优化水上生成僵尸方法
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@ -103,19 +103,6 @@ class Level(tool.State):
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self.bullet_groups.append(pg.sprite.Group())
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# 将僵尸转化为水上变种的函数
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# 普通僵尸、路障僵尸、铁桶僵尸有水上变种
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def convertZombieInPool(self, newZombie):
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if newZombie == c.NORMAL_ZOMBIE:
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return c.DUCKY_TUBE_ZOMBIE
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elif newZombie == c.CONEHEAD_ZOMBIE:
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return c.CONEHEAD_DUCKY_TUBE_ZOMBIE
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elif newZombie == c.BUCKETHEAD_ZOMBIE:
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return c.BUCKETHEAD_DUCKY_TUBE_ZOMBIE
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else:
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return newZombie
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# 按照规则生成每一波僵尸
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# 可以考虑将波刷新和一波中的僵尸生成分开
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# useableZombie是指可用的僵尸种类的元组
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@ -159,12 +146,14 @@ class Level(tool.State):
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newZombie = choices(useableZombies, weights)[0]
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# 普通僵尸、路障僵尸、铁桶僵尸有概率生成水中变种
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if self.background_type in {c.BACKGROUND_POOL, c.BACKGROUND_FOG}:
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# 有泳池的第四波设定上生成水生僵尸
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# 有泳池第一轮的第四波设定上生成水生僵尸
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if survivalRounds == 0 and wave == 4:
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newZombie = self.convertZombieInPool(newZombie)
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if newZombie in self.convertZombieInPool:
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newZombie = self.convertZombieInPool[newZombie]
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elif survivalRounds > 0 or wave > 4:
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if randint(1, 4) == 1: # 1/4概率水上
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newZombie = self.convertZombieInPool(newZombie)
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if randint(1, 3) == 1: # 1/3概率水上,暂时人为设定
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if newZombie in self.convertZombieInPool:
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newZombie = self.convertZombieInPool[newZombie]
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if self.createZombieInfo[newZombie][0] <= volume:
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zombieList.append(newZombie)
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volume -= self.createZombieInfo[newZombie][0]
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@ -338,6 +327,10 @@ class Level(tool.State):
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c.CONEHEAD_DUCKY_TUBE_ZOMBIE:(2, 0), # 作为变种,不主动生成
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c.BUCKETHEAD_DUCKY_TUBE_ZOMBIE:(4, 0), # 作为变种,不主动生成
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}
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# 将僵尸与水上变种对应
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self.convertZombieInPool = {c.NORMAL_ZOMBIE:c.DUCKY_TUBE_ZOMBIE,
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c.CONEHEAD_ZOMBIE:c.CONEHEAD_DUCKY_TUBE_ZOMBIE,
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c.BUCKETHEAD_ZOMBIE:c.BUCKETHEAD_DUCKY_TUBE_ZOMBIE}
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# 暂时没有生存模式,所以 survivalRounds = 0
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if c.INEVITABLE_ZOMBIE_DICT in self.map_data.keys():
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