【boost】process_timer ,process_dispaly

本文介绍如何使用Boost库中的process_timer简化时间测量,及process_display类实现任务进度的直观显示。通过具体代码示例,展示如何在程序运行过程中自动记录并输出执行时间,以及如何监控并显示任务完成的百分比进度。

process_timer 继承timer,拥有timer的所有功能。

但是用法更简单,直接声明此类,在这个类析构的时候自动输出度过的时间;

{
    progress_timer t;
	for (double i = 0; i < 99999999; i++)
	{}
	qDebug()<<t.elapsed();
}

在QT中无法用cout输出,暂时也没找到解决方案。切换成控制台程序。

process_dispaly完全不同于process_timer 是一个独立的类,为了方便用户查看显示百分比进度。

void m_bProcess_display()
{
	progress_display t(9999999);
	for (double i = 0; i < 9999999; i++)
	{
		++t;
	}
}

注意事项:process_dispaly没办法与程序的输出分开,就是程序和此类输出在一起,

这样就输出出现问题了

void m_bProcess_display()
{
	progress_display t(9999999);
	for (double i = 0; i < 9999; i++)
	{
		if (i == 1)
		{
			cout << i << endl;
		}
		++t;
	}
}

 

一个解决办法是调用restart()重新显示进度。

t.restart(9999999);
t += 当前-走过+1;

