停止游戏中的循环扣血显示

2024-06-13 10:22:17 浏览数 (2)

停止游戏中循环扣血并显示的具体实现方式会依赖于你的代码结构和游戏的逻辑。通常情况下,你可以通过以下方式来实现停止循环扣血和显示:

1、问题背景

在使用 Python 代码为游戏开发一个生命值条时,遇到了一个问题。代码使用了循环来减少生命值,但当扣除生命值后再次调用扣血方法时,生命值会继续从初始状态开始减少,而不是从当前生命值开始扣除。这使得生命值条无法正确反映当前的生命值。

2、解决方案

代码语言:javascript复制
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)
        self.current_hp = self.unit_w
​
    def loss(self, loss_val):
        self.loss_val = loss_val
        total_chunk = 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.current_hp - total_chunk                           
        total_chunk = 0                                                     # first iterative value
        stop_val = chunkPosx - total_chunk
        self.current_hp -= total_chunk
​
        for lossx in range(self.current_hp, 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()
​
​
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()
​
    # test, using hp bar instance
    newbar.loss(3)
    pygame.display.flip()

修改了 loss 方法,并且引入了 current_hp 属性,当调用 loss 方法时,首先计算出要扣除的生命值数量,然后从当前生命值中减去此数量,接着计算新的生命值范围,并使用循环绘制生命值条。这样,即使多次调用 loss 方法,生命值也会从当前值开始减少,并且可以正确反映当前的生命值。

无论我们最终选择哪种方法,确保在游戏逻辑中合理地处理扣血和显示,以及适时地结束循环,这样可以保证游戏的流程和用户体验。

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