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