平衡传送带关难度
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@ -99,6 +99,7 @@ nuitka --mingw --standalone --onefile --show-progress --show-memory --output-dir
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* 目前的设想与原版不同,在完成两轮冒险模式(初始冒险模式 + 戴夫选关的冒险模式)后可以自主选关~~(当然现在只是画饼)~~
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* 目前的设想与原版不同,在完成两轮冒险模式(初始冒险模式 + 戴夫选关的冒险模式)后可以自主选关~~(当然现在只是画饼)~~
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* 更改僵尸生成方式
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* 更改僵尸生成方式
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* 使僵尸生成更随机化,由JSON记录改为随机数生成
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* 使僵尸生成更随机化,由JSON记录改为随机数生成
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* 已完成大体框架
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* 使用原版设定,每面旗帜出10波僵尸,9个小波,1个大波
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* 使用原版设定,每面旗帜出10波僵尸,9个小波,1个大波
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* 采用手机版设定,无尽模式没有红眼计数和变速设定,每波红眼权重为1000,平均分布
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* 采用手机版设定,无尽模式没有红眼计数和变速设定,每波红眼权重为1000,平均分布
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* 增加僵尸死亡后有概率掉落奖励的机制
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* 增加僵尸死亡后有概率掉落奖励的机制
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@ -3,7 +3,7 @@
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"choosebar_type":1,
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"choosebar_type":1,
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"shovel":1,
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"shovel":1,
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"spawn_zombies":"auto",
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"spawn_zombies":"auto",
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"num_flags":4,
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"num_flags":3,
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"included_zombies":["Zombie", "ConeheadZombie", "BucketheadZombie"],
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"included_zombies":["Zombie", "ConeheadZombie", "BucketheadZombie"],
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"inevitable_zombie_list":{"20":["BucketheadZombie"]},
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"inevitable_zombie_list":{"20":["BucketheadZombie"]},
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"card_pool":[
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"card_pool":[
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BIN
resources/graphics/Screen/Approching.png
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BIN
resources/graphics/Screen/Approching.png
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Binary file not shown.
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After Width: | Height: | Size: 16 KiB |
@ -164,10 +164,12 @@ FROZEN_INDEX = 3
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MOVEBAR_CARD_FRESH_TIME = 6000
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MOVEBAR_CARD_FRESH_TIME = 6000
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CARD_MOVE_TIME = 60
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CARD_MOVE_TIME = 60
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# 植物相关信息
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# 其他显示物
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PLANT_IMAGE_RECT = 'plant_image_rect'
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CAR = 'car'
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CAR = 'car'
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SUN = 'Sun'
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SUN = 'Sun'
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HUGE_WAVE_APPROCHING = 'Approching'
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# 植物相关信息
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PLANT_IMAGE_RECT = 'plant_image_rect'
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# 植物名称
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# 植物名称
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SUNFLOWER = 'SunFlower'
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SUNFLOWER = 'SunFlower'
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PEASHOOTER = 'Peashooter'
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PEASHOOTER = 'Peashooter'
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@ -123,6 +123,10 @@ class Level(tool.State):
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volume = int(int((wave + survivalRounds*20)*0.8)/2) + 1
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volume = int(int((wave + survivalRounds*20)*0.8)/2) + 1
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zombieList = []
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zombieList = []
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# 传送带模式应当增大僵尸容量
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if (self.bar_type != c.CHOOSEBAR_STATIC):
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volume = min(max(int(volume*1.5), volume + 2), volume + 20)
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# 大波僵尸情况
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# 大波僵尸情况
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if wave % 10 == 0:
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if wave % 10 == 0:
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# 容量增大至2.5倍
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# 容量增大至2.5倍
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