100 % 2 == 0:
        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 score, lives, state, hit_time, rocks
    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())

    for rock in rocks:
        rock.y += 4
    rocks = [rock for rock in rocks if rock.top <= 360]
    now = pygame.time.get_ticks()
    for rock in rocks:
        if rock.colliderect(player) and now - hit_time > 1000:
            hit_time = now
            lives -= 1
            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":
                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()

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自己练习: Pygame 在线编辑器