以上均参考自《Boost程序完全开发指南》

import pygame import random import sys import time pygame.init() BASE_SCREEN_WIDTH = 800 BASE_SCREEN_HEIGHT = 600 BASE_TILE_SIZE = 60 BASE_GRID_SPACE = 5 BASE_CARD_SPACE = 20 info = pygame.display.Info() SCREEN_WIDTH = info.current_w SCREEN_HEIGHT = info.current_h SCALE_X = SCREEN_WIDTH / BASE_SCREEN_WIDTH SCALE_Y = SCREEN_HEIGHT / BASE_SCREEN_HEIGHT SCALE = min(SCALE_X, SCALE_Y) TILE_SIZE = int(SCALE * BASE_TILE_SIZE) GRID_SPACE = int(SCALE * BASE_GRID_SPACE) CARD_SPACE = int(SCALE * BASE_CARD_SPACE) BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 120, 255) CYAN = (0, 255, 255) MAGENTA = (255, 0, 255) YELLOW = (255, 255, 0) ORANGE = (255, 165, 0) GRAY = (128, 128, 128) PURPLE = (128, 0, 128) LIGHT_BLUE = (173, 216, 230) blank = 0 blue = 1 white = 2 orange = 3 red = 4 terrain_start = [ [[blue, white, white], [blue, blank, white], [blue, white, white]] ] terrain_end = [ [[white, white, blank], [blank, white, red], [white, white, blank]] ] terrain_energy = [ [[white, orange, white], [white, white, white], [blank, white, blank]], [[blank, white, blank], [white, white, white], [white, orange, white]], [[blank, blank, white], [white, orange, white], [white, white, white]], [[white, white, white], [white, orange, white], [white, blank, blank]], [[white, blank, white], [white, orange, white], [white, blank, white]], [[white, white, white], [white, orange, white], [white, white, blank]], [[blank, white, white], [white, orange, white], [white, white, white]] ] terrain_common = [ [[white, white, white], [blank, blank, white], [white, white, white]], [[white, white, white], [white, blank, blank], [white, white, white]], [[white, white, white], [blank, white, white], [blank, white, blank]], [[blank, white, blank], [white, white, blank], [white, white, white]], [[white, blank, white], [white, white, white], [white, white, white]], [[white, white, white], [white, white, white], [white, blank, white]], [[white, white, white], [blank, white, blank], [white, white, white]], ] screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.RESIZABLE) pygame.display.set_caption("跑酷小子") clock = pygame.time.Clock() font_size = max(18, int(24 * SCALE)) title_font_size = max(36, int(48 * SCALE)) small_font_size = max(14, int(18 * SCALE)) font = pygame.font.SysFont('simhei', font_size) title_font = pygame.font.SysFont('simhei', title_font_size) small_font = pygame.font.SysFont('simhei', small_font_size) class Player: def __init__(self, name, character_class, is_ai=False): self.name = name self.character_class = character_class self.energy = 0 self.jump_energy = 2 self.forward_energy = 1 self.blank_energy = 2 self.knockdown_energy = 1 self.energy_replenishment = 1 self.is_ai = is_ai if character_class == "耐力小子": self.energy_replenishment = 2 elif character_class == "弹跳小子": self.jump_energy = 1 elif character_class == "肌肉小子": self.knockdown_energy = 2 # def special_ability(self): def add_energy(self, amount): self.energy += amount def consume_energy(self, amount): if self.energy >= amount: self.energy -= amount return True return False class Game: def __init__(self): self.players = [] self.current_player_index = 0 self.current_mode = "主菜单" self.game_states = ["主菜单", "模式选择", "玩家数量", "角色创建", "竞技模式", "游戏结束"] self.game_over = False self.difficulty = "简易模式" self.player_count = 1 self.input_text = "" self.input_active = False self.input_prompt = "" self.message_log = [] self.player_name = "" self.terrain_list = [] self.screen_width = SCREEN_WIDTH self.screen_height = SCREEN_HEIGHT self.scale = SCALE self.tile_size = TILE_SIZE self.grid_space = GRID_SPACE self.card_space = CARD_SPACE self.rps_round = 0 self.player_lose_streak = {} self.player_positions = {} self.player_order = [] self.current_action = None self.rps_results = {} self.rps_active = False self.rps_choices = {} self.waiting_for_ai = False self.ai_timer = 0 self.ai_action_delay = 1.0 self.terrain_positions = {} def update_screen_size(self, width, height): self.screen_width = width self.screen_height = height self.scale = min(width / BASE_SCREEN_WIDTH, height / BASE_SCREEN_HEIGHT) self.tile_size = max(20, int(BASE_TILE_SIZE * self.scale)) self.grid_space = max(2, int(BASE_GRID_SPACE * self.scale)) self.card_space = max(5, int(BASE_CARD_SPACE * self.scale)) global font, title_font, small_font font_size = max(18, int(24 * self.scale)) title_font_size = max(36, int(48 * self.scale)) small_font = max(14, int(18 * self.scale)) font = pygame.font.SysFont('simhei', font_size) title_font = pygame.font.SysFont('simhei', title_font_size) small_font = pygame.font.SysFont('simhei', small_font_size) def add_message(self, message): self.message_log.append(message) if len(self.message_log) > 5: self.message_log.pop(0) def create_player(self, name, character_class, is_ai=False): player = Player(name, character_class) self.players.append(player) if is_ai: self.add_message(f"AI玩家{len(self.players)}: {name} the {character_class}已创建") else: self.add_message(f"玩家{len(self.players)}: {name} the {character_class}已创建") def next_player(self): self.current_player_index = (self.current_player_index + 1) % len(self.players) return self.players[self.current_player_index] def get_current_player(self): if self.players: return self.players[self.current_player_index] return None def create_terrain(self): terrain_count = 7 if self.difficulty == "体验模式": terrain_count = 4 elif self.difficulty == "普通模式": terrain_count = 10 terrain_list = [] terrain_list.append(random.choice(terrain_start)) end_terrain = random.choice(terrain_end) terrain_list.append(random.choice(terrain_energy)) terrain_list.append(random.choice(terrain_common)) remaining_terrain = terrain_count - 4 for _ in range(remaining_terrain): choice_pool = terrain_energy + terrain_common terrain_list.append(random.choice(choice_pool)) terrain_list.append(end_terrain) return terrain_list def init_game(self): self.terrain_list = self.create_terrain() start_positions = [] for i in range(3): if self.terrain_list[0][i][0] != blank: start_positions.append((0, i, 0)) random.shuffle(start_positions) for i, player in enumerate(self.players): self.player_positions[player] = start_positions[i] self.player_order = list(self.players) random.shuffle(self.player_order) for player in self.players: self.player_lose_streak[player] = 0 self.current_player_index = 0 self.play_rps() def play_rps(self): self.rps_active = True self.rps_choices = {} self.rps_results = {} self.add_message("新一轮石头剪刀布开始!") self.add_message("请玩家选择:1-石头,2-剪刀,3-布") def process_rps_choice(self, player, choice): choices = ["石头", "剪刀", "布"] self.rps_choices[player] = choice self.add_message(f"{player.name}选择了{choices[choice-1]}") for ai_player in self.players: if ai_player.is_ai and ai_player not in self.rps_choices: ai_choice = random.randint(1, 3) self.rps_choices[ai_player] = ai_choice self.add_message(f"{ai_player.name}选择了{choices[ai_choice - 1]}") if len(self.rps_choices) == len(self.players): self.determine_rps_winner() def determine_rps_winner(self): choices_map = {1: "石头", 2: "剪刀", 3:"布"} wins_against = {1: 2, 2: 3, 3: 1} choice_count = {1: 0, 2: 0, 3: 0} for choice in self.rps_choices.values(): choice_count[choice] += 1 winning_choice = None if choice_count[1] > 0 and choice_count[2] > 0 and choice_count[3] > 0: pass elif choice_count[1] > 0 and choice_count[2] > 0: winning_choice = 1 elif choice_count[2] > 0 and choice_count[3] > 0: winning_choice = 2 elif choice_count[3] > 0 and choice_count[1] > 0: winning_choice = 3 for player, choice in self.rps_choices.items(): if winning_choice is None: player.add_energy(1) self.add_message(f"平局!