parent
4c58bcf4d0
commit
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import pygame
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from settings import *
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class UI:
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def __init__(self):
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# general
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# 获取游戏窗口表面
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self.display_surface = pygame.display.get_surface()
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# 设置 UI 使用的字体和字号
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self.font = pygame.font.Font(UI_FONT,UI_FONT_SIZE)
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# bar setup
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# 设置生命值条的矩形位置和大小
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self.health_bar_rect = pygame.Rect(10,10,HEALTH_BAR_WIDTH,BAR_HEIGHT)
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# 设置能量条的矩形位置和大小
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self.energy_bar_rect = pygame.Rect(10,34,ENERGY_BAR_WIDTH,BAR_HEIGHT)
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# convert weapon dictionary
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# 转换武器字典为图像列表
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self.weapon_graphics = []
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for weapon in weapon_data.values():
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path = weapon['graphic']
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weapon = pygame.image.load(path).convert_alpha()
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self.weapon_graphics.append(weapon)
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# convert magic dictionary
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# 转换魔法字典为图像列表
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self.magic_graphics = []
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for magic in magic_data.values():
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magic = pygame.image.load(magic['graphic']).convert_alpha()
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self.magic_graphics.append(magic)
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def show_bar(self,current,max_amount,bg_rect,color):
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# 绘制背景
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pygame.draw.rect(self.display_surface,UI_BG_COLOR,bg_rect)
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# 计算当前值在最大值中的比例,并转换为像素宽度
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ratio = current / max_amount
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current_width = bg_rect.width * ratio
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current_rect = bg_rect.copy()
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current_rect.width = current_width
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# 绘制当前值对应的条形
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pygame.draw.rect(self.display_surface,color,current_rect)
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# 绘制边框
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pygame.draw.rect(self.display_surface,UI_BORDER_COLOR,bg_rect,3)
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def show_exp(self,exp):
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# 渲染经验值文本
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text_surf = self.font.render(str(int(exp)),False,TEXT_COLOR)
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# 获取屏幕尺寸,设置文本位置在屏幕右下角
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x = self.display_surface.get_size()[0] - 20
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y = self.display_surface.get_size()[1] - 20
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text_rect = text_surf.get_rect(bottomright = (x,y))
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# 绘制背景矩形以便显示文本
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pygame.draw.rect(self.display_surface,UI_BG_COLOR,text_rect.inflate(20,20))
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# 将文本渲染到屏幕上
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self.display_surface.blit(text_surf,text_rect)
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# 绘制文本背景的边框
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pygame.draw.rect(self.display_surface,UI_BORDER_COLOR,text_rect.inflate(20,20),3)
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def selection_box(self,left,top, has_switched):
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# 创建项目框背景矩形
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bg_rect = pygame.Rect(left,top,ITEM_BOX_SIZE,ITEM_BOX_SIZE)
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# 绘制项目框的背景
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pygame.draw.rect(self.display_surface,UI_BG_COLOR,bg_rect)
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# 如果已切换,则绘制活跃状态的边框
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if has_switched:
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pygame.draw.rect(self.display_surface,UI_BORDER_COLOR_ACTIVE,bg_rect,3)
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# 否则绘制常规状态的边框
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else:
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pygame.draw.rect(self.display_surface,UI_BORDER_COLOR,bg_rect,3)
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return bg_rect
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def weapon_overlay(self,weapon_index,has_switched):
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# 在屏幕上绘制武器图像
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# 获取武器框的背景矩形位置
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bg_rect = self.selection_box(10,630,has_switched)
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# 获取当前武器的图像
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weapon_surf = self.weapon_graphics[weapon_index]
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# 设置武器图像的位置为框的中心
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weapon_rect = weapon_surf.get_rect(center = bg_rect.center)
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# 绘制武器图像到屏幕上
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self.display_surface.blit(weapon_surf,weapon_rect)
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def magic_overlay(self,magic_index,has_switched):
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# 在屏幕上绘制魔法图像
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magic_surf = self.magic_graphics[magic_index]
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# 获取魔法框的背景矩形位置
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bg_rect = self.selection_box(80,635,has_switched)
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# 获取当前魔法的图像
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magic_surf = self.magic_graphics[magic_index]
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# 设置魔法图像的位置为框的中心
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magic_rect = magic_surf.get_rect(center = bg_rect.center)
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# 绘制魔法图像到屏幕上
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self.display_surface.blit(magic_surf,magic_rect)
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def display(self,player):
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# 显示玩家的生命值条、能量条、经验值以及当前选择的武器和魔法
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# 显示生命值条
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self.show_bar(player.health,player.stats['health'],self.health_bar_rect,HEALTH_COLOR)
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# 显示能量条
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self.show_bar(player.energy,player.stats['energy'],self.energy_bar_rect,ENERGY_COLOR)
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# 显示经验值
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self.show_exp(player.exp)
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# 显示当前武器图标
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self.weapon_overlay(player.weapon_index,not player.can_switch_weapon)
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# 显示当前魔法图标
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self.magic_overlay(player.magic_index,not player.can_switch_magic)
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