更改不可种植区域的设定
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@ -115,8 +115,8 @@ class Map():
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return (map_x * c.GRID_X_SIZE + c.GRID_X_SIZE//2 + c.MAP_OFFSET_X,
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map_y * c.GRID_Y_SIZE + c.GRID_Y_SIZE//5 * 3 + c.MAP_OFFSET_Y)
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def setMapGridType(self, map_x, map_y, type):
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self.map[map_y][map_x] = type
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def setMapGridType(self, map_x, map_y, plot_type):
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self.map[map_y][map_x] = plot_type
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def addMapPlant(self, map_x, map_y, plantName, sleep=False):
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self.map[map_y][map_x][c.MAP_PLANT].add(plantName)
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@ -105,10 +105,11 @@ MAP_PLOT_TYPE = 'plotType'
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MAP_GRASS = 'grass'
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MAP_WATER = 'water'
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MAP_TILE = 'tile' # 指屋顶上的瓦片
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MAP_DAMAGED = 'damaged'
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MAP_UNAVAILABLE = 'unavailable' # 指完全不能种植物的地方,包括无草皮的荒地、毁灭菇坑、冰车留下的冰
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MAP_STATE_EMPTY = {MAP_PLANT:set(), MAP_SLEEP:False, MAP_PLOT_TYPE:MAP_GRASS} # 由于同一格显然不可能种两个相同的植物,所以用集合
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MAP_STATE_WATER = {MAP_PLANT:set(), MAP_SLEEP:False, MAP_PLOT_TYPE:MAP_WATER}
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MAP_STATE_TILE = {MAP_PLANT:set(), MAP_SLEEP:False, MAP_PLOT_TYPE:MAP_TILE}
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MAP_STATE_UNAVAILABLE = {MAP_PLANT:set(), MAP_SLEEP:False, MAP_PLOT_TYPE:MAP_UNAVAILABLE}
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# 地图相关像素数据
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BACKGROUND_OFFSET_X = 220
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@ -145,7 +145,7 @@ class Level(tool.State):
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print('initBowlingMap')
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for x in range(3, self.map.width):
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for y in range(self.map.height):
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self.map.setMapGridType(x, y, c.MAP_STATE_TILE) # 将坚果保龄球红线右侧视为屋顶的瓦片以达到不能直接种植植物的效果
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self.map.setMapGridType(x, y, c.MAP_STATE_UNAVAILABLE) # 将坚果保龄球红线右侧设置为不可种植任何植物
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def initState(self):
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# 小游戏才有CHOOSEBAR_TYPE
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