暂时恢复if实现以便编译;更改坚果保龄球旗帜数
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@ -4,7 +4,7 @@
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"shovel":0,
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"shovel":0,
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"spawn_zombies":"auto",
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"spawn_zombies":"auto",
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"included_zombies":["Zombie", "ConeheadZombie", "BucketheadZombie", "NewspaperZombie", "PoleVaultingZombie"],
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"included_zombies":["Zombie", "ConeheadZombie", "BucketheadZombie", "NewspaperZombie", "PoleVaultingZombie"],
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"num_flags":4,
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"num_flags":3,
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"inevitable_zombie_list":{"20":["BucketheadZombie"]},
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"inevitable_zombie_list":{"20":["BucketheadZombie"]},
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"card_pool":{ "WallNutBowling":300,
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"card_pool":{ "WallNutBowling":300,
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"RedWallNutBowling":100
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"RedWallNutBowling":100
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@ -817,34 +817,34 @@ class Level(tool.State):
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x, y = self.map.getMapGridPos(0, map_y)
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x, y = self.map.getMapGridPos(0, map_y)
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# 新增的僵尸也需要在这里声明
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# 新增的僵尸也需要在这里声明
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match name:
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if name == c.NORMAL_ZOMBIE:
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case c.NORMAL_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.NormalZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.NormalZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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case c.CONEHEAD_ZOMBIE:
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elif name == c.CONEHEAD_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.ConeHeadZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.ConeHeadZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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case c.BUCKETHEAD_ZOMBIE:
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elif name == c.BUCKETHEAD_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.BucketHeadZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.BucketHeadZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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case c.FLAG_ZOMBIE:
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elif name == c.FLAG_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.FlagZombie(c.ZOMBIE_START_X, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.FlagZombie(c.ZOMBIE_START_X, y, self.head_group))
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case c.NEWSPAPER_ZOMBIE:
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elif name == c.NEWSPAPER_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.NewspaperZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.NewspaperZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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case c.FOOTBALL_ZOMBIE:
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elif name == c.FOOTBALL_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.FootballZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.FootballZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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case c.DUCKY_TUBE_ZOMBIE:
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elif name == c.DUCKY_TUBE_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.DuckyTubeZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.DuckyTubeZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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case c.CONEHEAD_DUCKY_TUBE_ZOMBIE:
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elif name == c.CONEHEAD_DUCKY_TUBE_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.ConeHeadDuckyTubeZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.ConeHeadDuckyTubeZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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case c.BUCKETHEAD_DUCKY_TUBE_ZOMBIE:
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elif name == c.BUCKETHEAD_DUCKY_TUBE_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.BucketHeadDuckyTubeZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.BucketHeadDuckyTubeZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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case c.SCREEN_DOOR_ZOMBIE:
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elif name == c.SCREEN_DOOR_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.ScreenDoorZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.ScreenDoorZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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case c.POLE_VAULTING_ZOMBIE:
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elif name == c.POLE_VAULTING_ZOMBIE:
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# 本来撑杆跳生成位置不同,对齐左端可认为修正了一部分(看作移动了70),只需要相对修改即可
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# 本来撑杆跳生成位置不同,对齐左端可认为修正了一部分(看作移动了70),只需要相对修改即可
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self.zombie_groups[map_y].add(zombie.PoleVaultingZombie(c.ZOMBIE_START_X + random.randint(0, 10) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.PoleVaultingZombie(c.ZOMBIE_START_X + random.randint(0, 10) + hugeWaveMove, y, self.head_group))
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case c.ZOMBONI:
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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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# 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 + random.randint(0, 10) + 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 + random.randint(0, 10) + hugeWaveMove, y, self.plant_groups[map_y], self.map, plant.IceFrozenPlot))
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case c.SNORKELZOMBIE:
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elif name == c.SNORKELZOMBIE:
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# 潜水僵尸生成位置不同
