Merge branch 'master' into opengl

This commit is contained in:
星外之神 2022-08-10 10:16:00 +08:00
commit 3d84d34cc0
9 changed files with 144 additions and 99 deletions

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@ -11,13 +11,14 @@ from source import tool
from source import constants as c
from source.state import mainmenu, screen, level
if __name__=="__main__":
if __name__ == "__main__":
# 日志设置
if not os.path.exists(os.path.dirname(c.USERLOG_PATH)):
os.makedirs(os.path.dirname(c.USERLOG_PATH))
logger = logging.getLogger("main")
formatter = logging.Formatter("%(asctime)s - %(levelname)s: %(message)s")
fileHandler = RotatingFileHandler(c.USERLOG_PATH, "a", 1024*1024, 0, "utf-8")
fileHandler = RotatingFileHandler(c.USERLOG_PATH, "a", 1_000_000, 0, "utf-8")
os.chmod(c.USERLOG_PATH, 420) # 设置日志文件权限Unix为644Windows为可读、可写
fileHandler.setFormatter(formatter)
streamHandler = logging.StreamHandler()
streamHandler.setFormatter(formatter)

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@ -10,27 +10,50 @@ class Map():
self.width = c.GRID_POOL_X_LEN
self.height = c.GRID_POOL_Y_LEN
self.grid_height_size = c.GRID_POOL_Y_SIZE
self.map = [[(self.initMapGrid(c.MAP_GRASS), self.initMapGrid(c.MAP_WATER))[y in {2, 3}] for x in range(self.width)] for y in range(self.height)]
self.map = [ [self.initMapGrid(c.MAP_WATER) if 2 <= y <= 3
else self.initMapGrid(c.MAP_GRASS)
for x in range(self.width)
]
for y in range(self.height)
]
elif self.background_type in c.ON_ROOF_BACKGROUNDS:
self.width = c.GRID_ROOF_X_LEN
self.height = c.GRID_ROOF_Y_LEN
self.grid_height_size = c.GRID_ROOF_Y_SIZE
self.map = [[self.initMapGrid(c.MAP_TILE) for x in range(self.width)] for y in range(self.height)]
self.map = [ [self.initMapGrid(c.MAP_TILE)
for x in range(self.width)
]
for y in range(self.height)
]
elif self.background_type == c.BACKGROUND_SINGLE:
self.width = c.GRID_X_LEN
self.height = c.GRID_Y_LEN
self.grid_height_size = c.GRID_Y_SIZE
self.map = [[(self.initMapGrid(c.MAP_UNAVAILABLE), self.initMapGrid(c.MAP_GRASS))[y == 2] for x in range(self.width)] for y in range(self.height)]
self.map = [ [self.initMapGrid(c.MAP_GRASS) if y ==2
else self.initMapGrid(c.MAP_UNAVAILABLE)
for x in range(self.width)
]
for y in range(self.height)
]
elif self.background_type == c.BACKGROUND_TRIPLE:
self.width = c.GRID_X_LEN
self.height = c.GRID_Y_LEN
self.grid_height_size = c.GRID_Y_SIZE
self.map = [[(self.initMapGrid(c.MAP_UNAVAILABLE), self.initMapGrid(c.MAP_GRASS))[y in {1, 2, 3}] for x in range(self.width)] for y in range(self.height)]
self.map = [ [self.initMapGrid(c.MAP_GRASS) if 1 <= y <= 3
else self.initMapGrid(c.MAP_UNAVAILABLE)
for x in range(self.width)
]
for y in range(self.height)
]
else:
self.width = c.GRID_X_LEN
self.height = c.GRID_Y_LEN
self.grid_height_size = c.GRID_Y_SIZE
self.map = [[self.initMapGrid(c.MAP_GRASS) for x in range(self.width)] for y in range(self.height)]
self.map = [ [self.initMapGrid(c.MAP_GRASS)
for x in range(self.width)
]
for y in range(self.height)
]
def isValid(self, map_x, map_y):
if (map_x < 0 or map_x >= self.width or
@ -50,12 +73,14 @@ class Map():
