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
时间: 2024-03-01 14:53:29 浏览: 138
obstacle_detector基于激光距离数据的 2D 障碍物检测 ROS 包.7z
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。
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