修复报纸被非灰烬植物秒杀后会触发加速的bug

This commit is contained in:
星外之神 2022-04-18 09:23:35 +08:00
parent 81c8d3d3a5
commit 26e49297e5
2 changed files with 13 additions and 6 deletions

View File

@ -70,16 +70,20 @@ class Zombie(pg.sprite.Sprite):
def checkToDie(self, framesKind):
if self.health <= 0:
self.setDie()
return True
elif self.health <= c.LOSTHEAD_HEALTH:
if not self.lostHead:
self.changeFrames(framesKind)
self.setLostHead()
return True
else:
self.health -= (self.current_time - self.losthead_timer) / 40
self.losthead_timer = self.current_time
return False
def walking(self):
self.checkToDie(self.losthead_walk_frames)
if self.checkToDie(self.losthead_walk_frames):
return
if self.helmetHealth <= 0 and self.helmet:
self.changeFrames(self.walk_frames)
@ -98,7 +102,8 @@ class Zombie(pg.sprite.Sprite):
self.rect.x -= 1
def attacking(self):
self.checkToDie(self.losthead_attack_frames)
if self.checkToDie(self.losthead_attack_frames):
return
if self.helmetHealth <= 0 and self.helmet:
self.changeFrames(self.attack_frames)
@ -125,9 +130,11 @@ class Zombie(pg.sprite.Sprite):
def freezing(self):
if self.old_state == c.WALK:
self.checkToDie(self.losthead_walk_frames)
if self.checkToDie(self.losthead_walk_frames):
return
else:
self.checkToDie(self.losthead_attack_frames)
if self.checkToDie(self.losthead_attack_frames):
return
if (self.current_time - self.freeze_timer) > c.FREEZE_TIME:
self.setWalk()

View File

@ -653,7 +653,7 @@ class Level(tool.State):
continue
for zombie in self.zombie_groups[i]:
if ((abs(zombie.rect.centerx - x) <= x_range) or
((zombie.rect.right - (x-x_range) > 20) or (zombie.rect.right - (x-x_range))/zombie.rect.width > 0.15, ((x+x_range) - zombie.rect.left > 20) or ((x+x_range) - zombie.rect.left)/zombie.rect.width > 0.15)[zombie.rect.x > x]): # 这代码不太好懂,后面是一个判断僵尸在左还是在右,前面是一个元组,[0]是在左边的情况,[1]是在右边的情况
((zombie.rect.right - (x-x_range) > 20) or (zombie.rect.right - (x-x_range))/zombie.rect.width > 0.2, ((x+x_range) - zombie.rect.left > 20) or ((x+x_range) - zombie.rect.left)/zombie.rect.width > 0.2)[zombie.rect.x > x]): # 这代码不太好懂,后面是一个判断僵尸在左还是在右,前面是一个元组,[0]是在左边的情况,[1]是在右边的情况
zombie.setDamage(1800, damageType=c.ZOMBIE_ASH_DAMAGE)
if zombie.health <= 0:
zombie.setBoomDie()
@ -696,7 +696,7 @@ class Level(tool.State):
continue
for zombie in self.zombie_groups[i]:
if ((abs(zombie.rect.centerx - x) <= plant.explode_y_range) or
((zombie.rect.right - (x-plant.explode_x_range) > 20) or (zombie.rect.right - (x-plant.explode_x_range))/zombie.rect.width > 0.15, ((x+plant.explode_x_range) - zombie.rect.left > 20) or ((x+plant.explode_x_range) - zombie.rect.left)/zombie.rect.width > 0.15)[zombie.rect.x > x]): # 这代码不太好懂,后面是一个判断僵尸在左还是在右,前面是一个元组,[0]是在左边的情况,[1]是在右边的情况
((zombie.rect.right - (x-plant.explode_x_range) > 20) or (zombie.rect.right - (x-plant.explode_x_range))/zombie.rect.width > 0.2, ((x+plant.explode_x_range) - zombie.rect.left > 20) or ((x+plant.explode_x_range) - zombie.rect.left)/zombie.rect.width > 0.2)[zombie.rect.x > x]): # 这代码不太好懂,后面是一个判断僵尸在左还是在右,前面是一个元组,[0]是在左边的情况,[1]是在右边的情况
zombie.setDamage(1800, damageType=c.ZOMBIE_RANGE_DAMAGE)
# 避免僵尸在用铲子移除植物后还在原位啃食