最近,我终于设法在每个匹配之间实现了一个带有I帧的健康栏。但是,它看起来不整洁,因为我用于运行状况栏的所有内容都是pygame绘制的一条红线。取而代之的是,我希望使用每次击中玩家时都会减少半个心的心。
我的问题是;当我的健康状况超过特定点时,如何更新健康状况栏?我尝试的每种方法似乎都无效。
我的工作代码如下;
import pygame
from constants import *
from player import Player
from enemy import Enemy
pygame.init()
screen = pygame.display.set_mode([500, 500])
pygame.display.set_caption('Labyrinth')
# Spawn player
player = Player(50, 50)
all_sprites_list = pygame.sprite.Group()
all_sprites_list.add(player)
# Spawn enemy
enemy = Enemy(150, 150)
enemy_sprites = pygame.sprite.Group()
enemy_sprites.add(enemy)
healthbar = HealthBar.Health_Bar(10, 10)
health_bar = pygame.sprite.Group()
health_bar.add(healthbar)
clock = pygame.time.Clock()
done = False
# ----- Event Loop
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-3, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(3, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, -3)
elif event.key == pygame.K_DOWN:
player.changespeed(0, 3)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(3, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(-3, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, 3)
elif event.key == pygame.K_DOWN:
player.changespeed(0, -3)
# ----- Game Logic
all_sprites_list.update()
enemy_sprites.update(player)
player_hit_list = pygame.sprite.spritecollide(player, enemy_sprites, False)
for hit in player_hit_list:
player.hit_check(1)
if player.is_dead():
done = True
screen.fill(WHITE)
all_sprites_list.draw(screen)
enemy_sprites.draw(screen)
health_bar.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
from constants import *
import pygame
import time
from datetime import datetime, timedelta
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([15, 15])
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.health = 10
self.invincible_until = datetime.now()
self.change_x = 0
self.change_y = 0
def changespeed(self, x, y):
self.change_x += x
self.change_y += y
def update(self):
self.rect.x += self.change_x
self.rect.y += self.change_y
# I-frames for when taking damage
# ---
def can_take_damage(self):
if datetime.now() < self.invincible_until:
return False
return True
def hit_check(self, damage):
if self.can_take_damage():
self.health -= damage
self.invincible_until = datetime.now() + timedelta(seconds = .5)
def is_dead(self):
return self.health <= 0
from constants import *
import pygame
class Enemy(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([10, 10])
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
import pygame
import constants
from Spritesheet import SpriteSheet
class Health_Bar(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
health_frames = []
sprite_sheet = SpriteSheet("full_heart.png")
image = sprite_sheet.get_image(0, 0, 40, 40)
health_frames.append(image)
image = sprite_sheet.get_image(0, 0, 40, 30)
health_frames.append(image)
image = sprite_sheet.get_image(0, 0, 40, 20)
health_frames.append(image)
image = sprite_sheet.get_image(0, 0, 10, 30)
health_frames.append(image)
self.image = health_frames[0]
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
def update(self):
if player.health <= 5:
self.image = health_frames[1]
import pygame
import constants
class SpriteSheet(object):
def __init__(self, file_name):
self.sprite_sheet = pygame.image.load(file_name).convert()
def get_image(self, x, y, width, height):
image = pygame.Surface([width, height]).convert()
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
image.set_colorkey(constants.BLACK)
return image
常量类仅定义了几种颜色
下面是用于健康栏的心脏(在示例中,为简单起见,我只有两个阶段的健康栏)
谢谢您提供的任何帮助!
答案 0 :(得分:2)
当玩家受到伤害时(或每帧调用一次),您必须调用update
组或health_bar
精灵的healthbar
方法,以便它可以改变self.image
至self.health_frames[1]
。
此外,health_frames
列表必须是一个属性,否则您将无法使用update
方法访问它。
class Health_Bar(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
sprite_sheet = SpriteSheet("full_heart.png")
self.health_frames = [
sprite_sheet.get_image(0, 0, 40, 40),
sprite_sheet.get_image(0, 0, 40, 30),
]
self.image = self.health_frames[0]
self.rect = self.image.get_rect(topleft=(x, y))
def update(self):
if player.health <= 5:
self.image = self.health_frames[1]
答案 1 :(得分:-1)
绘制健康栏应与绘制玩家角色完全分开。 (Ditto可以绘制其他GUI,例如得分,击杀,拥有什么)。
您通常应该在帧渲染代码的末尾进行GUI绘制,以便在其他所有内容之上绘制它。