钥匙和门
本课属于 Coddy Pygame 学习旅程的“项目”单元。第 25 课,共 33 课。
右侧墙上的门锁着。骑士走过钥匙时会捡起它,拿到钥匙后,碰到门就能把门打开。
锁着的门又多了一样会挡住骑士的东西。Room 上的一个方法会返回阻挡骑士的 Rect 列表:
def blocks(self):
if self.door_open:
return self.walls
return self.walls + [self.door]碰到门有个问题:move 每一帧都会把骑士推出门外,所以他的 Rect 永远不会与门重叠。knight.rect.inflate(8, 8) 是他的 Rect 的副本,每一侧都扩大了 4 像素,这个副本确实会与他紧贴着的门重叠。
if room.has_key and knight.rect.inflate(8, 8).colliderect(room.door):
room.door_open = True打开的门外就是窗口边缘,所以用 clamp_ip 把骑士限制在窗口内。在后续的课中,门口会通往下一个房间。骑士拿着钥匙时,把钥匙显示在屏幕顶部。
挑战
中等在骑士找到钥匙之前,锁住门。
- 在
Room中:self.has_key = False和self.door_open = False;K设置self.key = cell_rect(col, row),D将self.door设置为一个 48 × 48 的瓷砖 Rect。 - 添加
blocks();调用knight.move(dx, dy, room.blocks()),然后调用knight.rect.clamp_ip(screen.get_rect())。 - 碰到
room.key时,将其设置为room.has_key = True;然后按上述方式打开门。
点击“开始”:拿到钥匙之前,门会保持关闭。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)
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
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.walls)
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)
draw(knight.image, knight.rect)
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