{player.name}获得1点能量") elif choice == winning_choice: energy_award = {1: 1, 2: 2, 3: 3}[choice] player.add_energy(energy_award) self.add_message(f"{player.name}获胜,获得{energy_award}点能量") self.player_lose_streak[player] = 0 else: self.add_message(f"{player.name}失败,未获得能量") self.player_lose_streak[player] += 1 if self.player_lose_streak[player] >= 3: player.add_energy(1) self.add_message(f"{player.name}连输3次,获得1点能量奖励") self.rps_active = False self.rps_round += 1 def move_player(self, player, direction): current_pos = self.player_positions[player] card_idx, row, col = current_pos new_card_idx = card_idx new_row = row new_col = col if direction == "up" and row > 0: new_row -= 1 energy_cost = player.jump_energy elif direction == "down" and row < 2: new_row += 1 energy_cost = 0 elif direction == "left" and (col > 0 or card_idx > 0): if col > 0: new_col -= 1 else: new_card_idx -= 1 new_col = 2 energy_cost = player.forward_energy elif direction == "right" and (col < 2 or card_idx < len(self.terrain_list) - 1): if col < 2: new_col += 1 else: new_card_idx += 1 new_col = 0 energy_cost = player.forward_energy else: self.add_message("无法向该方向移动") return False if new_card_idx < 0 or new_card_idx >= len(self.terrain_list): self.add_message("无法移动到地图外") return False target_terrain = self.terrain_list[new_card_idx][new_row][new_col] if target_terrain == blank: self.handle_fall(player, new_card_idx, new_row, new_col) return True if not player.consume_energy(energy_cost): self.add_message(f"{player.name}能量不足,需要{energy_cost}点能量") return False collision_player = None for other_player, pos in self.player_positions.items(): if other_player != player and pos == (new_card_idx, new_row, new_col): collision_player = other_player break if collision_player: self.handle_collision(player, collision_player, direction) else: self.player_positions[player] = (new_card_idx, new_row, new_col) self.add_message(f"{player.name}移动到位置({new_card_idx}, {new_row}, {new_col})") if target_terrain == red: self.add_message(f"{player.name}到达终点,游戏结束") self.current_mode = "游戏结束" return True if target_terrain == orange: if player.character_class == "耐力小子": player.add_energy(2) self.add_message(f"{player.name}在能量块上,获得2点能量") else: player.add_energy(1) self.add_message(f"{player.name}在能量块上,获得1点能量") return True def handle_fall(self, player, card_idx, row, col): self.add_message(f"{player.name}踩空掉落了!") while row < 2: row += 1 if self.terrain_list[card_idx][row][col] != blank: collision = False for other_player, pos in self.player_positions.items(): if other_player != player and pos == (card_idx, row, col): self.handle_collision(player, other_player, "down") collision = True break if not collision: self.player_positions[player] = (card_idx, row, col) self.add_message(f"{player.name}掉落到位置({card_idx},{row},{col})") return self.add_message(f"{player.name}掉出地图,被淘汰!") self.players.remove(player) if len(self.players) == 1: self.add_message(f"{self.players[0].name}是最后幸存者,获胜!") self.current_mode = "游戏结束" def handle_collision(self, moving_player, stationary_player, direction): self.add_message(f"{moving_player.name}冲撞了{stationary_player.name}!") card_idx, row, col = self.player_positions[stationary_player] knockback_distance = 2 if moving_player.character_class == "肌肉小子" else 1 if direction: new_col = col - knockback_distance new_card_idx = card_idx if new_col < 0: new_card_idx -= 1 new_col += 3 else: new_col = col new_card_idx = card_idx if new_card_idx < 0 or new_card_idx >= len(self.terrain_list) or new_col < 0 or new_col > 2: self.add_message(f"{stationary_player.name}被撞出地图!") self.players.remove(stationary_player) if len(self.players) == 1: self.add_message(f"{self.players[0].name}是最后幸存者,获胜!") self.current_mode = "游戏结束" return collision_other = None for other_player, pos in self.player_positions.items(): if other_player != stationary_player and pos == (new_card_idx, row, new_col): collision_other = other_player break if collision_other: self.handle_collision(stationary_player, collision_other, direction) else: self.player_positions[stationary_player] = (new_card_idx, row, new_col) self.add_message(f"{stationary_player.name}被撞到位置({new_card_idx},{row},{new_col})") def ai_make_decision(self, player): if self.rps_active: return if player.energy <= 0: self.play_rps() return directions = ["right", "up", "down", "left"] for direction in directions: if self.move_player(player, direction): return self.play_rps() def