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self.zombie_groups[map_y].add(zombie.SnorkelZombie(c.ZOMBIE_START_X + random.randint(0, 10) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.SnorkelZombie(c.ZOMBIE_START_X + random.randint(0, 10) + hugeWaveMove, y, self.head_group))
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# 能否种植物的判断:
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# 能否种植物的判断:
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@ -869,73 +869,71 @@ class Level(tool.State):
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map_x, map_y = self.map.getMapIndex(x, y)
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map_x, map_y = self.map.getMapIndex(x, y)
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# 新植物也需要在这里声明
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# 新植物也需要在这里声明
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match self.plant_name:
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if self.plant_name == c.SUNFLOWER:
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case c.SUNFLOWER:
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new_plant = plant.SunFlower(x, y, self.sun_group)
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new_plant = plant.SunFlower(x, y, self.sun_group)
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case c.PEASHOOTER:
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elif self.plant_name == c.PEASHOOTER:
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new_plant = plant.PeaShooter(x, y, self.bullet_groups[map_y])
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new_plant = plant.PeaShooter(x, y, self.bullet_groups[map_y])
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case c.SNOWPEASHOOTER:
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elif self.plant_name == c.SNOWPEASHOOTER:
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new_plant = plant.SnowPeaShooter(x, y, self.bullet_groups[map_y])
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new_plant = plant.SnowPeaShooter(x, y, self.bullet_groups[map_y])
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case c.WALLNUT:
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elif self.plant_name == c.WALLNUT:
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new_plant = plant.WallNut(x, y)
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new_plant = plant.WallNut(x, y)
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case c.CHERRYBOMB:
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elif self.plant_name == c.CHERRYBOMB:
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new_plant = plant.CherryBomb(x, y)
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new_plant = plant.CherryBomb(x, y)
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case c.THREEPEASHOOTER:
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elif self.plant_name == c.THREEPEASHOOTER:
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new_plant = plant.ThreePeaShooter(x, y, self.bullet_groups, map_y, self.map.background_type)
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new_plant = plant.ThreePeaShooter(x, y, self.bullet_groups, map_y, self.map.background_type)
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case c.REPEATERPEA:
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elif self.plant_name == c.REPEATERPEA:
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new_plant = plant.RepeaterPea(x, y, self.bullet_groups[map_y])
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new_plant = plant.RepeaterPea(x, y, self.bullet_groups[map_y])
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case c.CHOMPER:
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elif self.plant_name == c.CHOMPER:
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new_plant = plant.Chomper(x, y)
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new_plant = plant.Chomper(x, y)
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case c.PUFFSHROOM:
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elif self.plant_name == c.PUFFSHROOM:
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new_plant = plant.PuffShroom(x, y, self.bullet_groups[map_y])
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new_plant = plant.PuffShroom(x, y, self.bullet_groups[map_y])
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case c.POTATOMINE:
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elif self.plant_name == c.POTATOMINE:
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new_plant = plant.PotatoMine(x, y)
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new_plant = plant.PotatoMine(x, y)
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case c.SQUASH:
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elif self.plant_name == c.SQUASH:
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new_plant = plant.Squash(x, y, self.map.map[map_y][map_x][c.MAP_PLANT])
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new_plant = plant.Squash(x, y, self.map.map[map_y][map_x][c.MAP_PLANT])
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case c.SPIKEWEED:
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elif self.plant_name == c.SPIKEWEED:
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new_plant = plant.Spikeweed(x, y)
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new_plant = plant.Spikeweed(x, y)
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case c.JALAPENO:
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elif self.plant_name == c.JALAPENO:
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new_plant = plant.Jalapeno(x, y)
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new_plant = plant.Jalapeno(x, y)
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case c.SCAREDYSHROOM:
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elif self.plant_name == c.SCAREDYSHROOM:
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new_plant = plant.ScaredyShroom(x, y, self.bullet_groups[map_y])
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new_plant = plant.ScaredyShroom(x, y, self.bullet_groups[map_y])
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case c.SUNSHROOM:
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elif self.plant_name == c.SUNSHROOM:
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new_plant = plant.SunShroom(x, y, self.sun_group)
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new_plant = plant.SunShroom(x, y, self.sun_group)
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case c.ICESHROOM:
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elif self.plant_name == c.ICESHROOM:
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new_plant = plant.IceShroom(x, y)
