更新撑杆跳僵尸生命值
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@ -6,7 +6,7 @@ from .. import constants as c
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class Zombie(pg.sprite.Sprite):
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def __init__(self, x, y, name, head_group=None, helmetHealth=0, helmetType2Health=0, bodyHealth=c.NORMAL_HEALTH + c.LOSTHEAD_HEALTH, damage=c.ZOMBIE_ATTACK_DAMAGE, canSwim=False):
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def __init__(self, x, y, name, head_group=None, helmetHealth=0, helmetType2Health=0, bodyHealth=c.NORMAL_HEALTH, lostHeadHealth=c.LOSTHEAD_HEALTH, damage=c.ZOMBIE_ATTACK_DAMAGE, canSwim=False):
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pg.sprite.Sprite.__init__(self)
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self.name = name
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@ -22,7 +22,8 @@ class Zombie(pg.sprite.Sprite):
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self.helmetHealth = helmetHealth
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self.helmetType2Health = helmetType2Health
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self.health = bodyHealth
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self.health = bodyHealth + lostHeadHealth
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self.lostHeadHealth = lostHeadHealth
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self.damage = damage
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self.dead = False
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self.lostHead = False
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@ -83,7 +84,7 @@ class Zombie(pg.sprite.Sprite):
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if self.health <= 0:
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self.setDie()
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return True
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elif self.health <= c.LOSTHEAD_HEALTH:
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elif self.health <= self.lostHeadHealth:
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if not self.lostHead:
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self.changeFrames(framesKind)
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self.setLostHead()
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@ -848,7 +849,7 @@ class ScreenDoorZombie(Zombie):
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class PoleVaultingZombie(Zombie):
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def __init__(self, x, y, head_group):
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Zombie.__init__(self, x, y, c.POLE_VAULTING_ZOMBIE, head_group=head_group)
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Zombie.__init__(self, x, y, c.POLE_VAULTING_ZOMBIE, head_group=head_group, bodyHealth=c.POLE_VAULTING_HEALTH, lostHeadHealth=c.POLE_VAULTING_LOSTHEAD_HEALTH)
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self.speed = 1.88
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self.jumped = False
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self.jumping = False
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@ -900,6 +901,7 @@ class PoleVaultingZombie(Zombie):
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if (self.current_time - self.animate_timer) > (self.animate_interval * self.getTimeRatio()):
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self.frame_index += 1
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if self.state == c.WALK:
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if self.jumping and (not self.jumped):
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if self.successfullyJumped:
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self.rect.x -= 5
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@ -328,6 +328,7 @@ ZOMBIE_WALLNUT_BOWLING_DANMAGE = 'wallnutBowlingDamage' # 坚果保龄球冲撞
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LOSTHEAD_HEALTH = 70
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NORMAL_HEALTH = 200 # 普通僵尸生命值
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POLE_VAULTING_HEALTH = 333
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POLE_VAULTING_LOSTHEAD_HEALTH = 167
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# 有关一类防具
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CONEHEAD_HEALTH = 370
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BUCKETHEAD_HEALTH = 1100
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