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63 lines
2.7 KiB
63 lines
2.7 KiB
import pygame
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from settings import *
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from random import randint
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class MagicPlayer:
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def __init__(self,animation_player):
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# 初始化 MagicPlayer 类,传入 AnimationPlayer 实例作为参数
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self.animation_player = animation_player
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# 定义魔法音效字典
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self.sounds = {
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# 创建 'heal' 音效对象
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'heal': pygame.mixer.Sound('../audio/heal.wav'),
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# 创建 'flame' 音效对象
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'flame':pygame.mixer.Sound('../audio/Fire.wav')
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}
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def heal(self,player,strength,cost,groups):
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# 检查玩家的能量是否足够支付治疗的法力消耗
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if player.energy >= cost:
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# 播放治疗音效
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self.sounds['heal'].play()
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# 增加玩家的健康值,扣除相应的法力消耗
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player.health += strength
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player.energy -= cost
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# 如果玩家的健康值超过了最大健康值,则将健康值设为最大健康值
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if player.health >= player.stats['health']:
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player.health = player.stats['health']
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# 创建治疗效果的粒子效果
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self.animation_player.create_particles('aura',player.rect.center,groups)
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self.animation_player.create_particles('heal',player.rect.center,groups)
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def flame(self,player,cost,groups):
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# 检查玩家的能量是否足够支付火焰释放的法力消耗
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if player.energy >= cost:
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# 扣除玩家的法力消耗
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player.energy -= cost
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# 播放火焰释放音效
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self.sounds['flame'].play()
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# 根据玩家的状态确定火焰释放的方向
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if player.status.split('_')[0] == 'right': direction = pygame.math.Vector2(1,0)
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elif player.status.split('_')[0] == 'left': direction = pygame.math.Vector2(-1,0)
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elif player.status.split('_')[0] == 'up': direction = pygame.math.Vector2(0,-1)
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else: direction = pygame.math.Vector2(0,1)
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# 根据方向生成火焰粒子效果
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# 创建 1 到 5 个火焰粒子
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for i in range(1,6):
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# 如果是水平方向
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if direction.x:
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# 计算火焰粒子的位置偏移
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offset_x = (direction.x * i) * TILESIZE
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# 计算火焰粒子的具体位置,考虑随机偏移
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x = player.rect.centerx + offset_x + randint(-TILESIZE // 3, TILESIZE // 3)
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y = player.rect.centery + randint(-TILESIZE // 3, TILESIZE // 3)
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self.animation_player.create_particles('flame',(x,y),groups)
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# 如果是垂直方向
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else:
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# 计算火焰粒子的位置偏移
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offset_y = (direction.y * i) * TILESIZE
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# 计算火焰粒子的具体位置,考虑随机偏移
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x = player.rect.centerx + randint(-TILESIZE // 3, TILESIZE // 3)
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y = player.rect.centery + offset_y + randint(-TILESIZE // 3, TILESIZE // 3)
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# 创建火焰粒子效果,并添加到指定的精灵组中
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self.animation_player.create_particles('flame',(x,y),groups) |