def isAvailable(self, map_x, map_y, plant_name):
# 咖啡豆和墓碑吞噬者的判别最为特殊
if plant_name == c.COFFEEBEAN:
if self.map[map_y][map_x][c.MAP_SLEEP] and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT]):
if (self.map[map_y][map_x][c.MAP_SLEEP]
and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])):
return True
else:
return False
if plant_name == c.GRAVEBUSTER:
if (c.GRAVE in self.map[map_y][map_x][c.MAP_PLANT]):
if (c.GRAVE in self.map[map_y][map_x][c.MAP_PLANT]
and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])):
return True
else:
return False
@ -70,7 +95,8 @@ class Map():
elif (all((i in {"花盆(未实现)", c.PUMPKINHEAD}) for i in self.map[map_y][map_x][c.MAP_PLANT])
and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])): # 例外植物:集合中填花盆和南瓜头,只要这里没有这种植物就能种植
return True
elif (plant_name == c.PUMPKINHEAD) and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT]): # 没有南瓜头就能种南瓜头
elif ((plant_name == c.PUMPKINHEAD)
and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])): # 没有南瓜头就能种南瓜头
return True
else:
return False
@ -86,7 +112,8 @@ class Map():
return False
else:
return True
elif (plant_name == c.PUMPKINHEAD) and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT]): # 有花盆且没有南瓜头就能种南瓜头
elif ((plant_name == c.PUMPKINHEAD)
and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])): # 有花盆且没有南瓜头就能种南瓜头
return True
else:
return False
@ -110,7 +137,8 @@ class Map():
return False
else:
return True
elif (plant_name == c.PUMPKINHEAD) and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT]): # 在睡莲上且没有南瓜头就能种南瓜头
elif ((plant_name == c.PUMPKINHEAD)
and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])): # 在睡莲上且没有南瓜头就能种南瓜头
return True
else:
return False
@ -248,7 +276,8 @@ LEVEL_MAP_DATA = (
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: (c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE, c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE),
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE),
c.NUM_FLAGS:3
},
# 第6关 目前夜晚第一关
@ -360,16 +389,21 @@ LEVEL_MAP_DATA = (
LITTLE_GAME_MAP_DATA = (
# 第0关 测试
{
c.BACKGROUND_TYPE: 6,
c.BACKGROUND_TYPE: 3,
c.GAME_TITLE: "隐藏测试关卡",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING,
c.SHOVEL: 0,
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_MOVE,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.POLE_VAULTING_ZOMBIE,),
c.NUM_FLAGS:1,
c.CARD_POOL: { c.WALLNUTBOWLING: 0,
c.REDWALLNUTBOWLING: 0,
c.GIANTWALLNUT:100,}
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.NEWSPAPER_ZOMBIE,
c.ZOMBONI, c.FOOTBALL_ZOMBIE,
c.CONEHEAD_ZOMBIE, c.BUCKETHEAD_ZOMBIE),
c.NUM_FLAGS:4,
c.CARD_POOL: { c.LILYPAD: 300,
c.STARFRUIT: 400,
c.PUMPKINHEAD: 100,
c.SEASHROOM: 100,
c.SPIKEWEED: 100,
}
},
# 第1关 坚果保龄球
{
@ -415,9 +449,9 @@ LITTLE_GAME_MAP_DATA = (
c.NUM_FLAGS:3,
c.CARD_POOL: { c.PUFFSHROOM: 100,
c.SCAREDYSHROOM: 100,
c.ICESHROOM: 100,
c.ICESHROOM: 70,
c.HYPNOSHROOM: 100,
c.DOOMSHROOM: 100,
c.DOOMSHROOM: 50,
c.GRAVEBUSTER: 100,
c.FUMESHROOM: 200},
c.GRADE_GRAVES:3
@ -440,7 +474,7 @@ LITTLE_GAME_MAP_DATA = (
c.SPIKEWEED: 100,
c.SQUASH: 100,
c.JALAPENO: 50,
c.THREEPEASHOOTER: 300,}
c.THREEPEASHOOTER: 400,}
},
# 第5关 坚果保龄球2
{

