平衡难度
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@ -14,7 +14,7 @@
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"TangleKlep":100,
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"Spikeweed":100,
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"Squash":100,
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"Jalapeno":100,
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"Jalapeno":50,
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"Threepeater":400
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}
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}
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@ -623,7 +623,7 @@ class Level(tool.State):
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self.level_progress_bar_image = tool.get_image_menu(tool.GFX[c.LEVEL_PROGRESS_BAR], *frame_rect, c.BLACK, 1)
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self.level_progress_bar_image_rect = self.level_progress_bar_image.get_rect()
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self.level_progress_bar_image_rect.x = 600
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self.level_progress_bar_image_rect.y = 573
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self.level_progress_bar_image_rect.y = 574
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# 僵尸头
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frame_rect = (0, 0, 23, 25)
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@ -1480,11 +1480,11 @@ class Level(tool.State):
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surface.blit(self.level_progress_bar_image, self.level_progress_bar_image_rect)
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# 按照当前波数生成僵尸头位置
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self.level_progress_zombie_head_image_rect.x = self.level_progress_bar_image_rect.x - int((150 * self.waveNum) / (self.map_data[c.NUM_FLAGS] * 10)) + 145 # 常数为预计值
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self.level_progress_zombie_head_image_rect.y = self.level_progress_bar_image_rect.y - 3 # 常数为预计值
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self.level_progress_zombie_head_image_rect.x = self.level_progress_bar_image_rect.x - int((150 * self.waveNum) / (self.map_data[c.NUM_FLAGS] * 10)) + 145 # 常数为拟合值
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self.level_progress_zombie_head_image_rect.y = self.level_progress_bar_image_rect.y - 3 # 常数为拟合值
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# 填充的进度条信息
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# 常数为预计值
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# 常数为拟合值
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filledBarRect = (self.level_progress_zombie_head_image_rect.x + 3, self.level_progress_bar_image_rect.y + 6, int((150 * self.waveNum) / (self.map_data[c.NUM_FLAGS] * 10)) + 5, 9)
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# 画填充的进度条
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pg.draw.rect(surface, c.YELLOWGREEN, filledBarRect)
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