修改僵尸生成位置判定方式
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@ -19,4 +19,4 @@
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{"time":0, "map_y":2, "name":"ConeheadDuckyTubeZombie"},
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{"time":90000, "map_y":2, "name":"ConeheadDuckyTubeZombie"}
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]
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}
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}
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@ -5,4 +5,4 @@
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"spawn_zombies":"auto",
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"included_zombies":["Zombie"],
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"num_flags":2
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}
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}
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@ -5,4 +5,4 @@
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"spawn_zombies":"auto",
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"included_zombies":["Zombie", "ConeheadZombie", "PoleVaultingZombie"],
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"num_flags":3
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}
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}
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@ -15,4 +15,4 @@
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{"name":"Chomper"},
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{"name":"PotatoMine"}
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]
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}
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}
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@ -10,4 +10,4 @@
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{"name":"WallNutBowling"},
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{"name":"RedWallNutBowling"}
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]
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}
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}
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@ -18,7 +18,7 @@ class Zombie(pg.sprite.Sprite):
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self.image = self.frames[self.frame_index]
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self.mask = pg.mask.from_surface(self.image)
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self.rect = self.image.get_rect()
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self.rect.centerx = x
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self.rect.x = x
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self.rect.bottom = y
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self.helmetHealth = helmetHealth
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@ -3,6 +3,9 @@ START_LEVEL_NUM = 1
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# 小游戏模式起始关卡
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START_LITTLE_GAME_NUM = 1
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# 游戏速度倍率(调试用)
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GAME_RATE = 1
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# 窗口标题
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ORIGINAL_CAPTION = 'pypvz'
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@ -33,9 +36,6 @@ GRID_ROOF_Y_LEN = GRID_Y_LEN
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GRID_ROOF_X_SIZE = GRID_X_SIZE
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GRID_ROOF_Y_SIZE = 85
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# 游戏速度倍率(调试用)
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GAME_RATE = 1
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# 颜色
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WHITE = (255, 255, 255)
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NAVYBLUE = ( 60, 60, 100)
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@ -441,7 +441,7 @@ ZOMBIE_ATTACK_DAMAGE = 50
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ZOMBIE_WALK_INTERVAL = 60 # 僵尸步行间隔
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# 僵尸生成位置
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ZOMBIE_START_X = SCREEN_WIDTH + 50 # 场宽度不一样,用于拟合
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ZOMBIE_START_X = SCREEN_WIDTH + 30 # 场宽度不一样,用于拟合
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# 僵尸集体属性集合
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@ -463,9 +463,10 @@ CREATE_ZOMBIE_DICT = { # 生成僵尸:(级别, 权重)
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# 记录陆生僵尸的水生变种
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CONVERT_ZOMBIE_IN_POOL = {
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NORMAL_ZOMBIE: DUCKY_TUBE_ZOMBIE,
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CONEHEAD_ZOMBIE: CONEHEAD_DUCKY_TUBE_ZOMBIE,
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BUCKETHEAD_ZOMBIE: BUCKETHEAD_DUCKY_TUBE_ZOMBIE}
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NORMAL_ZOMBIE: DUCKY_TUBE_ZOMBIE,
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CONEHEAD_ZOMBIE: CONEHEAD_DUCKY_TUBE_ZOMBIE,
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BUCKETHEAD_ZOMBIE: BUCKETHEAD_DUCKY_TUBE_ZOMBIE
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}
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# 水上僵尸集合
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WATER_ZOMBIE = {
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@ -819,7 +819,7 @@ class Level(tool.State):
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self.zombie_groups[map_y].add(zombie.PoleVaultingZombie(c.ZOMBIE_START_X + randint(70, 80) + hugeWaveMove, y, self.head_group))
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elif name == c.ZOMBONI:
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# 冰车僵尸生成位置不同
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self.zombie_groups[map_y].add(zombie.Zomboni(c.ZOMBIE_START_X + randint(55, 65) + hugeWaveMove, y, self.plant_groups[map_y], self.map, plant.IceFrozenPlot))
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self.zombie_groups[map_y].add(zombie.Zomboni(c.ZOMBIE_START_X + randint(0, 10) + hugeWaveMove, y, self.plant_groups[map_y], self.map, plant.IceFrozenPlot))
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# 能否种植物的判断:
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# 先判断位置是否合法 isValid(map_x, map_y)
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