修复爆炸后僵尸黑色不显示
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@ -8,6 +8,8 @@ class Map():
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def __init__(self, width, height):
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def __init__(self, width, height):
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self.width = width
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self.width = width
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self.height = height
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self.height = height
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# 要把记录信息改成元组的话这里又得改
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# 而且不同场地还不一样
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self.map = [[0 for x in range(self.width)] for y in range(self.height)]
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self.map = [[0 for x in range(self.width)] for y in range(self.height)]
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def isValid(self, map_x, map_y):
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def isValid(self, map_x, map_y):
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@ -16,9 +18,13 @@ class Map():
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return False
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return False
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return True
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return True
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# 判断能否种植
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def isMovable(self, map_x, map_y):
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def isMovable(self, map_x, map_y):
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# 目前没有南瓜头,所以用是否为空判断
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# 目前没有南瓜头,所以用是否为空判断
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# 可将南瓜头新定义一个状态(如:2),基于此进一步判断
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# 可将南瓜头新定义一个状态(如:2),基于此进一步判断
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# 应当改成元组,保存南瓜头、花盆、睡莲等状态
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# 当然,不用元组的话字符串也行,但是得把判断植物写在母函数中,并且需要更多参数
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# 这样返回的就是一个具体信息,而非bool值了
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return (self.map[map_y][map_x] == c.MAP_EMPTY)
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return (self.map[map_y][map_x] == c.MAP_EMPTY)
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def getMapIndex(self, x, y):
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def getMapIndex(self, x, y):
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@ -67,13 +67,14 @@ INIT_SUN_NAME = 'init_sun_value'
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ZOMBIE_LIST = 'zombie_list'
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ZOMBIE_LIST = 'zombie_list'
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MAP_EMPTY = 0
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MAP_EMPTY = 0
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MAP_EXIST = 1
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MAP_COMMON_PLANT = 1
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# 只有南瓜头
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# 只有南瓜头
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MAP_PUMPKIN_ONLY = 2
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MAP_PUMPKIN_ONLY = 2
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# 有南瓜头和其他植物
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# 有南瓜头和其他植物
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MAP_PUMPKIN_WITH = 3
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MAP_PUMPKIN_WITH = 3
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# 可能还需要给咖啡豆定义一个状态,但是这个最好是在种植的时候判断那里是否有睡眠的蘑菇
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# 可能还需要给咖啡豆定义一个状态,但是这个最好是在种植的时候判断那里是否有睡眠的蘑菇
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# 睡莲与花盆更为特殊,可能需要更复杂的定义
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# 睡莲与花盆更为特殊,可能需要更复杂的定义
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# 可能可以用元组或者字符串
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BACKGROUND_OFFSET_X = 220
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BACKGROUND_OFFSET_X = 220
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MAP_OFFSET_X = 35
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MAP_OFFSET_X = 35
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@ -140,7 +140,7 @@ class Level(tool.State):
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print('initBowlingMap')
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print('initBowlingMap')
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for x in range(3, self.map.width):
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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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for y in range(self.map.height):
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self.map.setMapGridType(x, y, c.MAP_EXIST)
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self.map.setMapGridType(x, y, c.MAP_COMMON_PLANT)
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def initState(self):
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def initState(self):
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# 小游戏才有CHOOSEBAR_TYPE
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# 小游戏才有CHOOSEBAR_TYPE
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@ -524,7 +524,7 @@ class Level(tool.State):
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self.menubar.deleateCard(self.select_plant)
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self.menubar.deleateCard(self.select_plant)
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if self.bar_type != c.CHOSSEBAR_BOWLING:
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if self.bar_type != c.CHOSSEBAR_BOWLING:
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self.map.setMapGridType(map_x, map_y, c.MAP_EXIST)
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self.map.setMapGridType(map_x, map_y, c.MAP_COMMON_PLANT)
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self.removeMouseImage()
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self.removeMouseImage()
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#print('addPlant map[%d,%d], grid pos[%d, %d] pos[%d, %d]' % (map_x, map_y, x, y, pos[0], pos[1]))
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#print('addPlant map[%d,%d], grid pos[%d, %d] pos[%d, %d]' % (map_x, map_y, x, y, pos[0], pos[1]))
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