diff --git a/demo/demo1.webp b/demo/demo1.webp index bbff189..78255b6 100644 Binary files a/demo/demo1.webp and b/demo/demo1.webp differ diff --git a/source/state/level.py b/source/state/level.py index 2e6d0fc..50c3147 100644 --- a/source/state/level.py +++ b/source/state/level.py @@ -50,6 +50,7 @@ class Level(tool.State): pg.mixer.music.stop() pg.mixer.music.load(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "music", "intro.opus")) pg.mixer.music.play(-1, 0) + # 这里应该设置有复原状态的操作,避免完成一轮后无法再玩 return if self.map_data[c.SHOVEL] == 0: self.hasShovel = False @@ -609,6 +610,7 @@ class Level(tool.State): if plant.canHit(i): zombie.setDamage(c.WALLNUT_BOWLING_DAMAGE, damageType=c.ZOMBIE_WALLNUT_BOWLING_DANMAGE) # 注意:以上语句为通用处理,以后加入了铁门僵尸需要单独设置直接冲撞就直接杀死 + # 可以给坚果保龄球设置attacked属性,如果attacked就秒杀(setDamage的攻击类型此时设置为COMMMON)铁门 plant.changeDirection(i) elif plant.name == c.REDWALLNUTBOWLING: if plant.state == c.IDLE: @@ -831,6 +833,7 @@ class Level(tool.State): surface.blit(self.level, (0,0), self.viewport) if self.state == c.CHOOSE: self.panel.draw(surface) + # 以后可能需要插入一个预备的状态(预览显示僵尸、返回战场) elif self.state == c.PLAY: if self.hasShovel: # 画铲子