def input(self): if not self.attacking: keys = pygame.key.get_pressed()#检测键盘是否有输入 #键盘up or down 改变y轴的值 if keys[pygame.K_UP]: self.direction.y = -1 self.status = 'up' elif keys[pygame.K_DOWN]: self.direction.y = 1 self.status = 'down' else: self.direction.y = 0 #键盘左右键改变x轴的值 if keys[pygame.K_RIGHT]: self.direction.x = 1 self.status = 'right' elif keys[pygame.K_LEFT]: self.direction.x = -1 self.status = 'left' else: self.direction.x = 0 # 攻击键为空格 if keys[pygame.K_SPACE]: self.attacking = True self.attack_time = pygame.time.get_ticks() self.create_attack() self.weapon_attack_sound.play() # 魔法攻击使用左边Shift键 if keys[pygame.K_LSHIFT]: self.attacking = True self.attack_time = pygame.time.get_ticks() style = list(magic_data.keys())[self.magic_index] strength = list(magic_data.values())[self.magic_index]['strength'] + self.stats['magic'] cost = list(magic_data.values())[self.magic_index]['cost'] self.create_magic(style,strength,cost) #键盘Q键切换武器 if keys[pygame.K_q] and self.can_switch_weapon: self.can_switch_weapon = False self.weapon_switch_time = pygame.time.get_ticks() if self.weapon_index < len(list(weapon_data.keys())) - 1: self.weapon_index += 1 else: self.weapon_index = 0 self.weapon = list(weapon_data.keys())[self.weapon_index] #键盘E键切换魔法道具 if keys[pygame.K_e] and self.can_switch_magic: self.can_switch_magic = False self.magic_switch_time = pygame.time.get_ticks() if self.magic_index < len(list(magic_data.keys())) - 1: self.magic_index += 1 else: self.magic_index = 0 self.magic = list(magic_data.keys())[self.magic_index]
时间: 2024-04-28 08:19:19 浏览: 13
这段代码是角色控制的输入函数,用于检测玩家在键盘上的输入,并根据输入改变角色的状态。如果玩家按下向上或向下箭头键,则角色的y轴方向分别变为-1或1,并相应地设置角色的状态为up或down;如果按下向左或向右箭头键,则角色的x轴方向分别变为-1或1,并相应地设置角色的状态为left或right;如果按下空格键,则角色开始攻击,并播放相应的音效;如果按下左边Shift键,则角色使用魔法攻击;如果按下Q键,则角色切换武器;如果按下E键,则角色切换魔法道具。
相关问题
def init(self,pos,groups,obstacle_sprites,create_attack,destroy_attack,create_magic): super().init(groups) self.image = pygame.image.load('../graphics/test/player.png').convert_alpha() self.rect = self.image.get_rect(topleft = pos) self.hitbox = self.rect.inflate(-6,HITBOX_OFFSET['player']) # graphics setup self.import_player_assets() self.status = 'down' # movement self.attacking = False self.attack_cooldown = 400 self.attack_time = None self.obstacle_sprites = obstacle_sprites # weapon self.create_attack = create_attack self.destroy_attack = destroy_attack self.weapon_index = 0 self.weapon = list(weapon_data.keys())[self.weapon_index] self.can_switch_weapon = True self.weapon_switch_time = None self.switch_duration_cooldown = 200 # magic self.create_magic = create_magic self.magic_index = 0 self.magic = list(magic_data.keys())[self.magic_index] self.can_switch_magic = True self.magic_switch_time = None # stats self.stats = {'health': 100,'energy':60,'attack': 10,'magic': 4,'speed': 5} self.max_stats = {'health': 300, 'energy': 140, 'attack': 20, 'magic' : 10, 'speed': 10} self.upgrade_cost = {'health': 100, 'energy': 100, 'attack': 100, 'magic' : 100, 'speed': 100} self.health = self.stats['health'] * 0.5 self.energy = self.stats['energy'] * 0.8 self.exp = 5000 self.speed = self.stats['speed'] # damage timer self.vulnerable = True self.hurt_time = None self.invulnerability_duration = 500 # import a sound self.weapon_attack_sound = pygame.mixer.Sound('../audio/sword.wav') self.weapon_attack_sound.set_volume(0.4)对上述代码进行注解
这段代码是一个Python中的类的初始化方法(即构造函数)。下面是对每一行代码的注释说明:
```python
def __init__(self, pos, groups, obstacle_sprites, create_attack, destroy_attack, create_magic):
super().__init__(groups) # 调用父类的构造函数
self.image = pygame.image.load('../graphics/test/player.png').convert_alpha() # 加载图像
self.rect = self.image.get_rect(topleft=pos) # 获取图像的矩形区域并设置位置
self.hitbox = self.rect.inflate(-6, HITBOX_OFFSET['player']) # 设置碰撞区域
self.import_player_assets() # 导入玩家角色的资源
self.status = 'down' # 设置状态为向下
self.attacking = False # 设置攻击状态为False
self.attack_cooldown = 400 # 设置攻击冷却时间为400毫秒
self.attack_time = None # 初始化攻击时间为None
self.obstacle_sprites = obstacle_sprites # 设置障碍物精灵组
self.create_attack = create_attack # 设置创建攻击的方法
self.destroy_attack = destroy_attack # 设置销毁攻击的方法
self.create_magic = create_magic # 设置创建魔法的方法
self.weapon_index = 0 # 初始化武器索引为0
self.weapon = list(weapon_data.keys())[self.weapon_index] # 获取武器名称
self.can_switch_weapon = True # 设置能否切换武器状态为True
