This commit is contained in:
2020-11-24 18:44:44 +08:00
parent e58fdb1656
commit 81dcdfb76d
8 changed files with 55 additions and 23 deletions

2
.gitignore vendored
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@ -6,3 +6,5 @@ main.spec
.vscode/
__pycache__/
*/__pycache__/
# ignore test
test.py

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@ -1,6 +1,6 @@
{
"background_type":0,
"init_sun_value":50,
"init_sun_value":5000,
"zombie_list":[
{"time":20000, "map_y":0, "name":"Zombie"},
{"time":40000, "map_y":2, "name":"FlagZombie"},

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@ -216,6 +216,7 @@ class MenuBar():
for card in self.card_list:
card.draw(surface)
# 关卡模式选植物的界面
class Panel():
def __init__(self, card_list, sun_value):
self.loadImages(sun_value)

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@ -20,7 +20,7 @@ class Zombie(pg.sprite.Sprite):
self.health = health
self.damage = damage
self.dead = False
self.losHead = False
self.lostHead = False
self.helmet = False
self.head_group = head_group
@ -64,7 +64,7 @@ class Zombie(pg.sprite.Sprite):
def walking(self):
if self.health <= 0:
self.setDie()
elif self.health <= c.LOSTHEAD_HEALTH and not self.losHead:
elif self.health <= c.LOSTHEAD_HEALTH and not self.lostHead:
self.changeFrames(self.losthead_walk_frames)
self.setLostHead()
elif self.health <= c.NORMAL_HEALTH and self.helmet:
@ -83,7 +83,7 @@ class Zombie(pg.sprite.Sprite):
def attacking(self):
if self.health <= 0:
self.setDie()
elif self.health <= c.LOSTHEAD_HEALTH and not self.losHead:
elif self.health <= c.LOSTHEAD_HEALTH and not self.lostHead:
self.changeFrames(self.losthead_attack_frames)
self.setLostHead()
elif self.health <= c.NORMAL_HEALTH and self.helmet:
@ -107,7 +107,7 @@ class Zombie(pg.sprite.Sprite):
def freezing(self):
if self.health <= 0:
self.setDie()
elif self.health <= c.LOSTHEAD_HEALTH and not self.losHead:
elif self.health <= c.LOSTHEAD_HEALTH and not self.lostHead:
if self.old_state == c.WALK:
self.changeFrames(self.losthead_walk_frames)
else:
@ -117,7 +117,7 @@ class Zombie(pg.sprite.Sprite):
self.setWalk()
def setLostHead(self):
self.losHead = True
self.lostHead = True
if self.head_group is not None:
self.head_group.add(ZombieHead(self.rect.centerx, self.rect.bottom))
@ -181,7 +181,7 @@ class Zombie(pg.sprite.Sprite):
if self.helmet:
self.changeFrames(self.helmet_walk_frames)
elif self.losHead:
elif self.lostHead:
self.changeFrames(self.losthead_walk_frames)
else:
self.changeFrames(self.walk_frames)
@ -195,7 +195,7 @@ class Zombie(pg.sprite.Sprite):
if self.helmet:
self.changeFrames(self.helmet_attack_frames)
elif self.losHead:
elif self.lostHead:
self.changeFrames(self.losthead_attack_frames)
else:
self.changeFrames(self.attack_frames)
@ -270,6 +270,7 @@ class NormalZombie(Zombie):
self.frames = self.walk_frames
# 路障僵尸
class ConeHeadZombie(Zombie):
def __init__(self, x, y, head_group):
Zombie.__init__(self, x, y, c.CONEHEAD_ZOMBIE, c.CONEHEAD_HEALTH, head_group)

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@ -6,10 +6,11 @@ from .state import mainmenu, screen, level
# create a standard game
def main():
# 控制状态机运行
game = tool.Control()
state_dict = {c.MAIN_MENU: mainmenu.Menu(),
c.GAME_VICTORY: screen.GameVictoryScreen(),
c.GAME_LOSE: screen.GameLoseScreen(),
c.LEVEL: level.Level()}
game.setup_states(state_dict, c.MAIN_MENU)
game.main()
game.run()

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@ -66,7 +66,8 @@ class Level(tool.State):
for i in range(self.map_y_len):
_, y = self.map.getMapGridPos(0, i)
self.cars.append(plant.Car(-25, y+20, i))
# 更新函数每帧被调用,将鼠标事件传入给状态处理函数
def update(self, surface, current_time, mouse_pos, mouse_click):
self.current_time = self.game_info[c.CURRENT_TIME] = current_time
if self.state == c.CHOOSE:
@ -83,6 +84,7 @@ class Level(tool.State):
self.map.setMapGridType(x, y, c.MAP_EXIST)
def initState(self):
# 小游戏才有CHOOSEBAR_TYPE
if c.CHOOSEBAR_TYPE in self.map_data:
self.bar_type = self.map_data[c.CHOOSEBAR_TYPE]
else:

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@ -16,6 +16,10 @@ class Menu(tool.State):
def setupBackground(self):
frame_rect = [80, 0, 800, 600]
# 1、形参中加单星号即f(*x)则表示x为元组所有对x的操作都应将x视为元组类型进行。
# 2、双星号同上区别是x视为字典。
# 3、在变量前加单星号表示将元组列表、集合拆分为单个元素。
# 4、双星号同上区别是目标为字典字典前加单星号的话可以得到“键”。
self.bg_image = tool.get_image(tool.GFX[c.MAIN_MENU_IMAGE], *frame_rect)
self.bg_rect = self.bg_image.get_rect()
self.bg_rect.x = 0
@ -27,8 +31,7 @@ class Menu(tool.State):
frame_rect = [0, 0, 165, 77]
for name in frame_names:
self.option_frames.append(tool.get_image(tool.GFX[name], *frame_rect, c.BLACK, 1.7))
self.option_frames.append(tool.get_image_menu(tool.GFX[name], *frame_rect, c.BLACK, 1.7))
self.option_frame_index = 0
self.option_image = self.option_frames[self.option_frame_index]
self.option_rect = self.option_image.get_rect()
@ -50,10 +53,12 @@ class Menu(tool.State):
def update(self, surface, current_time, mouse_pos, mouse_click):
self.current_time = self.game_info[c.CURRENT_TIME] = current_time
# 没有选到选项时,检查有没有点到选项
if not self.option_clicked:
if mouse_pos:
self.checkOptionClick(mouse_pos)
else:
# 点到后播放动画
if(self.current_time - self.option_timer) > 200:
self.option_frame_index += 1
if self.option_frame_index >= 2:

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@ -2,6 +2,7 @@ import os
import json
from abc import abstractmethod
import pygame as pg
from pygame.locals import *
from . import constants as c
# an abstract class, one state of automata
@ -9,18 +10,19 @@ class State():
def __init__(self):
self.start_time = 0.0
self.current_time = 0.0
self.done = False # is it finished
self.next = None
self.persist = {}
self.done = False # false 代表未做完
self.next = None # 表示这个状态退出后要转到的下一个状态
self.persist = {} # 在状态间转换时需要传递的数据
# 当从其他状态进入这个状态时,需要进行的初始化操作
@abstractmethod
def startup(self, current_time, persist):
'''abstract method'''
# 当从这个状态退出时,需要进行的清除操作
def cleanup(self):
self.done = False
return self.persist
# 在这个状态运行时进行的更新操作
@abstractmethod
def update(self, surface, keys, current_time):
'''abstract method'''
@ -30,7 +32,7 @@ class Control():
def __init__(self):
self.screen = pg.display.get_surface()
self.done = False
self.clock = pg.time.Clock()
self.clock = pg.time.Clock() # 创建一个对象来帮助跟踪时间
self.fps = 60
self.keys = pg.key.get_pressed()
self.mouse_pos = None
@ -49,14 +51,18 @@ class Control():
self.state.startup(self.current_time, self.game_info)
def update(self):
# 返回自 pygame_init() 调用以来的毫秒数
self.current_time = pg.time.get_ticks()
if self.state.done:
self.flip_state()
self.state.update(self.screen, self.current_time, self.mouse_pos, self.mouse_click)
self.mouse_pos = None
self.mouse_click[0] = False
self.mouse_click[1] = False
# 状态转移
def flip_state(self):
previous, self.state_name = self.state_name, self.state.next
persist = self.state.cleanup()
@ -75,11 +81,11 @@ class Control():
self.mouse_pos = pg.mouse.get_pos()
self.mouse_click[0], _, self.mouse_click[1] = pg.mouse.get_pressed()
print('pos:', self.mouse_pos, ' mouse:', self.mouse_click)
else:
print(pg.event.event_name(event.type))
#else:
# print(pg.event.event_name(event.type))
def main(self):
def run(self):
while not self.done:
self.event_loop()
self.update()
@ -98,6 +104,18 @@ def get_image(sheet, x, y, width, height, colorkey=c.BLACK, scale=1):
int(rect.height*scale)))
return image
def get_image_menu(sheet, x, y, width, height, colorkey=c.BLACK, scale=1):
# 一定要保留阿尔法通道修复主菜单bug游戏中car显示又有bug
image = pg.Surface([width, height], SRCALPHA)
rect = image.get_rect()
image.blit(sheet, (0, 0), (x, y, width, height))
image.set_colorkey(colorkey)
image = pg.transform.scale(image,
(int(rect.width*scale),
int(rect.height*scale)))
return image
def load_image_frames(directory, image_name, colorkey, accept):
frame_list = []
tmp = {}
@ -121,6 +139,7 @@ def load_image_frames(directory, image_name, colorkey, accept):
frame_list.append(tmp[i])
return frame_list
# colorkeys 是设置图像中的某个颜色值为透明,这里用来消除白边
def load_all_gfx(directory, colorkey=c.WHITE, accept=('.png', '.jpg', '.bmp', '.gif')):
graphics = {}
for name1 in os.listdir(directory):
@ -156,6 +175,7 @@ def load_all_gfx(directory, colorkey=c.WHITE, accept=('.png', '.jpg', '.bmp', '.
graphics[name] = img
return graphics
# 从文件加载矩形碰撞范围
def loadZombieImageRect():
file_path = os.path.join('resources', 'data', 'entity', 'zombie.json')
f = open(file_path)
@ -171,8 +191,8 @@ def loadPlantImageRect():
return data[c.PLANT_IMAGE_RECT]
pg.init()
pg.display.set_caption(c.ORIGINAL_CAPTION)
SCREEN = pg.display.set_mode(c.SCREEN_SIZE)
pg.display.set_caption(c.ORIGINAL_CAPTION) # 设置标题
SCREEN = pg.display.set_mode(c.SCREEN_SIZE) # 设置初始屏幕
GFX = load_all_gfx(os.path.join("resources","graphics"))
ZOMBIE_RECT = loadZombieImageRect()