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new_plant = plant.IceShroom(x, y)
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case c.HYPNOSHROOM:
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elif self.plant_name == c.HYPNOSHROOM:
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new_plant = plant.HypnoShroom(x, y)
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new_plant = plant.HypnoShroom(x, y)
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case c.WALLNUTBOWLING:
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elif self.plant_name == c.WALLNUTBOWLING:
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new_plant = plant.WallNutBowling(x, y, map_y, self)
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new_plant = plant.WallNutBowling(x, y, map_y, self)
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case c.REDWALLNUTBOWLING:
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elif self.plant_name == c.REDWALLNUTBOWLING:
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new_plant = plant.RedWallNutBowling(x, y)
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new_plant = plant.RedWallNutBowling(x, y)
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case c.LILYPAD:
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elif self.plant_name == c.LILYPAD:
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new_plant = plant.LilyPad(x, y)
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new_plant = plant.LilyPad(x, y)
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case c.TORCHWOOD:
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elif self.plant_name == c.TORCHWOOD:
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new_plant = plant.TorchWood(x, y, self.bullet_groups[map_y])
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new_plant = plant.TorchWood(x, y, self.bullet_groups[map_y])
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case c.STARFRUIT:
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elif self.plant_name == c.STARFRUIT:
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new_plant = plant.StarFruit(x, y, self.bullet_groups[map_y], self)
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new_plant = plant.StarFruit(x, y, self.bullet_groups[map_y], self)
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case c.COFFEEBEAN:
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elif self.plant_name == c.COFFEEBEAN:
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new_plant = plant.CoffeeBean(x, y, self.plant_groups[map_y], self.map.map[map_y][map_x], self.map, map_x)
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new_plant = plant.CoffeeBean(x, y, self.plant_groups[map_y], self.map.map[map_y][map_x], self.map, map_x)
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case c.SEASHROOM:
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elif self.plant_name == c.SEASHROOM:
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new_plant = plant.SeaShroom(x, y, self.bullet_groups[map_y])
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new_plant = plant.SeaShroom(x, y, self.bullet_groups[map_y])
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case c.TALLNUT:
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elif self.plant_name == c.TALLNUT:
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new_plant = plant.TallNut(x, y)
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new_plant = plant.TallNut(x, y)
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case c.TANGLEKLEP:
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elif self.plant_name == c.TANGLEKLEP:
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new_plant = plant.TangleKlep(x, y)
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new_plant = plant.TangleKlep(x, y)
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case c.DOOMSHROOM:
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elif self.plant_name == c.DOOMSHROOM:
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if self.map.gridHeightSize == c.GRID_Y_SIZE:
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if self.map.gridHeightSize == c.GRID_Y_SIZE:
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new_plant = plant.DoomShroom(x, y, self.map.map[map_y][map_x][c.MAP_PLANT], explode_y_range=2)
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new_plant = plant.DoomShroom(x, y, self.map.map[map_y][map_x][c.MAP_PLANT], explode_y_range=2)
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else:
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else:
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new_plant = plant.DoomShroom(x, y, self.map.map[map_y][map_x][c.MAP_PLANT], explode_y_range=3)
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new_plant = plant.DoomShroom(x, y, self.map.map[map_y][map_x][c.MAP_PLANT], explode_y_range=3)
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case c.GRAVEBUSTER:
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elif self.plant_name == c.GRAVEBUSTER:
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new_plant = plant.GraveBuster(x, y, self.plant_groups[map_y], self.map, map_x)
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new_plant = plant.GraveBuster(x, y, self.plant_groups[map_y], self.map, map_x)
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case c.FUMESHROOM:
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elif self.plant_name == c.FUMESHROOM:
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new_plant = plant.FumeShroom(x, y, self.bullet_groups[map_y], self.zombie_groups[map_y])
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new_plant = plant.FumeShroom(x, y, self.bullet_groups[map_y], self.zombie_groups[map_y])
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case c.GARLIC:
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elif self.plant_name == c.GARLIC:
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new_plant = plant.Garlic(x, y)
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new_plant = plant.Garlic(x, y)
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if new_plant.can_sleep and self.background_type in c.DAYTIME_BACKGROUNDS:
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if new_plant.can_sleep and self.background_type in c.DAYTIME_BACKGROUNDS:
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new_plant.setSleep()
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new_plant.setSleep()
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mushroomSleep = True
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mushroomSleep = True
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