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巡逻的史莱姆

本课属于 Coddy Pygame 学习旅程的“项目”单元。第 26 课,共 33 课。

地图上的每个 S 都是一个史莱姆,它会沿着所在行滑动,每帧移动 2 像素,碰到墙壁时就会掉头。

Enemy 精灵会保存自己的速度 dx 和 dy,因此之后可以用同一个类创建上下移动的怪物。它的 update 方法会移动精灵,如果它此时与方块重叠,就会退回并反向移动:

def update(self, blocks):
    self.rect.x += self.dx
    self.rect.y += self.dy
    if self.rect.collidelist(blocks) != -1:
        self.rect.x -= self.dx
        self.rect.y -= self.dy
        self.dx = -self.dx
        self.dy = -self.dy

rect.collidelist(rects) 会返回列表中第一个与之重叠的 Rect 的索引;如果没有重叠,则返回 -1。

史莱姆位于一个精灵组中,即 room.enemies。room.enemies.update(room.walls + [room.door]) 会将这个列表传给每只史莱姆并调用它的 update 方法。门始终在列表中,因此史莱姆不会从打开的门溜出去。

random.choice([-2, 2]) 会让每只史莱姆一开始向左或向右移动,因此每次游戏都不一样。

challenge icon

挑战

中等

添加在房间里巡逻的史莱姆。

  1. 添加 import random 和上面的 Enemy 类:__init__(self, image, rect, dx, dy) 保存这四个值,另外还要添加 update。
  2. 在 Room 中,创建 self.enemies = pygame.sprite.Group();遇到 S 时,添加 Enemy(slime_img, cell_rect(col, row), speed, 0),并设置 speed = random.choice([-2, 2])。
  3. 在门的处理之后,调用 room.enemies.update(room.walls + [room.door]);在绘制骑士之前绘制敌人。

按“开始”:史莱姆会沿着所在行巡逻。然后点击“检查”。

亲手试试

import pygame

TILE = 48
MAP = [
    "##############",
    "#............#",
    "#.P......K...#",
    "#............#",
    "#....##......D",
    "#....##......#",
    "##.#######.###",
    "#............#",
    "#...S....H...#",
    "##############",
]

pygame.init()
screen = pygame.display.set_mode((672, 480))
pygame.display.set_caption("Rune Keep")
clock = pygame.time.Clock()
font = pygame.font.Font("assets/fonts/pixel.ttf", 32)


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")
door_img = load("dungeon_door.png")
key_img = load("key.png")
slime_img = load("slime.png")
spider_img = load("spider.png")
heart_img = load("heart.png")
empty_img = load("heart_empty.png")
sword_img = load("sword.png")
potion_img = load("potion_red.png")


def draw(image, rect):
    screen.blit(image, image.get_rect(center=rect.center))


def cell_rect(col, row):
    rect = pygame.Rect(0, 0, 32, 32)
    rect.center = (col * TILE + 24, row * TILE + 24)
    return rect


class Room:
    def __init__(self, lines):
        self.walls = []
        self.start = (72, 72)
        self.has_key = False
        self.door_open = False
        for row, line in enumerate(lines):
            for col, char in enumerate(line):
                if char == "#":
                    self.walls.append(pygame.Rect(col * TILE, row * TILE, TILE, TILE))
                elif char == "P":
                    self.start = cell_rect(col, row).center
                elif char == "K":
                    self.key = cell_rect(col, row)
                elif char == "D":
                    self.door = pygame.Rect(col * TILE, row * TILE, TILE, TILE)

    def blocks(self):
        if self.door_open:
            return self.walls
        return self.walls + [self.door]


class Knight(pygame.sprite.Sprite):
    def __init__(self, center):
        super().__init__()
        self.image = knight_img
        self.rect = pygame.Rect(0, 0, 32, 32)
        self.rect.center = center

    def move(self, dx, dy, blocks):
        self.rect.x += dx
        for block in blocks:
            if self.rect.colliderect(block):
                if dx > 0:
                    self.rect.right = block.left
                elif dx < 0:
                    self.rect.left = block.right
        self.rect.y += dy
        for block in blocks:
            if self.rect.colliderect(block):
                if dy > 0:
                    self.rect.bottom = block.top
                elif dy < 0:
                    self.rect.top = block.bottom


room = Room(MAP)
knight = Knight(room.start)

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    keys = pygame.key.get_pressed()
    dx = 0
    dy = 0
    if keys[pygame.K_LEFT]:
        dx = -3
    if keys[pygame.K_RIGHT]:
        dx = 3
    if keys[pygame.K_UP]:
        dy = -3
    if keys[pygame.K_DOWN]:
        dy = 3
    knight.move(dx, dy, room.blocks())
    knight.rect.clamp_ip(screen.get_rect())

    if not room.has_key and knight.rect.colliderect(room.key):
        room.has_key = True
    if room.has_key and knight.rect.inflate(8, 8).colliderect(room.door):
        room.door_open = True

    for row in range(10):
        for col in range(14):
            screen.blit(floor_img, (col * TILE, row * TILE))
    for wall in room.walls:
        screen.blit(wall_img, wall)
    if not room.door_open:
        screen.blit(door_img, room.door)
    if not room.has_key:
        draw(key_img, room.key)
    draw(knight.image, knight.rect)
    if room.has_key:
        screen.blit(key_img, (136, 6))
    pygame.display.flip()
    clock.tick(60)

pygame.quit()

项目中的所有课

自己练习: Pygame 在线编辑器