python - libreria - pygame tutorial
cómo generar un sprite después de un límite de tiempo y cómo mostrar un pygame de temporizador (1)
Me gustaría generar un Sprite ''jefe'' después de que haya pasado cierto tiempo o haya generado una cantidad x de mobs y cómo podría mostrar el temporizador en la pantalla.
clase para jefe
class Boss(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(boss_img, (150, 200))
self.image.set_colorkey(Black)
self.rect = self.image.get_rect()
self.rect.center = ((Width / 2, -70))
self.speedy = 1
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
self.hp = 150
self.dead = False
def update(self):
if self.hp <= 25:
self.speedy = 3
if self.rect.top > Height + 10:
player.lives = 0
Hay varias formas de implementar un temporizador en pygame. Puede usar el tiempo que pygame.Clock.tick
devuelve para aumentar o disminuir una variable de temporizador, calcular la diferencia de tiempo con pygame.time.get_ticks
o usar un evento personalizado junto con pygame.time.set_timer
.
Ejemplo 1 - tiempo delta:
import sys
import random
import pygame as pg
class Block(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = pg.Surface((40, 40))
self.image.fill(pg.Color(''sienna1''))
self.rect = self.image.get_rect(topleft=pos)
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
font = pg.font.Font(None, 30)
all_sprites = pg.sprite.Group()
# Delta time is the time that has passed since clock.tick
# was called the last time.
dt = 0
# We''ll subtract dt (delta time) from this timer variable.
timer = 1 # 1 means one second.
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
# Decrease timer to get a countdown.
timer -= dt
# When the timer is below or equal to 0, we spawn
# a new block.
if timer <= 0:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
# Reset the countdown timer to one second.
timer = 1
all_sprites.update()
screen.fill(pg.Color(''gray15''))
all_sprites.draw(screen)
timer_surface = font.render(
str(round(timer, 3)), True, pg.Color(''yellow''))
screen.blit(timer_surface, (20, 20))
pg.display.flip()
# dt = time in seconds that passed since last tick.
# Divide by 1000 to convert milliseconds to seconds.
dt = clock.tick(30) / 1000
if __name__ == ''__main__'':
pg.init()
main()
pg.quit()
sys.exit()
Si quieres generar exactamente 1 sprite, puedes agregar otra variable como boss_spawned = False
y cambiar el temporizador solo si el jefe no ha generado:
if not boss_spawned:
timer -= dt
if timer <= 0:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
boss_spawned = True
O ajuste el temporizador a exactamente 0 después del spawn y solo disminuya el temporizador si es != 0
.
if timer != 0:
timer -= dt
if timer <= 0:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
timer = 0
Ejemplo 2 - pygame.time.get_ticks (reemplace la función principal anterior):
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
font = pg.font.Font(None, 30)
all_sprites = pg.sprite.Group()
# Start time.
now = pg.time.get_ticks()
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
# If the time difference is greater than 1000
# milliseconds, spawn a block.
time_difference = pg.time.get_ticks() - now
if time_difference >= 1000:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
# Reset the start time.
now = pg.time.get_ticks()
all_sprites.update()
screen.fill(pg.Color(''gray15''))
all_sprites.draw(screen)
timer_surface = font.render(
str(time_difference/1000), True, pg.Color(''yellow''))
screen.blit(timer_surface, (20, 20))
pg.display.flip()
clock.tick(30)
Si solo quieres contar las muertes o las criaturas engendradas , puedes incrementar una variable de contador y luego generar el jefe enemigo cuando exceda algún límite. El siguiente ejemplo solo cuenta los clics del mouse y genera un bloque después de 3 clics.
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
font = pg.font.Font(None, 30)
all_sprites = pg.sprite.Group()
# We''ll just count mouse clicks in this example.
# You can replace it with the kill count in your game.
clicks = 0
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if event.type == pg.MOUSEBUTTONDOWN:
clicks += 1
if clicks >= 3:
all_sprites.add(Block((random.randrange(600),
random.randrange(440))))
clicks = 0
all_sprites.update()
screen.fill(pg.Color(''gray15''))
all_sprites.draw(screen)
clicks_surface = font.render(str(clicks), True, pg.Color(''yellow''))
screen.blit(clicks_surface, (20, 20))
pg.display.flip()
clock.tick(30)