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@ -22,9 +22,7 @@ def getSunValueImage(sun_value):
return image
def getCardPool(data):
card_pool = {}
for cardName in data:
card_pool[c.PLANT_CARD_INFO[c.PLANT_CARD_INDEX[cardName]]] = data[cardName]
card_pool = {c.PLANT_CARD_INFO[c.PLANT_CARD_INDEX[card_name]]: data[card_name] for card_name in data}
return card_pool
class Card():
@ -58,8 +56,8 @@ class Card():
def checkMouseClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.rect.x and x <= self.rect.right and
y >= self.rect.y and y <= self.rect.bottom):
if (self.rect.x <= x <= self.rect.right and
self.rect.y <= y <= self.rect.bottom):
return True
return False
@ -85,25 +83,28 @@ class Card():
# 有关是否满足冷却与阳光条件的图片形式
time = current_time - self.frozen_timer
if time < self.frozen_time: #cool down status
image = pg.Surface([self.rect.w, self.rect.h])
# 在冷却时间不足且阳光也不足时,叠加两者效果显示,即同时改变透明度与图像覆盖
if self.sun_cost > sun_value:
image.set_alpha(192)
frozen_image = self.orig_image.copy()
image = pg.Surface((self.rect.w, self.rect.h)) # 黑底
frozen_image = self.orig_image
frozen_image.set_alpha(128)
frozen_height = (self.frozen_time - time)/self.frozen_time * self.rect.h
image.blit(frozen_image, (0,0), (0, 0, self.rect.w, frozen_height))
self.orig_image.set_alpha(192)
image.blit(self.orig_image, (0,frozen_height),
(0, frozen_height, self.rect.w, self.rect.h - frozen_height))
elif self.sun_cost > sun_value: #disable status
image = self.orig_image.copy()
image.set_alpha(192)
image = pg.Surface((self.rect.w, self.rect.h)) # 黑底
self.orig_image.set_alpha(192)
image.blit(self.orig_image, (0,0), (0, 0, self.rect.w, self.rect.h))
elif self.clicked:
image = self.orig_image.copy()
image.set_alpha(128)
image = pg.Surface((self.rect.w, self.rect.h)) # 黑底
chosen_image = self.orig_image
chosen_image.set_alpha(128)
image.blit(chosen_image, (0,0), (0, 0, self.rect.w, self.rect.h))
else:
image = self.orig_image
image.set_alpha(255)
return image
def update(self, sun_value, current_time):
@ -357,14 +358,21 @@ class MoveCard():
# 新增卡片时显示图片
if self.rect.w < self.orig_rect.w: #create a part card image
image = pg.Surface([self.rect.w, self.rect.h])
if self.clicked:
self.orig_image.set_alpha(128)
else:
self.orig_image.set_alpha(255)
image.blit(self.orig_image, (0, 0), (0, 0, self.rect.w, self.rect.h))
self.rect.w += 1
else:
image = self.orig_image
if self.clicked:
image.set_alpha(192)
else:
image.set_alpha(255)
if self.clicked:
image = pg.Surface([self.rect.w, self.rect.h]) # 黑底
self.orig_image.set_alpha(128)
image.blit(self.orig_image, (0,0), (0, 0, self.rect.w, self.rect.h))
else:
self.orig_image.set_alpha(255)
image = self.orig_image
return image
def update(self, left_x, current_time):