draw_main_menu(self): screen.fill(BLACK) title = title_font.render("跑酷小子", True, YELLOW) title_rect = title.get_rect(center=(self.screen_width // 2, 100 * self.scale)) screen.blit(title, title_rect) options = ["开始游戏", "退出"] for i, option in enumerate(options): text = font.render(option, True, WHITE) text_rect = text.get_rect(center=(self.screen_width // 2, 250 * self.scale + i * 50 * self.scale)) screen.blit(text, text_rect) def draw_difficulty_selection(self): screen.fill(BLACK) title = title_font.render("选择模式", True, YELLOW) title_rect = title.get_rect(center=(self.screen_width // 2, 50 * self.scale)) screen.blit(title, title_rect) difficulties = ["体验模式", "简易模式", "普通模式"] colors = [GREEN, YELLOW, RED] for i, diff in enumerate(difficulties): color = colors[i] if diff == self.difficulty else WHITE text = font.render(f"{i+1}.{diff}", True, color) text_rect = text.get_rect(center=(self.screen_width // 2, 150 * self.scale + i * 50 * self.scale)) screen.blit(text, text_rect) text = font.render("按数字选择模式,按回车确认", True, WHITE) text_rect = text.get_rect(center=(self.screen_width // 2, 300 * self.scale)) screen.blit(text, text_rect) def draw_player_count_selection(self): screen.fill(BLACK) title = title_font.render("选择玩家数量", True, YELLOW) title_rect = title.get_rect(center=(self.screen_width // 2, 50 * self.scale)) screen.blit(title, title_rect) for i in range(1, 4): color = GREEN if i == self.player_count else WHITE text = font.render(f"{i}位玩家", True, color) text_rect = text.get_rect(center=(self.screen_width//2, 150 * self.scale + i * 50 * self.scale)) screen.blit(text, text_rect) text = font.render("按数字键选择玩家数量,按回车确认", True, WHITE) text_rect = text.get_rect(center=(self.screen_width // 2, 350 * self.scale)) screen.blit(text, text_rect) def draw_character_creation(self): screen.fill(BLACK) title = title_font.render(f"创建玩家{len(self.players)+1}", True, YELLOW) title_rect = title.get_rect(center=(self.screen_width // 2, 50 * self.scale)) screen.blit(title, title_rect) if self.input_active: prompt = font.render(self.input_prompt, True, WHITE) prompt_rect = prompt.get_rect(center=(self.screen_width // 2, 120 * self.scale)) screen.blit(prompt, prompt_rect) input_display = font.render(self.input_text, True, GREEN) input_rect = input_display.get_rect(center=(self.screen_width // 2, 150 * self.scale)) screen.blit(input_display, input_rect) else: classes = ["耐力小子", "弹跳小子", "肌肉小子"] descriptions = [ "橙色方块为你提供两点能量", "竖直上跳只消耗一点能量", "造成的击退效果为两格", ] for i, cls in enumerate(classes): text = font.render(f"{i+1}.{cls}", True, WHITE) text_rect = text.get_rect(center=(self.screen_width // 2, 150 * self.scale + i * 60 * self.scale)) screen.blit(text, text_rect) desc = small_font.render(descriptions[i], True, YELLOW) desc_rect = desc.get_rect(center=(self.screen_width // 2, 180 * self.scale + i * 60 * self.scale)) screen.blit(desc, desc_rect) text = font.render("请输入角色名称并按数字选择跑酷小子", True, WHITE) text_rect = text.get_rect(center=(self.screen_width // 2, 400 * self.scale)) screen.blit(text, text_rect) def draw_terrain_card(self, card, x, y, tile_size, grid_space): card_width = tile_size * 3 + grid_space * 2 card_height = tile_size * 3 + grid_space * 2 pygame.draw.rect(screen,GRAY, (x, y, card_width, card_height)) for row in range(3): for col in range(3): block_type = card[row][col] if block_type != blank: color = WHITE if block_type == blue: color = BLUE elif block_type == orange: color = ORANGE elif block_type == red: color = RED block_x = x + col * (tile_size + grid_space) + grid_space block_y = y + row * (tile_size + grid_space) + grid_space pygame.draw.rect(screen, color, (block_x, block_y, tile_size, tile_size)) def draw_competition_mode(self): screen.fill(BLACK) title = title_font.render("竞技模式", True, YELLOW) title_rect = title.get_rect(center=(self.screen_width // 2, 50 * self.scale)) screen.blit(title, title_rect) current_player = self.get_current_player() if current_player: player_text = font.render(f"当前玩家: {current_player.name}({current_player.character_class})", True, WHITE) screen.blit(player_text, (20 * self.scale, 80 * self.scale)) energy_text = font.render(f"能量: {current_player.energy}", True, GREEN) screen.blit(energy_text, (20 * self.scale, 110 * self.scale)) if self.rps_active: rps_text = title_font.render("石头剪刀布", True, YELLOW) rps_rect = rps_text.get_rect(center=(self.screen_width // 2, 200 * self.scale)) screen.blit(rps_text, rps_rect) choices = ["1-石头", "2-剪刀", "3-布"] for i, choice in enumerate(choices): choice_text = font.render(choice, True, WHITE) choice_rect = choice_text.get_rect( center=(self.screen_width // 2, 250 * self.scale + i * 40 * self.scale)) screen.blit(choice_text, choice_rect) made_choice_text = font.render("已选择:", True, WHITE) screen.blit(made_choice_text, (20 * self.scale, 350 * self.scale)) y_offset = 380 * self.scale for player, choice in self.rps_choices.items(): choice_name = ["石头", "剪刀", "布"][choice - 1] player_choice_text = small_font.render(f"{player.name}: {choice_name}", True, GREEN) screen.blit(player_choice_text, (20 * self.scale, y_offset)) y_offset += 25 * self.scale else: start_x = 50 * self.scale start_y = 150 * self.scale if not hasattr(self, "terrain_list") or not self.terrain_list: self.terrain_list = self.create_terrain() card_width = self.tile_size * 3 + self.grid_space * 2 card_height = self.tile_size * 3 + self.grid_space * 2 available_width = self.screen_width - 2 * start_x cards_per_row = max(1, min(len(self.terrain_list), available_width // (card_width + self.card_space))) if cards_per_row < len(self.terrain_list): scale_factor = available_width / (len(self.terrain_list) * (card_width + self.card_space)) if scale_factor < 1.0: self.tile_size = max(20, int(self.tile_size * scale_factor)) self.grid_space = max(2, int(self.grid_space * scale_factor)) card_width = self.tile_size * 3 + self.grid_space * 2 card_height = self.tile_size * 3 + self.grid_space * 2 cards_per_row = len(self.terrain_list) total_cards_width = min(len(self.terrain_list), cards_per_row) * ( card_width + self.card_space) - self.card_space start_x = (self.screen_width - total_cards_width) // 2 self.terrain_positions = {} for i, card in enumerate(self.terrain_list): row = i // cards_per_row col = i % cards_per_row x = start_x + col * (card_width + self.card_space) y = start_y + row * (card_height + self.card_space) self.terrain_positions[i] = (x, y, card_width, card_height) self.draw_terrain_card(card, x, y, self.tile_size, self.grid_space) if i == 0: pygame.draw.circle(screen, RED, (x + card_width // 2, y - 15), 10) for player, pos in self.player_positions.items(): card_idx, row, col = pos if card_idx not in self.terrain_positions: continue x, y, card_width, card_height = self.terrain_positions[card_idx] block_x = x + col * (self.tile_size + self.grid_space) + self.grid_space + self.tile_size // 2 block_y = y + row * (self.tile_size + self.grid_space) + self.grid_space + self.tile_size // 2 color = GREEN if not player.is_ai else PURPLE pygame.draw.circle(screen, color, (block_x, block_y), self.tile_size // 3) name_text = small_font.render(player.name[0], True, BLACK) name_rect = name_text.get_rect(center=(block_x, block_y)) screen.blit(name_text, name_rect) help_text = font.render("按方向键移动,按空格键进行石头剪刀布", True, WHITE) help_rect = help_text.get_rect(center=(self.screen_width // 2, self.screen_height - 50 * self.scale)) screen.blit(help_text, help_rect) def draw_game_over(self): screen.fill(BLACK) title = title_font.render("游戏结束", True, YELLOW, RED) title_rect = title.get_rect(center=(self.screen_width // 2, self.screen_height // 2 - 50)) screen.blit(title, title_rect) if len(self.players) == 1: winner = self.players[0] winner_text = title_font.render(f"{winner.name} 获胜!", True, GREEN) winner_rect = winner_text.get_rect(center=(self.screen_width // 2, self.screen_height // 2)) screen.blit(winner_text, winner_rect) text = font.render("按R重新开始,按Q退出", True, WHITE) text_rect = text.get_rect(center=(self.screen_width // 2, self.screen_height // 2 + 50)) screen.blit(text, text_rect) def draw(self): if self.current_mode == "主菜单": self.draw_main_menu() elif self.current_mode == "模式选择": self.draw_difficulty_selection() elif self.current_mode == "玩家数量": self.draw_player_count_selection() elif self.current_mode == "角色创建": self.draw_character_creation() elif self.current_mode == "竞技模式": self.draw_competition_mode() elif self.current_mode == "游戏结束": self.draw_game_over() for i, message in enumerate(self.message_log): msg_text = small_font.render(message, True, WHITE) screen.blit(msg_text, (20 * self.scale, self.screen_height - (len(self.message_log) - i) * 25 * self.scale)) pygame.display.flip() def handle_input(self, event): if event.type == pygame.KEYDOWN: if self.current_mode == "主菜单": if event.key == pygame.K_RETURN: self.current_mode = "模式选择" elif event.key == pygame.K_q: pygame.quit() sys.exit() elif self.current_mode == "模式选择": if event.key == pygame.K_1: self.difficulty = "体验模式" elif event.key == pygame.K_2: self.difficulty = "简易模式" elif event.key == pygame.K_3: self.difficulty = "普通模式" elif event.key == pygame.K_RETURN: self.terrain_list = self.create_terrain() self.current_mode = "玩家数量" elif self.current_mode == "玩家数量": if event.key in [pygame.K_1, pygame.K_2, pygame.K_3]: self.player_count = event.key - pygame.K_0 elif event.key == pygame.K_RETURN: self.current_mode = "角色创建" self.input_active = True self.input_prompt = f"请输入玩家{len(self.players) + 1}的名称:" self.input_text = "" elif self.current_mode == "角色创建": if self.input_active: if event.key == pygame.K_RETURN and self.input_text: self.player_name = self.input_text self.input_active = False self.input_text = "" elif event.key == pygame.K_BACKSPACE: self.input_text = self.input_text[:-1] elif event.unicode.isprintable() and len(self.input_text) < 15: self.input_text += event.unicode else: if event.key in [pygame.K_1, pygame.K_2, pygame.K_3]: classes = ["耐力小子", "弹跳小子", "肌肉小子"] class_index = event.key - pygame.K_1 self.create_player(self.player_name, classes[class_index]) if len(self.players) < self.player_count: self.input_active = True self.input_prompt = f"请输入玩家{len(self.players) + 1}的名称:" else: ai_classes = ["耐力小子", "弹跳小子", "肌肉小子"] ai_names = ["AI1", "AI2", "AI3"] for i in range(self.player_count, 3): ai_class = random.choice(ai_classes) self.create_player(ai_names[i], ai_class, is_ai=True) self.init_game() self.current_mode = "竞技模式" elif self.current_mode == "竞技模式": current_player = self.get_current_player() if current_player.is_ai: return if self.rps_active: if event.key in [pygame.K_1, pygame.K_2, pygame.K_3] and current_player not in self.rps_choices: choice = event.key - pygame.K_0 self.process_rps_choice(current_player, choice) else: if event.key == pygame.K_UP: self.move_player(current_player, "up") elif event.key == pygame.K_DOWN: self.move_player(current_player, "down") elif event.key == pygame.K_LEFT: self.move_player(current_player, "left") elif event.key == pygame.K_RIGHT: self.move_player(current_player, "right") elif event.key == pygame.K_SPACE and current_player.energy <= 0: self.play_rps() elif event.key == pygame.K_RETURN: self.next_player() elif self.current_mode == "游戏结束": if event.key == pygame.K_r: self.reset_game() elif event.key == pygame.K_q: pygame.quit() sys.exit() elif event.type == pygame.VIDEORESIZE: self.update_screen_size(event.w, event.h) def reset_game(self): self.__init__() self.current_mode = "主菜单" self.add_message("游戏已重置") def main(): game = Game() running = True ai_last_action_time = 0 while running: current_time = pygame.time.get_ticks() for event in pygame.event.get(): if event.type == pygame.QUIT: running = False game.handle_input(event) if game.current_mode == "竞技模式" and not game.rps_active and current_time - ai_last_action_time > 1000: # 1秒延迟 current_player = game.get_current_player() if current_player and current_player.is_ai: game.ai_make_decision(current_player) game.next_player() ai_last_action_time = current_time game.draw() clock.tick(60) pygame.quit() sys.exit() if __name__ == "__main__": main()
最新发布
09-04
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