• 「网易官方」极客战记(codecombat)攻略-游戏开发2-压盘-pressure-plate


                                                                              (点击图片进入关卡)

    使用压力板来触发有趣的游戏效果!

    简介

    "collide" 事件可以告诉你两个物体何时碰撞,但是不碰撞的物体怎么办呢?

    使用主游戏循环来检查英雄与非碰撞对象的接近程度:

    player = game.spawnXY("captain", 10, 20)

     

    # X标记不会产生碰撞(玩家可以穿过它)
    xmark = game.spawnXY("x-mark-stone", 20, 20)

     

    def checkForProximity():
        if xmark.distanceTo(player) <= 1:
            # 做点有趣的事!

     

    # 这是主游戏循环。
    while True:
        checkForProximity()

    默认代码

    # 学习使用X标记作为触发器!

     

    # 设置迷宫。
    game.spawnMaze(3)
    game.spawnXY("forest", 20, 45)
    game.spawnXY("forest", 20, 28)
    game.spawnXY("forest", 20, 58)
    game.spawnXY("forest", 36, 60)
    game.spawnXY("forest", 36, 44)
    game.spawnXY("forest", 36, 13)

     

    # 玩家和目标。
    player = game.spawnPlayerXY("knight", 60, 34)
    goal = game.addManualGoal("Defeat 30 munchkins!")

     

    # 火炮!
    fire1 = game.spawnXY("fire-spewer", 27, 12)
    fire2 = game.spawnXY("fire-spewer", 29, 12)
    fire3 = game.spawnXY("fire-spewer", 11, 12)
    fire4 = game.spawnXY("fire-spewer", 13, 12)
    fire1.direction = "vertical"
    fire2.direction = "vertical"
    fire3.direction = "vertical"
    fire4.direction = "vertical"
    fire1.spamCooldown = 0
    fire2.spamCooldown = 0
    fire3.spamCooldown = 0
    fire4.spamCooldown = 0

     

    # 注意设置为禁用 True stops the fire.
    fire1.disabled = True
    fire2.disabled = True
    fire3.disabled = True
    fire4.disabled = True

     

    # 这些是我们的触发器。
    # 骨制X会引发火灾。
    boneX = game.spawnXY("x-mark-bones", 60, 50)
    # stoneX会触发矮人生成。
    stoneX = game.spawnXY("x-mark-stone", 60, 22)

     

    game.spawns = 0
    game.defeated = 0
    ui.track(game, "spawns")
    ui.track(game, "defeated")

     

    # 为被击败的矮人计数。
    def onDefeat(event):
        game.defeated += 1

     

    game.setActionFor("munchkin", "defeat", onDefeat)

     

    # 每0.25秒生成2个矮人。
    game.spawnTime = 0
    game.spawnCooldown = 0.25

     

    def spawnMunchkinsOverTime():
        if game.time >= game.spawnTime:
            m1 = game.spawnXY("munchkin", 11, 57)
            m2 = game.spawnXY("munchkin", 28, 57)
            m1.behavior = "Scampers"
            m2.behavior = "Scampers"
            # 为生成数量计数。
            game.spawns += 2
            game.spawnTime = game.time + game.spawnCooldown

     

    # 打开火焰当玩家靠近骨头X
    def checkBoneX():
        if boneX.distanceTo(player) <= 1:
            player.say("Firing!")
            fire1.disabled = False
            # 为其他加农炮将disabled设置为False

     

    else:
            fire1.disabled = True
            fire2.disabled = True
            fire3.disabled = True
            fire4.disabled = True

     

    # 如果玩家靠近石头X就生成食人魔
    def checkStoneX():
        pass
        # 如果玩家到石头X之间的距离小于等于1

     

            # 调用函数spawnMunchkinsOverTime()

     

     

    def checkVictory():
        if game.defeated >= 30:
            pass
            # 使用 game.setGoalState(goal, True)

     

    # 主游戏循环
    while True:
        checkStoneX()
        checkBoneX()
        checkVictory()

    压盘 解法

    # 学习使用X标记作为触发器!

     

    # 设置迷宫。
    game.spawnMaze(3)
    game.spawnXY("forest", 20, 45)
    game.spawnXY("forest", 20, 28)
    game.spawnXY("forest", 20, 58)
    game.spawnXY("forest", 36, 60)
    game.spawnXY("forest", 36, 44)
    game.spawnXY("forest", 36, 13)

     

    # 玩家和目标。
    player = game.spawnPlayerXY("knight", 60, 34)
    goal = game.addManualGoal("Defeat 30 munchkins!")

     

    # 火炮!
    fire1 = game.spawnXY("fire-spewer", 27, 12)
    fire2 = game.spawnXY("fire-spewer", 29, 12)
    fire3 = game.spawnXY("fire-spewer", 11, 12)
    fire4 = game.spawnXY("fire-spewer", 13, 12)
    fire1.direction = "vertical"
    fire2.direction = "vertical"
    fire3.direction = "vertical"
    fire4.direction = "vertical"
    fire1.spamCooldown = 0
    fire2.spamCooldown = 0
    fire3.spamCooldown = 0
    fire4.spamCooldown = 0

     

    # 注意设置为禁用 True stops the fire.
    fire1.disabled = True
    fire2.disabled = True
    fire3.disabled = True
    fire4.disabled = True

     

    # 这些是我们的触发器。
    # 骨制X会引发火灾。
    boneX = game.spawnXY("x-mark-bones", 60, 50)
    # stoneX会触发矮人生成。
    stoneX = game.spawnXY("x-mark-stone", 60, 22)

     

    game.spawns = 0
    game.defeated = 0
    ui.track(game, "spawns")
    ui.track(game, "defeated")

     

    # 为被击败的矮人计数。
    def onDefeat(event):
        game.defeated += 1

     

    game.setActionFor("munchkin", "defeat", onDefeat)

     

    # 每0.25秒生成2个矮人。
    game.spawnTime = 0
    game.spawnCooldown = 0.25

     

    def spawnMunchkinsOverTime():
        if game.time >= game.spawnTime:
            m1 = game.spawnXY("munchkin", 11, 57)
            m2 = game.spawnXY("munchkin", 28, 57)
            m1.behavior = "Scampers"
            m2.behavior = "Scampers"
            # 为生成数量计数。
            game.spawns += 2
            game.spawnTime = game.time + game.spawnCooldown

     

    # 打开火焰当玩家靠近骨头X
    def checkBoneX():
        if boneX.distanceTo(player) <= 1:
            player.say("Firing!")
            fire1.disabled = False
            # 为其他加农炮将disabled设置为False
            fire2.disabled = False
            fire3.disabled = False
            fire4.disabled = False
        else:
            fire1.disabled = True
            fire2.disabled = True
            fire3.disabled = True
            fire4.disabled = True

     

    # 如果玩家靠近石头X就生成食人魔
    def checkStoneX():
        # 如果玩家到石头X之间的距离小于等于1
        if stoneX.distanceTo(player) <= 1:
            # 调用函数spawnMunchkinsOverTime()
            spawnMunchkinsOverTime()
    def checkVictory():
        if game.defeated >= 30:
            # 使用 game.setGoalState(goal, True)
            game.setGoalState(goal, True)

     

    # 主游戏循环
    while True:
        checkStoneX()
        checkBoneX()
        checkVictory()
     

    本攻略发于极客战记官方教学栏目,原文地址为:

    https://codecombat.163.com/news/jikezhanji-yapan

    极客战记——学编程,用玩的!

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  • 原文地址:https://www.cnblogs.com/codecombat/p/12806858.html
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