diff --git a/resources/graphics/Cards/card_giantwallnut.png b/resources/graphics/Cards/card_giantwallnut.png new file mode 100644 index 0000000..ee80111 Binary files /dev/null and b/resources/graphics/Cards/card_giantwallnut.png differ diff --git a/resources/graphics/Plants/WallNut/GiantWallNut/GiantWallNut_0.png b/resources/graphics/Plants/WallNut/GiantWallNut/GiantWallNut_0.png new file mode 100644 index 0000000..8788347 Binary files /dev/null and b/resources/graphics/Plants/WallNut/GiantWallNut/GiantWallNut_0.png differ diff --git a/source/component/map.py b/source/component/map.py index cfcdc88..03bb455 100755 --- a/source/component/map.py +++ b/source/component/map.py @@ -344,9 +344,7 @@ LEVEL_MAP_DATA = ( # 玩玩小游戏地图 LITTLE_GAME_MAP_DATA = ( -# 第0关 测试 目前空缺 -{}, -# 第1关 坚果保龄球 +# 第0关 测试 { c.BACKGROUND_TYPE: 6, c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING, @@ -354,8 +352,21 @@ LITTLE_GAME_MAP_DATA = ( c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO, c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE, c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE, - c.NEWSPAPER_ZOMBIE), + c.NEWSPAPER_ZOMBIE, c.SCREEN_DOOR_ZOMBIE), c.NUM_FLAGS:3, + c.CARD_POOL: { c.WALLNUTBOWLING: 0, + c.REDWALLNUTBOWLING: 0, + c.GIANTWALLNUT:100,} +}, +# 第1关 坚果保龄球 +{ + c.BACKGROUND_TYPE: 6, + c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING, + c.SHOVEL: 0, + c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO, + c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE, + c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE,), + c.NUM_FLAGS:2, c.CARD_POOL: { c.WALLNUTBOWLING: 300, c.REDWALLNUTBOWLING: 100,} }, @@ -414,6 +425,20 @@ LITTLE_GAME_MAP_DATA = ( c.JALAPENO: 50, c.THREEPEASHOOTER: 300,} }, +# 第6关 坚果保龄球2 +{ + c.BACKGROUND_TYPE: 6, + c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING, + c.SHOVEL: 0, + c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO, + c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE, + c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE, + c.NEWSPAPER_ZOMBIE, c.SCREEN_DOOR_ZOMBIE), + c.NUM_FLAGS:3, + c.CARD_POOL: { c.WALLNUTBOWLING: 300, + c.REDWALLNUTBOWLING: 100, + c.GIANTWALLNUT:100,} +}, ) # 总关卡数 diff --git a/source/component/plant.py b/source/component/plant.py index ab665be..4ce1e5f 100755 --- a/source/component/plant.py +++ b/source/component/plant.py @@ -23,7 +23,7 @@ class Car(pg.sprite.Sprite): self.current_time = game_info[c.CURRENT_TIME] if self.state == c.WALK: self.rect.x += 6 - if self.rect.x > c.SCREEN_WIDTH + 60: + if self.rect.x > c.SCREEN_WIDTH + 25: self.dead = True def setWalk(self): @@ -39,7 +39,7 @@ class Car(pg.sprite.Sprite): class Bullet(pg.sprite.Sprite): def __init__( self, x, start_y, dest_y, name, damage, effect=None, passed_torchwood_x=None, - damageType=c.ZOMBIE_DEAFULT_DAMAGE): + damage_type=c.ZOMBIE_DEAFULT_DAMAGE): pg.sprite.Sprite.