小:统一括号缩进
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@ -145,23 +145,23 @@ DAYTIME_BACKGROUNDS = {
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BACKGROUND_DAY, BACKGROUND_POOL,
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BACKGROUND_ROOF, BACKGROUND_WALLNUTBOWLING,
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BACKGROUND_SINGLE, BACKGROUND_TRIPLE,
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}
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}
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# 带有泳池的场地
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POOL_EQUIPPED_BACKGROUNDS = {
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BACKGROUND_POOL, BACKGROUND_FOG,
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}
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}
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# 屋顶上的场地
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ON_ROOF_BACKGROUNDS = {
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BACKGROUND_ROOF, BACKGROUND_ROOFNIGHT,
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}
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}
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# BACKGROUND_DAY场地的变体
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BACKGROUND_DAY_LIKE_BACKGROUNDS = {
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BACKGROUND_DAY, BACKGROUND_SINGLE,
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BACKGROUND_TRIPLE,
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}
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}
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# 夜晚地图的墓碑数量等级
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GRADE_GRAVES = "grade_graves"
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@ -236,7 +236,7 @@ NON_PLANT_OBJECTS = {
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HOLE := "Hole",
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ICEFROZENPLOT := "IceFrozenPlot",
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GRAVE := "Grave",
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}
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}
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# 植物相关信息
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PLANT_IMAGE_RECT = "plant_image_rect"
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@ -373,7 +373,7 @@ PLANT_CARD_INFO = (# 元组 (植物名称, 卡片名称, 阳光, 冷却时间)
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CARD_GIANTWALLNUT := "card_giantwallnut",
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0,
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0),
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)
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)
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# 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
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PLANT_CARD_INDEX = {item[PLANT_NAME_INDEX]: index for (index, item) in enumerate(PLANT_CARD_INFO)}
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@ -391,7 +391,7 @@ SKIP_ZOMBIE_COLLISION_CHECK_WHEN_WORKING = {
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REDWALLNUTBOWLING, CHERRYBOMB,
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JALAPENO, DOOMSHROOM,
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POTATOMINE,
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}
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}
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# 所有可能不用与僵尸进行碰撞检测的对象
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CAN_SKIP_ZOMBIE_COLLISION_CHECK = ( # 这里运用了集合运算
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@ -404,7 +404,7 @@ CAN_SKIP_ZOMBIE_COLLISION_CHECK = ( # 这里运用了集合运算
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NON_PLANT_OBJECTS |
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# 地刺类
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{SPIKEWEED, }
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)
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)
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# 死亡时不触发音效的对象
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PLANT_DIE_SOUND_EXCEPTIONS = {
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@ -413,13 +413,13 @@ PLANT_DIE_SOUND_EXCEPTIONS = {
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GRAVE, JALAPENO,
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REDWALLNUTBOWLING, CHERRYBOMB,
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GIANTWALLNUT,
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}
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}
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# 直接水生植物
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WATER_PLANTS = {
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LILYPAD, SEASHROOM,
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TANGLEKLEP,
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}
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}
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# 攻击状态检查类型
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CHECK_ATTACK_NEVER = 0
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@ -430,7 +430,7 @@ ASH_PLANTS_AND_ICESHROOM = {
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REDWALLNUTBOWLING, CHERRYBOMB,
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JALAPENO, DOOMSHROOM,
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ICESHROOM,
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}
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}
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# 白天要睡觉的植物
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CAN_SLEEP_PLANTS = {
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@ -500,7 +500,8 @@ STAR_DOWNWARD = "downward" # 向下
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# 有爆炸图片的子弹
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BULLET_INDEPENDENT_BOOM_IMG = { BULLET_PEA, BULLET_PEA_ICE,
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BULLET_MUSHROOM, BULLET_SEASHROOM,
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BULLET_STAR, }
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BULLET_STAR,
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}
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# 僵尸信息
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ZOMBIE_IMAGE_RECT = "zombie_image_rect"
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@ -572,20 +573,20 @@ CREATE_ZOMBIE_DICT = { # 生成僵尸:(级别, 权重)
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POLE_VAULTING_ZOMBIE: (2, 2000),
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ZOMBONI: (7, 2000),
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SNORKELZOMBIE: (3, 2000),
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}
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}
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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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}
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}
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# 水上僵尸集合
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WATER_ZOMBIE = {
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DUCKY_TUBE_ZOMBIE, CONEHEAD_DUCKY_TUBE_ZOMBIE,
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BUCKETHEAD_DUCKY_TUBE_ZOMBIE, SNORKELZOMBIE,
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}
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}
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# 状态类型
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@ -656,7 +657,7 @@ for _part1 in (DUCKY_TUBE_ZOMBIE, CONEHEAD_DUCKY_TUBE_ZOMBIE, BUCKETHEAD_DUCKY_T
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# 音效
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def _getSound(filename):
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return pg.mixer.Sound(os.path.join(os.path.dirname(os.path.dirname(__file__)) ,"resources", "sound", filename))
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# 所有音效的元组,用一波海象算子表达(>= python 3.8),免得要维护两个
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# 所有音效的元组,用一波海象算子表达,免得要维护两个
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SOUNDS = ( # 程序交互等
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SOUND_TAPPING_CARD := _getSound("tap.ogg"),
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SOUND_HELP_SCREEN := _getSound("helpScreen.ogg"),
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@ -705,7 +706,7 @@ SOUNDS = ( # 程序交互等
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SOUND_SCREAM := _getSound("scream.ogg"),
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SOUND_CANNOT_CHOOSE_WARNING := _getSound("cannotChooseWarning.ogg"),
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SOUND_FINAL_FANFARE := _getSound("finalfanfare.ogg"),
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)
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)
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# 记录本地存储文件初始值
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INIT_USERDATA = {
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@ -715,7 +716,7 @@ INIT_USERDATA = {
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LITTLEGAME_COMPLETIONS: 0,
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GAME_RATE: 1,
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SOUND_VOLUME: 1,
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}
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}
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# 无穷大常量
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INF = float("inf") # python传递字符串性能较低,故在这里对inf声明一次,以后仅需调用即可,虽然真正的用处是可以自动补全(
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