self.weapon_switch_time = None # 初始化切换武器时间为None
self.switch_duration_cooldown = 200 # 设置切换武器的冷却时间为200毫秒
self.magic_index = 0 # 初始化魔法索引为0
self.magic = list(magic_data.keys())[self.magic_index] # 获取魔法名称
self.can_switch_magic = True # 设置能否切换魔法状态为True
self.magic_switch_time = None # 初始化切换魔法时间为None
self.stats = {'health': 100, 'energy': 60, 'attack': 10, 'magic': 4, 'speed': 5} # 初始化属性值
self.max_stats = {'health': 300, 'energy': 140, 'attack': 20, 'magic': 10, 'speed': 10} # 设置最大属性值
self.upgrade_cost = {'health': 100, 'energy': 100, 'attack': 100, 'magic': 100, 'speed': 100} # 设置升级属性所需成本
self.health = self.stats['health'] * 0.5 # 初始化生命值
self.energy = self.stats['energy'] * 0.8 # 初始化能量值
self.exp = 5000 # 初始化经验值
self.speed = self.stats['speed'] # 初始化速度值
self.vulnerable = True # 设置受伤状态为True
self.hurt_time = None # 初始化受伤时间为None
self.invulnerability_duration = 500 # 设置无敌时间为500毫秒
self.weapon_attack_sound = pygame.mixer.Sound('../audio/sword.wav') # 导入武器攻击音效
self.weapon_attack_sound.set_volume(0.4) # 设置音量为0.4
```
该类的实例化会在游戏中创建一个玩家对象,并包含了玩家的各项属性和方法。
任务描述 本关任务:编写一个能实现游戏角色变身的小程序。 相关知识 为了完成本关任务,你需要掌握:1.如何定义抽象类(接口),2.如何使用抽象类。 题目内容 已知游戏中常见人物状态State抽象类,包括站立(Idle),行走(Run),攻击(Attack),死亡(Dead)等动作。在游戏中有角色hero类,拥有人物状态同时还拥有血量,攻击力,防御力等属性,有怪物类Monster,怪物有血量,攻击力,防御力,怪物类型等属性。 已知角色可以变身为怪物,现在main函数中,模拟某个角色在正常情况下以及在变身状态下的各种状态操作(输入1为正常hero,输入2则变身为monster)。要求,使用抽象类及的基类指针实现。 编程要求 根据提示,在右侧编辑器补充代码,完成程序。 测试说明 平台会对你编写的代码进行测试: 测试输入: 1 预期输出: hero is idleling... hero is attack... hero is running... hero is dead... 测试输入: 2 预期输出: Monster is idleling... Monster is attack... Monster is running... Monster is dead... 开始你的任务吧,祝你成功!
```cpp
#include <iostream>
using namespace std;
// 抽象类State
class State {
public:
virtual void idle() = 0;
virtual void run() = 0;
virtual void attack() = 0;
virtual void dead() = 0;
};
// 角色类Hero
class Hero {
public:
Hero(State* state, int hp, int attack, int defense) {
this->state = state;
this->hp = hp;
this->attack = attack;
this->defense = defense;
}
void setState(State* state) {
this->state = state;
}
void idle() {
state->idle();
}
void run() {
state->run();
}
void attack() {
state->attack();
}
void dead() {
state->dead();
}
private:
State* state;
int hp;
int attack;
int defense;
};
// 怪物类Monster
class Monster {
public:
Monster(State* state, int hp, int attack, int defense, string type) {
this->state = state;
this->hp = hp;
this->attack = attack;
this->defense = defense;
this->type = type;
}
void setState(State* state) {
this->state = state;
}
void idle() {
cout << type << " is idling..." << endl;
}
void run() {
cout << type << " is running..." << endl;
}
void attack() {
cout << type << " is attacking..." << endl;
}
void dead() {
cout << type << " is dead..." << endl;
}
private:
State* state;
int hp;
int attack;
int defense;
string type;
};
// 站立状态类IdleState
class IdleState : public State {
public:
void idle() {
cout << "hero is idling..." << endl;
}
void run() {
cout << "hero is running..." << endl;
}
void attack() {
cout << "hero is attacking..." << endl;
}
void dead() {
cout << "hero is dead..." << endl;
}
};
// 行走状态类RunState
class RunState : public State {
public:
void idle() {
cout << "hero is idling..." << endl;
}
void run() {
cout << "hero is running..." << endl;
}
void attack() {
cout << "hero is attacking..." << endl;
}
void dead() {
cout << "hero is dead..." << endl;
}
};
// 攻击状态类AttackState
class AttackState : public State {
public:
void idle() {
cout << "hero is idling..." << endl;
}
void run() {
cout << "hero is running..." << endl;
}
void attack() {
cout << "hero is attacking..." << endl;
}
void dead() {
cout << "hero is dead..." << endl;
}
};
// 死亡状态类DeadState
class DeadState : public State {
public:
void idle() {
cout << "hero is idling..." << endl;
}
void run() {
cout << "hero is running..." << endl;
}
void attack() {
cout << "hero is attacking..." << endl;
}
void dead() {
cout << "hero is dead..." << endl;
}
};
int main() {
State* idleState = new IdleState();
State* runState = new RunState();
State* attackState = new AttackState();
State* deadState = new DeadState();
Hero hero(idleState, 100, 10, 5);
Monster monster(idleState, 100, 10, 5, "Monster");
int input;
cin >> input;
if (input == 1) {
hero.idle();
hero.attack();
hero.run();
hero.dead();
} else if (input == 2) {
monster.idle();
monster.attack();
monster.run();
monster.dead();
}
return 0;
}
```