__init__(self) self.name = name @@ -56,7 +56,7 @@ class Bullet(pg.sprite.Sprite): self.y_vel = 15 if (dest_y > start_y) else -15 self.x_vel = 10 self.damage = damage - self.damageType = damageType + self.damage_type = damage_type self.effect = effect self.state = c.FLY self.current_time = 0 @@ -82,14 +82,8 @@ class Bullet(pg.sprite.Sprite): self.explode_frames = [] fly_name = self.name - if self.name == c.BULLET_MUSHROOM: - explode_name = "BulletMushRoomExplode" - elif self.name == c.BULLET_PEA_ICE: - explode_name = "PeaIceExplode" - elif self.name == c.BULLET_SEASHROOM: - explode_name = "BulletSeaShroomExplode" - elif self.name == c.BULLET_STAR: - explode_name = "StarBulletExplode" + if self.name in c.BULLET_INDEPENDENT_BOOM_IMG: + explode_name = f"{self.name}Explode" else: explode_name = "PeaNormalExplode" @@ -184,8 +178,8 @@ class Fume(pg.sprite.Sprite): # 杨桃的子弹 class StarBullet(Bullet): - def __init__(self, x, start_y, damage, direction, level, damageType = c.ZOMBIE_DEAFULT_DAMAGE): # direction指星星飞行方向 - Bullet.__init__(self, x, start_y, start_y, c.BULLET_STAR, damage, damageType = damageType) + def __init__(self, x, start_y, damage, direction, level, damage_type = c.ZOMBIE_DEAFULT_DAMAGE): # direction指星星飞行方向 + Bullet.__init__(self, x, start_y, start_y, c.BULLET_STAR, damage, damage_type = damage_type) self.level = level self.map_y = self.level.map.getMapIndex(self.rect.x, self.rect.centery)[1] @@ -819,7 +813,7 @@ class Squash(Plant): if (self.frame_index + 1) == self.frame_num: for zombie in self.zombie_group: if self.canAttack(zombie): - zombie.setDamage(1800, damageType=c.ZOMBIE_RANGE_DAMAGE) + zombie.setDamage(1800, damage_type=c.ZOMBIE_RANGE_DAMAGE) self.health = 0 # 避免僵尸在原位啃食 self.map_plant_set.remove(c.SQUASH) self.kill() @@ -878,7 +872,7 @@ class Spikeweed(Plant): zombie.health = zombie.losthead_health killSelf = True else: - zombie.setDamage(20, damageType=c.ZOMBIE_COMMON_DAMAGE) + zombie.setDamage(20, damage_type=c.ZOMBIE_COMMON_DAMAGE) if killSelf: self.health = 0 # 播放攻击音效,同子弹打击 @@ -1161,7 +1155,7 @@ class WallNutBowling(Plant): self.handleMapYPosition() if self.shouldChangeDirection(): self.changeDirection(-1) - if self.init_rect.x > c.SCREEN_WIDTH + 60: + if self.init_rect.x > c.SCREEN_WIDTH + 25: self.health = 0 self.move_timer += self.move_interval @@ -1203,12 +1197,6 @@ class WallNutBowling(Plant): self.disable_hit_y = map_y def animation(self): - if (self.current_time - self.animate_timer) > self.animate_interval: - self.frame_index += 1 - if self.frame_index >= self.frame_num: - self.frame_index = 0 - self.animate_timer = self.current_time - image = self.frames[self.frame_index] self.image = pg.transform.rotate(image, self.rotate_degree) self.mask = pg.mask.from_surface(self.image) @@ -1249,7 +1237,7 @@ class RedWallNutBowling(Plant): elif (self.current_time - self.move_timer) >= self.move_interval: self.rotate_degree = (self.rotate_degree - 30) % 360 self.init_rect.x += self.vel_x - if self.init_rect.x > c.SCREEN_WIDTH + 60: + if self.init_rect.x > c.SCREEN_WIDTH + 25: self.health = 0 self.move_timer += self.move_interval @@ -1336,7 +1324,7 @@ class StarFruit(Plant): self.shoot_timer = self.current_time - 700 elif (self.current_time - self.shoot_timer) >= 1400: # 向后打的杨桃子弹无视铁门与报纸防具 - self.bullet_group.add(StarBullet(self.rect.left - 10, self.rect.y + 15, c.BULLET_DAMAGE_NORMAL, c.STAR_BACKWARD, self.level, damageType = c.ZOMBIE_COMMON_DAMAGE)) + self.bullet_group.add(StarBullet(self.rect.left - 10, self.rect.y + 