小:统一括号缩进

This commit is contained in:
wszqkzqk 2022-12-25 16:00:01 +08:00
parent fc5029fad3
commit 6ac010321a

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