From 9aff1d6b2d6854ae4909839fa5c53aa8333dc2d3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=98=9F=E5=A4=96=E4=B9=8B=E7=A5=9E?= Date: Mon, 2 May 2022 21:09:11 +0800 Subject: [PATCH] =?UTF-8?q?=E8=B0=83=E6=95=B4=E6=95=B0=E6=8D=AE=EF=BC=8C?= =?UTF-8?q?=E4=BD=BF=E6=97=97=E5=B8=9C=E5=8D=87=E8=B5=B7=E6=97=B6=E9=97=B4?= =?UTF-8?q?=E4=B8=8E=E4=B8=80=E5=A4=A7=E6=B3=A2=E6=97=B6=E9=97=B4=E5=AF=B9?= =?UTF-8?q?=E5=BA=94?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- source/constants.py | 2 +- source/state/level.py | 8 ++++---- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/source/constants.py b/source/constants.py index f11aa96..634f654 100755 --- a/source/constants.py +++ b/source/constants.py @@ -302,7 +302,7 @@ ATTACK_INTERVAL = 500 ZOMBIE_WALK_INTERVAL = 60 # 僵尸步行间隔 # 僵尸生成位置 -ZOMBIE_START_X = SCREEN_WIDTH + 25 # 场宽度不一样,用于拟合 +ZOMBIE_START_X = SCREEN_WIDTH + 40 # 场宽度不一样,用于拟合 # 状态类型 IDLE = 'idle' diff --git a/source/state/level.py b/source/state/level.py index 500b57a..82244cf 100644 --- a/source/state/level.py +++ b/source/state/level.py @@ -399,7 +399,7 @@ class Level(tool.State): self.level_progress_bar_image = tool.get_image_menu(tool.GFX[c.LEVEL_PROGRESS_BAR], *frame_rect, c.BLACK, 1) self.level_progress_bar_image_rect = self.level_progress_bar_image.get_rect() self.level_progress_bar_image_rect.x = 600 # 猜的 - self.level_progress_bar_image_rect.y = 550 # 猜的 + self.level_progress_bar_image_rect.y = 565 # 猜的 # 僵尸头 frame_rect = (0, 0, 23, 25) @@ -1117,12 +1117,12 @@ class Level(tool.State): surface.blit(self.level_progress_bar_image, self.level_progress_bar_image_rect) # 按照当前波数生成僵尸头位置 - self.level_progress_zombie_head_image_rect.x = self.level_progress_bar_image_rect.x - int((150 * self.waveNum) / (self.map_data[c.NUM_FLAGS] * 10)) + 140 # 常数为预计值 + self.level_progress_zombie_head_image_rect.x = self.level_progress_bar_image_rect.x - int((150 * self.waveNum) / (self.map_data[c.NUM_FLAGS] * 10)) + 145 # 常数为预计值 self.level_progress_zombie_head_image_rect.y = self.level_progress_bar_image_rect.y - 3 # 常数为预计值 # 填充的进度条信息 # 常数为预计值 - filledBarRect = (self.level_progress_zombie_head_image_rect.x + 3, self.level_progress_bar_image_rect.y + 6, int((150 * self.waveNum) / (self.map_data[c.NUM_FLAGS] * 10)) + 10, 9) + filledBarRect = (self.level_progress_zombie_head_image_rect.x + 3, self.level_progress_bar_image_rect.y + 6, int((150 * self.waveNum) / (self.map_data[c.NUM_FLAGS] * 10)) + 5, 9) # 画填充的进度条 pg.draw.rect(surface, c.GREEN, filledBarRect) @@ -1130,7 +1130,7 @@ class Level(tool.State): for i in range(self.numFlags): self.level_progress_flag_rect.x = self.level_progress_bar_image_rect.x + int((150*i)/self.numFlags) + 5 # 常数是猜的 # 当指示进度的僵尸头在旗帜左侧时升高旗帜 - if self.level_progress_flag_rect.x >= self.level_progress_zombie_head_image_rect.x: + if self.level_progress_flag_rect.x - 7 >= self.level_progress_zombie_head_image_rect.x: self.level_progress_flag_rect.y = self.level_progress_bar_image_rect.y - 15 # 常数是猜的 else: self.level_progress_flag_rect.y = self.level_progress_bar_image_rect.y - 3 # 常数是猜的