15, c.BULLET_DAMAGE_NORMAL, c.STAR_BACKWARD, self.level, damage_type = c.ZOMBIE_COMMON_DAMAGE)) # 其他方向的杨桃子弹伤害效果与豌豆等同 self.bullet_group.add(StarBullet(self.rect.centerx - 20, self.rect.bottom - self.rect.h - 15, c.BULLET_DAMAGE_NORMAL, c.STAR_UPWARD, self.level)) self.bullet_group.add(StarBullet(self.rect.centerx - 20, self.rect.bottom - 5, c.BULLET_DAMAGE_NORMAL, c.STAR_DOWNWARD, self.level)) @@ -1740,7 +1728,7 @@ class FumeShroom(Plant): # 烟雾只是个动画,实际伤害由本身完成 for target_zombie in self.zombie_group: if self.canAttack(target_zombie): - target_zombie.setDamage(c.BULLET_DAMAGE_NORMAL, damageType=c.ZOMBIE_RANGE_DAMAGE) + target_zombie.setDamage(c.BULLET_DAMAGE_NORMAL, damage_type=c.ZOMBIE_RANGE_DAMAGE) self.shoot_timer = self.current_time self.show_attack_frames = True # 播放发射音效 @@ -1829,3 +1817,30 @@ class PumpkinHead(Plant): elif not self.cracked2 and self.health <= c.WALLNUT_CRACKED2_HEALTH: self.changeFrames(self.cracked2_frames) self.cracked2 = True + +class GiantWallNut(Plant): + def __init__(self, x, y): + Plant.__init__(self, x, y, c.GIANTWALLNUT, 1, None) + self.init_rect = self.rect.copy() + self.rotate_degree = 0 + self.animate_interval = 200 + self.move_timer = 0 + self.move_interval = 70 + self.vel_x = random.randint(12, 15) + + def idling(self): + if self.move_timer == 0: + self.move_timer = self.current_time + elif (self.current_time - self.move_timer) >= self.move_interval: + self.rotate_degree = (self.rotate_degree - 30) % 360 + self.init_rect.x += self.vel_x + if self.init_rect.x > c.SCREEN_WIDTH: + self.health = 0 + self.move_timer += self.move_interval + + def animation(self): + image = self.frames[self.frame_index] + self.image = pg.transform.rotate(image, self.rotate_degree) + self.mask = pg.mask.from_surface(self.image) + # must keep the center postion of image when rotate + self.rect = self.image.get_rect(center=self.init_rect.center) diff --git a/source/component/zombie.py b/source/component/zombie.py index 07c816e..7513812 100755 --- a/source/component/zombie.py +++ b/source/component/zombie.py @@ -346,23 +346,23 @@ class Zombie(pg.sprite.Sprite): if (self.current_time - self.ice_slow_timer) > c.ICE_SLOW_TIME: self.ice_slow_ratio = 1 - def setDamage(self, damage, effect=None, damageType=c.ZOMBIE_COMMON_DAMAGE): + def setDamage(self, damage, effect=None, damage_type=c.ZOMBIE_COMMON_DAMAGE): # 冰冻减速效果 if effect == c.BULLET_EFFECT_ICE: - if damageType == c.ZOMBIE_DEAFULT_DAMAGE: # 寒冰射手不能穿透二类防具进行减速 + if damage_type == c.ZOMBIE_DEAFULT_DAMAGE: # 寒冰射手不能穿透二类防具进行减速 if not self.helmet_type2: self.setIceSlow() else: self.setIceSlow() # 解冻 elif effect == c.BULLET_EFFECT_UNICE: - if damageType == c.ZOMBIE_DEAFULT_DAMAGE: # 寒冰射手不能穿透二类防具进行减速 + if damage_type == c.ZOMBIE_DEAFULT_DAMAGE: # 寒冰射手不能穿透二类防具进行减速 if not self.helmet_type2: self.ice_slow_ratio = 1 else: self.ice_slow_ratio = 1 - if damageType == c.ZOMBIE_DEAFULT_DAMAGE: # 不穿透二类防具的攻击 + if damage_type == c.ZOMBIE_DEAFULT_DAMAGE: # 不穿透二类防具的攻击 # 从第二类防具开始逐级传递 if self.helmet_type2: self.helmet_type2_health -= damage @@ -383,7 +383,7 @@ class Zombie(pg.sprite.Sprite): self.helmet_health = 0 # 注意合并后清零 else: # 没有防具 self.health -= damage - elif damageType == c.ZOMBIE_COMMON_DAMAGE: # 无视二类防具,将攻击一类防具与本体视为整体的攻击 + elif