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import pygame
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from settings import *
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class Upgrade:
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def __init__(self,player):
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# 获取显示表面
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self.display_surface = pygame.display.get_surface()
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# 绑定玩家实例
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self.player = player
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# 属性数量
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self.attribute_nr = len(player.stats)
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# 属性名称列表
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self.attribute_names = list(player.stats.keys())
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# 属性最大值列表
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self.max_values = list(player.max_stats.values())
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# 设置字体
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self.font = pygame.font.Font(UI_FONT, UI_FONT_SIZE)
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# 创建升级选项
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# 设置界面高度
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self.height = self.display_surface.get_size()[1] * 0.8
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# 设置界面宽度
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self.width = self.display_surface.get_size()[0] // 6
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# 创建升级选项
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self.create_items()
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# 选择系统
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# 当前选择的属性索引
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self.selection_index = 0
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# 选择操作时间戳
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self.selection_time = None
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# 是否可以移动选择
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self.can_move = True
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def input(self):
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# 获取按键状态
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keys = pygame.key.get_pressed()
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# 处理按键输入
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if self.can_move:
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# 右键选择下一个属性
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if keys[pygame.K_RIGHT] and self.selection_index < self.attribute_nr - 1:
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self.selection_index += 1
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self.can_move = False
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self.selection_time = pygame.time.get_ticks()
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# 左键选择上一个属性
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elif keys[pygame.K_LEFT] and self.selection_index >= 1:
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self.selection_index -= 1
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self.can_move = False
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self.selection_time = pygame.time.get_ticks()
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# 空格键触发当前选择的升级项
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if keys[pygame.K_SPACE]:
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self.can_move = False
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self.selection_time = pygame.time.get_ticks()
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self.item_list[self.selection_index].trigger(self.player)
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def selection_cooldown(self):
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# 处理选择操作的冷却
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if not self.can_move:
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# 获取当前时间
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current_time = pygame.time.get_ticks()
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# 检查是否达到冷却时间
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if current_time - self.selection_time >= 300:
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# 可以继续移动选择
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self.can_move = True
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def create_items(self):
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# 初始化升级项列表
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self.item_list = []
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# 计算升级项的水平位置
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for item, index in enumerate(range(self.attribute_nr)):
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# horizontal position
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full_width = self.display_surface.get_size()[0]
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increment = full_width // self.attribute_nr
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left = (item * increment) + (increment - self.width) // 2
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# 计算升级项的垂直位置
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top = self.display_surface.get_size()[1] * 0.1
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# 创建升级项对象并添加到列表中
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item = Item(left,top,self.width,self.height,index,self.font)
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self.item_list.append(item)
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def display(self):
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# 处理输入
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self.input()
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# 处理选择操作的冷却
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self.selection_cooldown()
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for index, item in enumerate(self.item_list):
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# 获取属性信息
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name = self.attribute_names[index]
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value = self.player.get_value_by_index(index)
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max_value = self.max_values[index]
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cost = self.player.get_cost_by_index(index)
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# 在界面上显示升级项
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item.display(self.display_surface,self.selection_index,name,value,max_value,cost)
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class Item:
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def __init__(self,l,t,w,h,index,font):
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# 初始化方法,设置升级项的矩形区域、索引和字体
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# 设置升级项的矩形区域
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self.rect = pygame.Rect(l,t,w,h)
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# 升级项的索引,对应于玩家的属性
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self.index = index
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# 字体对象,用于绘制文本
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self.font = font
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def display_names(self,surface,name,cost,selected):
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# 显示升级项的名称和升级成本
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# 根据是否选中设置颜色
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color = TEXT_COLOR_SELECTED if selected else TEXT_COLOR
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# 绘制标题(名称)
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# 渲染标题文本
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title_surf = self.font.render(name,False,color)
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# 设置标题文本的位置
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title_rect = title_surf.get_rect(midtop = self.rect.midtop + pygame.math.Vector2(0,20))
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# 绘制升级成本
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# 渲染成本文本
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cost_surf = self.font.render(f'{int(cost)}',False,color)
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# 设置成本文本的位置
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cost_rect = cost_surf.get_rect(midbottom = self.rect.midbottom - pygame.math.Vector2(0,20))
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# 在界面上绘制标题和成本文本
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surface.blit(title_surf,title_rect)
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surface.blit(cost_surf,cost_rect)
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def display_bar(self,surface,value,max_value,selected):
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# 显示升级项的数值条
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# 数值条的顶部位置
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top = self.rect.midtop + pygame.math.Vector2(0,60)
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# 数值条的底部位置
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bottom = self.rect.midbottom - pygame.math.Vector2(0,60)
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# 根据是否选中设置颜色
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color = BAR_COLOR_SELECTED if selected else BAR_COLOR
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# 计算数值条的长度和位置
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# 数值条的总长度
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full_height = bottom[1] - top[1]
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# 数值的相对位置
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relative_number = (value / max_value) * full_height
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# 数值条的矩形区域
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value_rect = pygame.Rect(top[0] - 15,bottom[1] - relative_number,30,10)
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# 绘制数值条的背景线和填充
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# 绘制数值条的背景线
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pygame.draw.line(surface,color,top,bottom,5)
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# 填充数值条
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pygame.draw.rect(surface,color,value_rect)
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def trigger(self,player):
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# 触发升级项效果
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# 获取对应的属性名称
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upgrade_attribute = list(player.stats.keys())[self.index]
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# 检查是否满足升级条件
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if player.exp >= player.upgrade_cost[upgrade_attribute] and player.stats[upgrade_attribute] < player.max_stats[upgrade_attribute]:
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# 扣除升级成本
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player.exp -= player.upgrade_cost[upgrade_attribute]
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# 属性增加20%
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player.stats[upgrade_attribute] *= 1.2
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# 升级成本增加40%
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player.upgrade_cost[upgrade_attribute] *= 1.4
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# 防止属性超过最大值
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if player.stats[upgrade_attribute] > player.max_stats[upgrade_attribute]:
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player.stats[upgrade_attribute] = player.max_stats[upgrade_attribute]
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def display(self,surface,selection_num,name,value,max_value,cost):
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# 在界面上显示升级项
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if self.index == selection_num:
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# 绘制选中效果
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pygame.draw.rect(surface,UPGRADE_BG_COLOR_SELECTED,self.rect)
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# 绘制边框
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pygame.draw.rect(surface,UI_BORDER_COLOR,self.rect,4)
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else:
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# 绘制背景
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pygame.draw.rect(surface,UI_BG_COLOR,self.rect)
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# 绘制边框
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pygame.draw.rect(surface,UI_BORDER_COLOR,self.rect,4)
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# 显示升级项的名称、数值条和成本
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# 显示名称和成本
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self.display_names(surface,name,cost,self.index == selection_num)
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# 显示数值条
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self.display_bar(surface,value,max_value,self.index == selection_num)
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