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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)