2013-10-08 54 views
-1

我在制作游戏的过程,但我有说我正在为这个游戏我的HP酒吧类的麻烦,使用下面的代码:停止一个循环,我的HP条

import pygame, sys 

class hpbar(): 
    def __init__(self, hpchunk, screen, posx, posy): 
     # hpchunk can either be 125 or 250 
     self.hpchunk = hpchunk 
     self.screen = screen 
     self.posx = posx 
     self.posy = posy 
     self.unit_h = 18 
     self.unit_w = 250 
     self.image = pygame.image.load('hpbar.png') 
     self.total_hp = [self.posx + 3, self.posy + 3, self.unit_w, self.unit_h] # +3 is there due to the thickness of the actual HP bar 
     self.val_per_chunk = self.unit_w/self.hpchunk      # units of a single chunk e.g. 250/125 = 2 
     self.startPos = 253 
     screen.blit(self.image, [self.posx, self.posy]) 
     pygame.draw.rect(screen, [0, 255, 0], self.total_hp, 0) 

    def loss(self, loss_val): 
     self.loss_val = loss_val 
     total_chunk = self.loss_val * self.val_per_chunk      
     chunkPosx = self.posx + self.startPos        # e.g. if hpchunk = 125, then the hp will be in chunks of two 
     healthbar = [0, 255, 0] 
     chunkRangeEnd = self.unit_w - total_chunk       
     total_chunk = 0              # first iterative value 
     stop_val = chunkPosx - total_chunk 
     for lossx in range(self.unit_w, chunkRangeEnd, -self.val_per_chunk): 
      pygame.draw.rect(self.screen, healthbar, self.total_hp, 0)  # hp bar 
      chunkPosx = chunkPosx - self.val_per_chunk      # x position of chunk 
      total_chunk = total_chunk + self.val_per_chunk     # total size of chunk 
      if chunkPosx <= self.posx + 141:        # yellow zone 
       healthbar = [255, 255, 0] 
      if chunkPosx <= self.posx + 48:         # red zone 
       if self.val_per_chunk == 25: 
        healthbar = [255, 255, 255] 
       else: 
        healthbar = [255, 0, 0] 
      pygame.draw.rect(self.screen, [255, 0, 255], [chunkPosx, self.posy + 3, total_chunk, self.unit_h], 0) 
      pygame.time.delay(200) 
      pygame.display.flip() 

    # chunkPosx = 253 + 150 = 403 
    # total_chunk = 5 * 2 = 10 
    # chunkRangeEnd = 250 - 20 = 230 

    # chunkPosx iteration 
    # x = x - 2 
    # 403 = 403 - 2 
    # 401 = 403 - 2  1st 
    # 399 = 401 - 2  2nd 
    # 397 = 399 - 2  3rd 
    # 395 = 397 - 2  4th 
    # 393 = 395 - 2  5th 

    # total_chunk iteration 
    # x = x + 2 
    # 0 = 0 + 2 
    # 2 = 0 + 2  1st 
    # 4 = 2 + 2  2nd 
    # 6 = 4 + 2  3rd 
    # 8 = 6 + 2  4th 
    #10 = 8 + 2  5th 

pygame.init() 
screen = pygame.display.set_mode([720, 480]) 
screen.fill((255, 255, 255)) 
pygame.display.flip() 

while True: 
    for event in pygame.event.get(): 
     if event.type == pygame.QUIT: 
      sys.exit() 

    # test, using hp bar instance 
    newbar = hpbar(125, screen, 150, 150) 
    newbar.loss(5) 
    pygame.display.flip() 

我这样写了我的模块,以便在游戏的不同区域重新使用它。另一件需要注意的事情是,图像和一系列直方图用于显示hp。

每当我给我的损失方法一个值,它不断迭代相同数量的块从初始位置丢失;这使我难以在前一次调用第二种甚至第三种损失方法时扣除扣除的值,是否有反正我可以阻止它? 另一方面,大块在那里动画的损失/收益随着时间的推移,所有显示在我的惠普栏图像;我尝试在代码的不同区域使用break语句,但它们不会生成预期的输出,而是会限制整个块的丢失值。如果您可以帮助我,我将非常感激。 谢谢和apoligies,如果我没有正确解释这一点。

+0

作为您当前方法的替代方法,我会建议您根据实体的当前和最大健康状况之间的比例来设置大小。你可以使用比例来做到这一点。您当前使用栏的“块”实现看起来过于复杂。 – kevintodisco

回答

0

我不清楚什么是不工作。

我想你正在绘制一个HP条,它显示出当前位置x%。随着时间的推移,块是否会造成损失?如果是这样,在那里暂停,将阻止你的程序的其余部分能够更新,直到完成。还是在酒吧里显示大块?你可以做到这一点

一种方法是这样的:

class HpBar(): 
    def __init__(self, max_hp=56, cur_hp=20): 
     self.max_hp = 56 
     self.cur_hp = 20 
     self.animating = False 
     self.animate_delay = 200 

    def damage(self, dmg): 
     # damage and start animation 
     self.cur_hp -= dmg 
     self.started_ticks = pygame.time.get_ticks()   
     self.animating = True 

    @property 
    def ratio(self): 
     # get ratio in the range [0., 1.] from original range [0, max_hp] 
     return self.cur_hp * (1./self.max_hp) 

    def draw(self): 
     # draw background max and current 

     # start the same 
     hp_box_max = Rect(...) 
     hp_box_cur = Rect(hp_box_max) 
     hp_box_animate = Rect(hp_box_max) 
     hp_box_cur.width = self.ratio * hp_box_max.width 

     # always show hp cur/max 
     draw(hp_box_max) 
     draw(hp_box_cur) 

     # animation over? 
     now = pygame.time.get_ticks() 
     elapsed = now - self.started_ticks 
     if now - elapsed > self.animate_duration: 
      self.animating = False 

     # only show extra effect if animating 
     if self.animating: 
      hp_box_animate.left = hp_box_cur.right 
      hp_box_animate.right = hp_box_cur.right 

      # now animate based on time elapsed 
      chunks = elapsed/self.animate_delay 

      # if elapsed is 200, chunks = 1 
      # elapsed 400, chunks = 2 , etc... 
      hp_box_animate.width = chunks * chunk_width  
      draw(hp_box_animate) 

draw()被重新计算3个rects,(或2如果动画结束)。如果你想,cur_hp可以升级到@property,它将自动渲染和缓存更新的曲面。我使用类似的方法来缓存文本的渲染,并且只在数据导致脏布尔被设置时才重新渲染。