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@ -195,8 +195,7 @@ class StarBullet(Bullet):
self.rect.x += 7
self.rect.y += 7
elif self.direction == c.STAR_UPWARD:
# 实际上不知道为什么向上飞的看起来要快一些,所以拟合的时候把速度调小了一点
self.rect.y -= 9
self.rect.y -= 10
elif self.direction == c.STAR_DOWNWARD:
self.rect.y += 10
else:
@ -1280,18 +1279,20 @@ class TorchWood(Plant):
def idling(self):
for i in self.bullet_group:
if i.name == c.BULLET_PEA:
if i.passed_torchwood_x != self.rect.centerx:
if abs(i.rect.centerx - self.rect.centerx) <= 20:
self.bullet_group.add(Bullet(i.rect.x, i.rect.y, i.dest_y,
c.BULLET_FIREBALL, c.BULLET_DAMAGE_FIREBALL_BODY, effect=c.BULLET_EFFECT_UNICE, passed_torchwood_x=self.rect.centerx))
i.kill()
elif i.name == c.BULLET_PEA_ICE:
if i.passed_torchwood_x != self.rect.centerx:
if abs(i.rect.centerx - self.rect.centerx) <= 20:
self.bullet_group.add(Bullet(i.rect.x, i.rect.y, i.dest_y,
c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, effect=None, passed_torchwood_x=self.rect.centerx))
i.kill()
if (i.name == c.BULLET_PEA
and i.passed_torchwood_x != self.rect.centerx
and abs(i.rect.centerx - self.rect.centerx) <= 20):
self.bullet_group.add(Bullet(i.rect.x, i.rect.y, i.dest_y,
c.BULLET_FIREBALL, c.BULLET_DAMAGE_FIREBALL_BODY,
effect=c.BULLET_EFFECT_UNICE, passed_torchwood_x=self.rect.centerx))
i.kill()
elif (i.name == c.BULLET_PEA_ICE
and i.passed_torchwood_x != self.rect.centerx
and abs(i.rect.centerx - self.rect.centerx)):
self.bullet_group.add(Bullet(i.rect.x, i.rect.y, i.dest_y,
c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL,
effect=None, passed_torchwood_x=self.rect.centerx))
i.kill()
class StarFruit(Plant):
def __init__(self, x, y, bullet_group, level):
@ -1475,7 +1476,7 @@ class TangleKlep(Plant):
def canAttack(self, zombie):
if zombie.state != c.DIE and (not zombie.losthead):
# 这里碰撞应当比碰撞一般更容易就设置成圆形或矩形模式不宜采用mask
if pg.sprite.collide_circle_ratio(0.7)(zombie, self):
if pg.sprite.collide_rect_ratio(1)(zombie, self):
return True
return False

View File

@ -9,12 +9,14 @@ else: # 非Windows系统存储路径
USERDATA_PATH = os.path.expanduser(os.path.join("~", ".config", "wszqkzqk.dev", "pypvz", "userdata.json"))
USERLOG_PATH = os.path.expanduser(os.path.join("~", ".config", "wszqkzqk.dev", "pypvz", "run.log"))
# 窗口图标
ORIGINAL_LOGO = os.path.join(os.path.dirname(os.path.dirname(__file__)), "pypvz-exec-logo.png")
# 游戏图片资源路径
PATH_IMG_DIR = os.path.join(os.path.dirname(os.path.dirname(__file__)), "resources", "graphics")
# 游戏音乐文件夹路径
PATH_MUSIC_DIR = os.path.join(os.path.dirname(os.path.dirname(__file__)), "resources","music")
# 窗口图标
ORIGINAL_LOGO = os.path.join(os.path.dirname(os.path.dirname(__file__)), "pypvz-exec-logo.png")
# 字体路径
FONT_PATH = os.path.join(os.path.dirname(os.path.dirname(__file__)), "resources", "DroidSansFallback.ttf")
# 窗口标题
ORIGINAL_CAPTION = "pypvz"
@ -29,8 +31,6 @@ SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT)
# 字体路径
FONT_PATH = os.path.join(os.path.dirname(os.path.dirname(__file__)), "resources", "DroidSansFallback.ttf")
# 选卡数量
# 最大数量
@ -231,7 +231,7 @@ CARD_MOVE_TIME = 60
CAR = "car"
SUN = "Sun"
# plant子类非植物对象
# plant子类非植物对象(这里的是不包括阳光、子弹的拟植物对象)
NON_PLANT_OBJECTS = {
HOLE := "Hole",
ICEFROZENPLOT := "IceFrozenPlot",
@ -376,9 +376,7 @@ PLANT_CARD_INFO = (# 元组 (植物名称, 卡片名称, 阳光, 冷却时间)
)
# 卡片中的植物名称与索引序号的对应关系,指定名称以得到索引值
PLANT_CARD_INDEX={}
for i, item in enumerate(PLANT_CARD_INFO):
PLANT_CARD_INDEX[item[PLANT_NAME_INDEX]] = i
PLANT_CARD_INDEX={item[PLANT_NAME_INDEX]: index for (index, item) in enumerate(PLANT_CARD_INFO)}
# 指定了哪些卡可选(排除坚果保龄球特殊植物)
CARDS_TO_CHOOSE = range(len(PLANT_CARD_INFO) - 3)
@ -482,7 +480,7 @@ FUME = "Fume"
# 子弹伤害
BULLET_DAMAGE_NORMAL = 20
BULLET_DAMAGE_FIREBALL_BODY = 27 # 这是火球本体的伤害注意不是40本体(27) + 溅射(13)才是40
BULLET_DAMAGE_FIREBALL_RANGE = 13
BULLET_DAMAGE_FIREBALL_RANGE = 13 # 原版溅射伤害会随着僵尸数量增多而减少,这里相当于做了一个增强
# 子弹效果
BULLET_EFFECT_ICE = "ice"
BULLET_EFFECT_UNICE = "unice"

