部分新僵尸生成机制
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@ -3,6 +3,7 @@ import json
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import sys
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import pygame as pg
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from random import randint
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from random import choices
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from .. import tool
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from .. import constants as c
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from ..component import map, plant, zombie, menubar
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@ -216,6 +217,16 @@ class Level(tool.State):
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self.setupLittleMenu()
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# 新的僵尸生成机制:级别——权重生成
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self.createZombieInfo = {# 生成僵尸:(级别, 权重)
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c.NORMAL_ZOMBIE:(1, 4000),
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c.FLAG_ZOMBIE:(1, 0),
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c.CONEHEAD_ZOMBIE:(2, 4000),
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c.BUCKETHEAD_ZOMBIE:(4, 3000),
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c.NEWSPAPER_ZOMBIE:(2, 1000),
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c.FOOTBALL_ZOMBIE:(2, 2000)
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}
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# 小菜单
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def setupLittleMenu(self):
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# 具体运行游戏必定有个小菜单, 导入菜单和选项
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@ -438,6 +449,46 @@ class Level(tool.State):
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self.checkCarCollisions()
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self.checkGameState()
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# 按照规则生成每一波僵尸
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# 可以考虑将波刷新和一波中的僵尸生成分开
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# useableZombie是指可用的僵尸种类的元组
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# inevitableZombie指在本轮必然出现的僵尸,输入形式为字典: {波数1:(僵尸1, 僵尸2……), 波数2:(僵尸1, 僵尸2……)……}
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def createWaves(self, useableZombies, numFlags, survivalRounds=0, inevitableZombieDict=None):
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waves = []
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# 权重值
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weights = []
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for zombie in useableZombies:
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weights.append(self.createZombieInfo[zombie][1])
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# 按照原版pvz设计的僵尸容量函数,是从无尽解析的,但是普通关卡也可以遵循
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for wave in range(1, 10 * numFlags + 1):
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volume = int(int((wave + survivalRounds*20)*0.8)/2) + 1
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if wave % 10 == 0:
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volume = int(volume*2.5)
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zombieList = []
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if inevitableZombieDict and (wave in inevitableZombieDict.keys()):
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for newZombie in inevitableZombieDict[wave]:
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zombieList += newZombie
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volume -= self.createZombieInfo[newZombie][0]
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if volume < 0:
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volume = 0 # 避免手动指定的最后一个僵尸被while循环的else删除
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print('警告:第{}波中手动设置的僵尸级别总数超过上限!'.format(wave))
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while (volume >= 0) and (len(zombieList) <= 50):
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newZombie = choices(useableZombies, weights) # 注意这个的输出是列表
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zombieList += newZombie
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volume -= self.createZombieInfo[newZombie][0]
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else:
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zombieList.pop()
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waves.append(zombieList)
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return waves # 输出为分波列出的本关所有波的僵尸
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def createZombie(self, name, map_y=None):
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# 有指定时按照指定生成,无指定时随机位置生成
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# 0:白天 1:夜晚 2:泳池 3:浓雾 4:屋顶 5:月夜 6:坚果保龄球
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