更新截图
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Before Width: | Height: | Size: 58 KiB After Width: | Height: | Size: 60 KiB |
@ -50,6 +50,7 @@ class Level(tool.State):
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pg.mixer.music.stop()
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pg.mixer.music.load(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "music", "intro.opus"))
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pg.mixer.music.play(-1, 0)
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# 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
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return
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if self.map_data[c.SHOVEL] == 0:
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self.hasShovel = False
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@ -609,6 +610,7 @@ class Level(tool.State):
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if plant.canHit(i):
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zombie.setDamage(c.WALLNUT_BOWLING_DAMAGE, damageType=c.ZOMBIE_WALLNUT_BOWLING_DANMAGE)
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# 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
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# 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
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plant.changeDirection(i)
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elif plant.name == c.REDWALLNUTBOWLING:
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if plant.state == c.IDLE:
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@ -831,6 +833,7 @@ class Level(tool.State):
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surface.blit(self.level, (0,0), self.viewport)
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if self.state == c.CHOOSE:
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self.panel.draw(surface)
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# 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)
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elif self.state == c.PLAY:
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if self.hasShovel:
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# 画铲子
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