View File

@ -126,7 +126,7 @@ class Level(tool.State):
zombie_list.append(c.FLAG_ZOMBIE)
zombie_volume -= c.CREATE_ZOMBIE_DICT[c.FLAG_ZOMBIE][0]
# 传送带模式应当增大僵尸容量
# 保龄球模式应当增大僵尸容量
if (self.bar_type != c.CHOOSEBAR_STATIC):
zombie_volume += 2
@ -265,7 +265,7 @@ class Level(tool.State):
c.SOUND_ZOMBIE_COMING.play()
return
if (self.wave_num % 10 != 9):
if ((current_time - self.wave_time >= 25000 + random.randint(0, 6000)) or (self.bar_type != c.CHOOSEBAR_STATIC and current_time - self.wave_time >= 12500 + random.randint(0, 3000))):
if ((current_time - self.wave_time >= 25000 + random.randint(0, 6000)) or (self.bar_type == c.CHOOSEBAR_BOWLING and current_time - self.wave_time >= 12500 + random.randint(0, 3000))):
self.wave_num += 1
self.wave_time = current_time
self.wave_zombies = self.waves[self.wave_num - 1]
@ -1547,6 +1547,14 @@ class Level(tool.State):
self.showAllContentOfMenu(surface)
# 以后可能需要插入一个预备的状态(预览显示僵尸、返回战场)
elif self.state == c.PLAY:
if self.has_shovel:
# 画铲子
surface.blit(self.shovel_box, self.shovel_box_rect)
surface.blit(self.shovel, self.shovel_rect)
# 画小菜单
surface.blit(self.little_menu, self.little_menu_rect)
self.menubar.draw(surface)
for i in range(self.map_y_len):
self.plant_groups[i].draw(surface)
self.zombie_groups[i].draw(surface)
@ -1556,19 +1564,6 @@ class Level(tool.State):
if self.cars[i]:
self.cars[i].draw(surface)
self.head_group.draw(surface)
# 浓雾模式的雾
#if self.background_type == c.BACKGROUND_FOG:
# pg.draw.rect(surface, c.LIGHTGRAY, (400, 0, 400, 600))
if self.has_shovel:
# 画铲子
surface.blit(self.shovel_box, self.shovel_box_rect)
surface.blit(self.shovel, self.shovel_rect)
# 画小菜单
surface.blit(self.little_menu, self.little_menu_rect)
self.menubar.draw(surface)
self.sun_group.draw(surface)
if self.drag_plant:

View File

@ -124,6 +124,7 @@ class Menu(tool.State):
self.adventure_timer = self.adventure_start = self.current_time
self.persist[c.GAME_MODE] = c.MODE_ADVENTURE
# 播放进入音效
pg.mixer.music.stop()
c.SOUND_EVILLAUGH.play()
c.SOUND_LOSE.play()

