加入倭瓜碾压音效
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BIN
resources/sound/squashing.ogg
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BIN
resources/sound/squashing.ogg
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@ -801,6 +801,8 @@ class Squash(Plant):
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self.health = 0 # 避免僵尸在原位啃食
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self.mapPlantsSet.remove(c.SQUASH)
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self.kill()
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# 播放碾压音效
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pg.mixer.Sound(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "sound", "squashing.ogg")).play()
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elif self.aim_timer == 0:
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# 锁定目标时播放音效
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pg.mixer.Sound(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "sound", "squashHmm.ogg")).play()
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@ -1084,6 +1084,10 @@ class Level(tool.State):
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elif plant.name in {c.LILYPAD, "花盆(未实现)"}:
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attackableBackupPlant.append(plant)
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# 注意要剔除掉两个“假植物”,以及不能被啃的地刺
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elif plant.name == c.SQUASH:
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# 跳起后不得被啃食
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if not plant.squashing:
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attackableCommonPlants.append(plant)
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elif plant.name not in {c.HOLE, c.ICE_FROZEN_PLOT, c.GRAVE, c.SPIKEWEED}:
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attackableCommonPlants.append(plant)
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else:
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@ -1280,7 +1284,7 @@ class Level(tool.State):
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for zombie in self.zombie_groups[i]:
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# 双判断:发生碰撞或在攻击范围内
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if ((pg.sprite.collide_mask(zombie, targetPlant)) or
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(abs(zombie.rect.centerx - x) <= targetPlant.explode_x_range)):
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(abs(zombie.rect.centerx - targetPlant.rect.centerx) <= targetPlant.explode_x_range)):
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zombie.setDamage(1800, damageType=c.ZOMBIE_RANGE_DAMAGE)
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targetPlant.boomed = True
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elif targetPlant.name == c.SQUASH:
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