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。
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