View File

@ -1,9 +1,11 @@
import logging
import os
import json
from abc import abstractmethod
import pygame as pg
from pygame.locals import *
from . import constants as c
logger = logging.getLogger("main")
# 状态机 抽象基类
class State():
@ -31,15 +33,15 @@ class State():
# 工具:范围判断函数,用于判断点击
def inArea(self, rect, x, y):
if (x >= rect.x and x <= rect.right and
y >= rect.y and y <= rect.bottom):
if (rect.x <= x <= rect.right and
rect.y <= y <= rect.bottom):
return True
else:
return False
# 工具:用户数据保存函数
def saveUserData(self):
with open(c.USERDATA_PATH, "w") as f:
with open(c.USERDATA_PATH, "w", encoding="utf-8") as f:
userdata = {}
for i in self.game_info:
if i in c.INIT_USERDATA:
@ -60,12 +62,18 @@ class Control():
self.state_dict = {}
self.state_name = None
self.state = None
# 这里需要考虑多种情况如文件不存在、文件不可读、文件不符合JSON语法要求这些情况目前暂定统一进行新建文件操作
# 因此仍然采用try-except实现而非if-else实现
try:
# 存在存档即导入
with open(c.USERDATA_PATH) as f:
# 先自动修复读写权限(Python权限规则和Unix不一样420表示unix的644Windows自动忽略不支持项)
os.chmod(c.USERDATA_PATH, 420)
with open(c.USERDATA_PATH, encoding="utf-8") as f:
userdata = json.load(f)
except FileNotFoundError:
self.setupUserData()
except json.JSONDecodeError:
logger.warning("用户存档解码错误!程序将新建初始存档!\n")
self.setupUserData()
else: # 没有引发异常才执行
self.game_info = {}
# 导入数据,保证了可运行性,但是放弃了数据向后兼容性,即假如某些变量在以后改名,在导入时可能会被重置
need_to_rewrite = False
@ -76,23 +84,23 @@ class Control():
self.game_info[key] = c.INIT_USERDATA[key]
need_to_rewrite = True
if need_to_rewrite:
with open(c.USERDATA_PATH, "w") as f:
with open(c.USERDATA_PATH, "w", encoding="utf-8") as f:
savedata = json.dumps(self.game_info, sort_keys=True, indent=4)
f.write(savedata)
except:
if not os.path.exists(os.path.dirname(c.USERDATA_PATH)):
os.makedirs(os.path.dirname(c.USERDATA_PATH))
with open(c.USERDATA_PATH, "w") as f:
savedata = json.dumps(c.INIT_USERDATA, sort_keys=True, indent=4)
f.write(savedata)
self.game_info = c.INIT_USERDATA.copy() # 内部全是不可变对象,浅拷贝即可
# 存档内不包含即时游戏时间信息,需要新建
self.game_info[c.CURRENT_TIME] = 0
# 50为目前的基础帧率乘以倍率即是游戏帧率
self.fps = 50 * self.game_info[c.GAME_RATE]
def setupUserData(self):
if not os.path.exists(os.path.dirname(c.USERDATA_PATH)):
os.makedirs(os.path.dirname(c.USERDATA_PATH))
with open(c.USERDATA_PATH, "w", encoding="utf-8") as f:
savedata = json.dumps(c.INIT_USERDATA, sort_keys=True, indent=4)
f.write(savedata)
self.game_info = c.INIT_USERDATA.copy() # 内部全是不可变对象,浅拷贝即可
def setup_states(self, state_dict, start_state):
self.state_dict = state_dict
self.state_name = start_state
@ -137,8 +145,7 @@ class Control():
self.mouse_pos = pg.mouse.get_pos()
self.mouse_click[0], _, self.mouse_click[1] = pg.mouse.get_pressed()
# self.mouse_click[0]表示左键self.mouse_click[1]表示右键
print( f"点击位置: ({self.mouse_pos[0]:3}, {self.mouse_pos[1]:3})",
f"左右键点击情况: {self.mouse_click}")
print(f"点击位置: ({self.mouse_pos[0]:3}, {self.mouse_pos[1]:3}) 左右键点击情况: {self.mouse_click}")
def run(self):