加权选择
本课属于 Coddy Pygame 学习旅程的“游戏规则”单元。第 18 课,共 30 课。
如果掉落的东西各不相同,游戏会更有趣。这里一半的掉落物是小石块,有些是大石块,还有少数是价值 5 分的宝石。random.choice 选中每个项目的机会都相同。random.choices 接受 weights,用来指定每个项目出现的频率:
def pick_kind():
return random.choices(["small", "big", "gem"], weights=[5, 3, 2])[0]权重 5、3 和 2 相加等于 10,所以每 10 个掉落物中,大约有 5 个小石块、3 个大石块和 2 颗宝石。权重表示比例,不是百分比:[50, 30, 20] 表示的比例相同。
random.choices 可以一次选出多个项目,所以它总是返回一个列表,即使只选一个也是如此。[0] 会从列表中取出该项目。
接着,每种掉落物都会变成不同的 Rect。宝石会放在单独的列表 gems 中,因为碰到宝石是好事。起始代码已经可以移动、绘制和接住宝石,但目前还不会掉落宝石。
挑战
中等让大石块和宝石与小石块一起出现。
- 编写
pick_kind():按权重 5、3 和 2 选择"small"、"big"或"gem"。 - 触发
SPAWN时,生成选中的物品:24 乘 24 的小石块、40 乘 40 的大石块(x 从 0 到 440,y 为 -40),或放入gems的 20 乘 20 宝石(x 从 0 到 460,y 为 -20)。
按“开始”:大石块和宝石也会落下。然后点击“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, gems, score, lives
player = pygame.Rect(220, 300, 40, 40)
rocks = []
gems = []
score = 0
lives = 3
pygame.time.set_timer(POINT, 1000)
pygame.time.set_timer(SPAWN, 500)
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)
for gem in gems:
pygame.draw.rect(screen, (90, 220, 120), gem)
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, gems, score, 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
kept = []
for gem in gems:
gem.y += 3
if gem.colliderect(player):
score += 5
elif gem.top <= 360:
kept.append(gem)
gems = 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()
这节课包含一个小测验。开始学习即可作答,并记录你的进度。
游戏规则中的所有课
自己练习: Pygame 在线编辑器