修复撑杆跳生成位置过分靠后的bug
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@ -19,6 +19,12 @@ SCREEN_WIDTH = 800
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SCREEN_HEIGHT = 600
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SCREEN_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT)
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# 选卡数量
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# 最大数量
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CARD_MAX_NUM = 10 # 这里以后可以增加解锁功能,从最初的6格逐渐解锁到10格
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# 最小数量
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CARD_LIST_NUM = CARD_MAX_NUM
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# 方格数据
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# 一般
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GRID_X_LEN = 9
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@ -186,8 +192,6 @@ PANEL_X_START = 22
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PANEL_Y_INTERNAL = 69
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PANEL_X_INTERNAL = 53
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BAR_CARD_X_INTERNAL = 51
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CARD_MAX_NUM = 10 # 这里以后可以增加解锁功能,从最初的6格逐渐解锁到10格
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CARD_LIST_NUM = CARD_MAX_NUM
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# 所选植物信息索引
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PLANT_NAME_INDEX = 0
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@ -308,7 +312,8 @@ PLANT_NON_CHECK_ATTACK_STATE = ( # 这里运用了集合运算
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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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ICESHROOM,
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}
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# 植物生命值
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@ -818,8 +818,8 @@ class Level(tool.State):
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elif name == c.SCREEN_DOOR_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.ScreenDoorZombie(c.ZOMBIE_START_X + randint(-20, 20) + hugeWaveMove, y, self.head_group))
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elif name == c.POLE_VAULTING_ZOMBIE:
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# 撑杆跳生成位置不同
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self.zombie_groups[map_y].add(zombie.PoleVaultingZombie(c.ZOMBIE_START_X + randint(70, 80) + hugeWaveMove, y, self.head_group))
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# 本来撑杆跳生成位置不同,对齐左端可认为修正了一部分(看作移动了70),只需要相对修改即可
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self.zombie_groups[map_y].add(zombie.PoleVaultingZombie(c.ZOMBIE_START_X + randint(0, 10) + hugeWaveMove, y, self.head_group))
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elif name == c.ZOMBONI:
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# 冰车僵尸生成位置不同
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self.zombie_groups[map_y].add(zombie.Zomboni(c.ZOMBIE_START_X + randint(0, 10) + hugeWaveMove, y, self.plant_groups[map_y], self.map, plant.IceFrozenPlot))
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