修复小推车触发bug
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@ -365,7 +365,7 @@ LITTLE_GAME_MAP_DATA = (
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c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING,
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c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING,
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c.SHOVEL: 0,
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c.SHOVEL: 0,
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c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
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c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
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c.INCLUDED_ZOMBIES: ( c.SCREEN_DOOR_ZOMBIE,),
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c.INCLUDED_ZOMBIES: ( c.POLE_VAULTING_ZOMBIE,),
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c.NUM_FLAGS:3,
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c.NUM_FLAGS:3,
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c.CARD_POOL: { c.WALLNUTBOWLING: 0,
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c.CARD_POOL: { c.WALLNUTBOWLING: 0,
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c.REDWALLNUTBOWLING: 0,
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c.REDWALLNUTBOWLING: 0,
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@ -1196,7 +1196,7 @@ class Level(tool.State):
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and (pg.sprite.collide_mask(zombie, self.cars[i]))):
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and (pg.sprite.collide_mask(zombie, self.cars[i]))):
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self.cars[i].setWalk()
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self.cars[i].setWalk()
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if (pg.sprite.collide_mask(zombie, self.cars[i]) or
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if (pg.sprite.collide_mask(zombie, self.cars[i]) or
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self.cars[i].rect.x <= zombie.rect.centerx <= self.cars[i].rect.right):
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self.cars[i].rect.x <= zombie.rect.right <= self.cars[i].rect.right):
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zombie.health = 0
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zombie.health = 0
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if self.cars[i].dead:
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if self.cars[i].dead:
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self.cars[i] = None
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self.cars[i] = None
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@ -1417,7 +1417,6 @@ class Level(tool.State):
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for i in range(self.map_y_len):
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for i in range(self.map_y_len):
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for zombie in self.zombie_groups[i]:
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for zombie in self.zombie_groups[i]:
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if zombie.rect.right < -20 and (not zombie.losthead) and (zombie.state != c.DIE):
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if zombie.rect.right < -20 and (not zombie.losthead) and (zombie.state != c.DIE):
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print(zombie.rect.right, zombie.losthead, zombie.state,zombie.name)
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return True
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return True
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return False
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return False
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