停止游戏中循环扣血并显示的具体实现方式会依赖于你的代码结构和游戏的逻辑。通常情况下,你可以通过以下方式来实现停止循环扣血和显示:
1、问题背景
在使用 Python 代码为游戏开发一个生命值条时,遇到了一个问题。代码使用了循环来减少生命值,但当扣除生命值后再次调用扣血方法时,生命值会继续从初始状态开始减少,而不是从当前生命值开始扣除。这使得生命值条无法正确反映当前的生命值。
2、解决方案
import pygame, sysclass hpbar():def __init__(self, hpchunk, screen, posx, posy):# hpchunk can either be 125 or 250self.hpchunk = hpchunkself.screen = screenself.posx = posxself.posy = posyself.unit_h = 18self.unit_w = 250self.image = pygame.image.load('hpbar.png')self.total_hp = [self.posx + 3, self.posy + 3, self.unit_w, self.unit_h] # +3 is there due to the thickness of the actual HP bar self.val_per_chunk = self.unit_w / self.hpchunk # units of a single chunk e.g. 250 / 125 = 2self.startPos = 253screen.blit(self.image, [self.posx, self.posy])pygame.draw.rect(screen, [0, 255, 0], self.total_hp, 0)self.current_hp = self.unit_wdef loss(self, loss_val):self.loss_val = loss_valtotal_chunk = loss_val * self.val_per_chunk chunkPosx = self.posx + self.startPos # e.g. if hpchunk = 125, then the hp will be in chunks of twohealthbar = [0, 255, 0]chunkRangeEnd = self.current_hp - total_chunk total_chunk = 0 # first iterative valuestop_val = chunkPosx - total_chunkself.current_hp -= total_chunkfor lossx in range(self.current_hp, chunkRangeEnd, -self.val_per_chunk):pygame.draw.rect(self.screen, healthbar, self.total_hp, 0) # hp bar chunkPosx = chunkPosx - self.val_per_chunk # x position of chunk total_chunk = total_chunk + self.val_per_chunk # total size of chunkif chunkPosx <= self.posx + 141: # yellow zonehealthbar = [255, 255, 0]if chunkPosx <= self.posx + 48: # red zoneif self.val_per_chunk == 25:healthbar = [255, 255, 255]else:healthbar = [255, 0, 0]pygame.draw.rect(self.screen, [255, 0, 255], [chunkPosx, self.posy + 3, total_chunk, self.unit_h], 0)pygame.time.delay(200)pygame.display.flip()pygame.init()
screen = pygame.display.set_mode([720, 480])
screen.fill((255, 255, 255))
pygame.display.flip()while True:for event in pygame.event.get():if event.type == pygame.QUIT:sys.exit()# test, using hp bar instancenewbar = hpbar(125, screen, 150, 150)newbar.loss(5)pygame.display.flip()# test, using hp bar instancenewbar.loss(3)pygame.display.flip()
修改了 loss
方法,并且引入了 current_hp
属性,当调用 loss
方法时,首先计算出要扣除的生命值数量,然后从当前生命值中减去此数量,接着计算新的生命值范围,并使用循环绘制生命值条。这样,即使多次调用 loss
方法,生命值也会从当前值开始减少,并且可以正确反映当前的生命值。
无论我们最终选择哪种方法,确保在游戏逻辑中合理地处理扣血和显示,以及适时地结束循环,这样可以保证游戏的流程和用户体验。