damage_type == c.ZOMBIE_COMMON_DAMAGE: # 无视二类防具,将攻击一类防具与本体视为整体的攻击 if self.helmet: # 存在一类防具 self.helmet_health -= damage if self.helmet_health <= 0: @@ -391,7 +391,7 @@ class Zombie(pg.sprite.Sprite): self.helmet_health = 0 # 注意合并后清零 else: # 没有一类防具 self.health -= damage - elif damageType == c.ZOMBIE_RANGE_DAMAGE: + elif damage_type == c.ZOMBIE_RANGE_DAMAGE: # 从第二类防具开始逐级传递 if self.helmet_type2: self.helmet_type2_health -= damage @@ -422,9 +422,9 @@ class Zombie(pg.sprite.Sprite): self.helmet_health = 0 # 注意合并后清零 else: # 没有防具 self.health -= damage - elif damageType == c.ZOMBIE_ASH_DAMAGE: + elif damage_type == c.ZOMBIE_ASH_DAMAGE: self.health -= damage # 无视任何防具 - elif damageType == c.ZOMBIE_WALLNUT_BOWLING_DANMAGE: + elif damage_type == c.ZOMBIE_WALLNUT_BOWLING_DANMAGE: # 逻辑:对防具的多余伤害不传递 if self.helmet_type2: # 对二类防具伤害较一般情况低,拟合铁门需要砸3次的设定 @@ -435,7 +435,7 @@ class Zombie(pg.sprite.Sprite): self.health -= damage else: print("警告:植物攻击类型错误,现在默认进行类豌豆射手型攻击") - self.setDamage(damage, effect=effect, damageType=c.ZOMBIE_DEAFULT_DAMAGE) + self.setDamage(damage, effect=effect, damage_type=c.ZOMBIE_DEAFULT_DAMAGE) # 记录攻击时间 self.hit_timer = self.current_time diff --git a/source/constants.py b/source/constants.py index dc38fc5..5cad5da 100755 --- a/source/constants.py +++ b/source/constants.py @@ -359,7 +359,7 @@ PLANT_CARD_INFO = (# 元组 (植物名称, 卡片名称, 阳光, 冷却时间) CARD_GARLIC := "card_garlic", 50, 7500), - # 应当保证这两个在一般模式下不可选的特殊植物恒在最后 + # 应当保证这3个在一般模式下不可选的特殊植物恒在最后 (WALLNUTBOWLING := "WallNutBowling", CARD_WALLNUT := "card_wallnut", 0, @@ -368,6 +368,10 @@ PLANT_CARD_INFO = (# 元组 (植物名称, 卡片名称, 阳光, 冷却时间) CARD_REDWALLNUT := "card_redwallnut", 0, 0), + (GIANTWALLNUT := "GiantWallNut", + CARD_GIANTWALLNUT := "card_giantwallnut", + 0, + 0), ) # 卡片中的植物名称与索引序号的对应关系,指定名称以得到索引值 @@ -376,7 +380,7 @@ for i, item in enumerate(PLANT_CARD_INFO): PLANT_CARD_INDEX[item[PLANT_NAME_INDEX]] = i # 指定了哪些卡可选(排除坚果保龄球特殊植物) -CARDS_TO_CHOOSE = range(len(PLANT_CARD_INFO) - 2) +CARDS_TO_CHOOSE = range(len(PLANT_CARD_INFO) - 3) # 植物集体属性集合 @@ -408,6 +412,7 @@ PLANT_DIE_SOUND_EXCEPTIONS = { ICEFROZENPLOT, HOLE, GRAVE, JALAPENO, REDWALLNUTBOWLING, CHERRYBOMB, + GIANTWALLNUT, } # 直接水生植物 @@ -426,7 +431,7 @@ PLANT_NON_CHECK_ATTACK_STATE = ( # 这里运用了集合运算 SUNSHROOM, COFFEEBEAN, GRAVEBUSTER, LILYPAD, HYPNOSHROOM, GARLIC, - PUMPKINHEAD, + PUMPKINHEAD, GIANTWALLNUT, } | # 非植物类 NON_PLANT_OBJECTS @@ -492,6 +497,11 @@ STAR_BACKWARD = "backward" #向后 STAR_UPWARD = "upward" # 向上 STAR_DOWNWARD = "downward" # 向下 +# 有爆炸图片的子弹 +BULLET_INDEPENDENT_BOOM_IMG = { BULLET_PEA, BULLET_PEA_ICE, + BULLET_MUSHROOM, BULLET_SEASHROOM, + BULLET_STAR, } + # 僵尸信息 ZOMBIE_IMAGE_RECT = "zombie_image_rect" ZOMBIE_HEAD = "ZombieHead" diff --git a/source/state/level.py b/source/state/level.py index c647e3a..91c4647 100644 --- a/source/state/level.py +++ b/source/state/level.py @@ -102,28 +102,28 @@ class Level(tool.State): # 可以考虑将波刷新和一波中的僵尸生成分开 # useableZombie是指可用的僵尸种类的元组 # inevitableZombie指在本轮必然出现的僵尸,输入形式为字典: {波数1:(僵尸1, 僵尸2……), 波数2:(僵尸1, 僵尸2……)……} - def createWaves(self, useableZombies, numFlags, survivalRounds=0, inevitable_zombie_dict=None): + def createWaves(self, useable_zombies, num_flags, survival_rounds=0, inevitable_zombie_dict=None): waves = [] - self.numFlags = numFlags + self.num_flags = num_flags # 权重值 weights = [] - for zombie in useableZombies: + for zombie in useable_zombies: weights.append(c.CREATE_ZOMBIE_DICT[zombie][1]) # 按照原版pvz设计的僵尸容量函数,是从无尽解析的,但是普通关卡也可以遵循 - for wave in range(1, 10 * numFlags + 1): - volume = int(int((wave + survivalRounds*20)*0.8)/2) + 1 - zombieList = [] + for wave in range(1, 10 * num_flags + 1): + volume = int(int((wave + survival_rounds*20)*0.8)/2) + 1 + zombie_list = [] # 大波僵尸情况 if wave % 10 == 0: # 容量增大至2.5倍 volume = int(volume*2.5) # 先生成旗帜僵尸 - zombieList.append(c.FLAG_ZOMBIE) + zombie_list.append(c.FLAG_ZOMBIE) volume -= c.CREATE_ZOMBIE_DICT[c.FLAG_ZOMBIE][0] # 传送带模式应当增大僵尸容量 @@ -132,23 +132,23 @@ class Level(tool.State): if inevitable_zombie_dict and (wave in inevitable_zombie_dict): for new_zombie in inevitable_zombie_dict[wave]: - zombieList.append(new_zombie) + zombie_list.append(new_zombie) volume -= c.CREATE_ZOMBIE_DICT[new_zombie][0] if volume < 0: logger.warning(f"第{wave}波中手动设置的僵尸级别总数超过上限!") # 防止因为僵尸最小等级过大,使得总容量无法完全利用,造成死循环的检查机制 - minCost = c.CREATE_ZOMBIE_DICT[min(useableZombies, key=lambda x:c.CREATE_ZOMBIE_DICT[x][0])][0] + min_cost = c.CREATE_ZOMBIE_DICT[min(useable_zombies, key=lambda x:c.CREATE_ZOMBIE_DICT[x][0])][0] - while (volume >= minCost) and (len(zombieList) < 50): - new_zombie = random.choices(useableZombies, weights)[0] + while (volume >= min_cost) and (len(zombie_list) < 50): + new_zombie = random.choices(useable_zombies, weights)[0] # 普通僵尸、路障僵尸、铁桶僵尸有概率生成水中变种 if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS: # 有泳池第一轮的第四波设定上生成水生僵尸 - if survivalRounds == 0 and wave == 4: + if survival_rounds == 0 and wave == 4: if new_zombie in c.CONVERT_ZOMBIE_IN_POOL: new_zombie = c.CONVERT_ZOMBIE_IN_POOL[new_zombie] - elif survivalRounds > 0 or wave > 4: + elif survival_rounds > 0 or wave > 4: if random.randint(1, 3) == 1: # 1/3概率水上,暂时人为设定 if new_zombie in c.CONVERT_ZOMBIE_IN_POOL: new_zombie = c.CONVERT_ZOMBIE_IN_POOL[new_zombie] @@ -156,22 +156,22 @@ class Level(tool.State): elif new_zombie in c.WATER_ZOMBIE: continue if c.CREATE_ZOMBIE_DICT[new_zombie][0] <= volume: - zombieList.append(new_zombie) + zombie_list.append(new_zombie) volume -= c.CREATE_ZOMBIE_DICT[new_zombie][0] - waves.append(zombieList) - # print(wave, zombieList, len(zombieList)) + waves.append(zombie_list) + # print(wave, zombie_list, len(zombie_list)) self.waves = waves # 针对有泳池的关卡 # 表示尚未生成最后一波中从水里冒出来的僵尸 - self.createdZombieFromPool = False + self.created_zombie_from_pool = False # 僵尸的刷新机制 - def refreshWaves(self, current_time, survivalRounds=0): + def refreshWaves(self, current_time, survival_rounds=0): # 最后一波或者大于最后一波 - # 如果在夜晚按需从墓碑生成僵尸 + # 如果在夜晚按需从墓碑生成僵尸 有泳池时从水中生成僵尸 # 否则直接return if self.wave_num >= self.map_data[c.NUM_FLAGS] * 10: if self.map_data[c.BACKGROUND_TYPE] == c.BACKGROUND_NIGHT: @@ -227,7 +227,7 @@ class Level(tool.State): self.zombie_groups[item[1]].add(zombie.ConeHeadZombie(item_x, item_y, self.head_group)) self.grave_zombie_created = True elif self.map_data[c.BACKGROUND_TYPE] in c.POOL_EQUIPPED_BACKGROUNDS: - if not self.createdZombieFromPool: + if not self.created_zombie_from_pool: if current_time - self.wave_time > 1500: for i in range(3): # 水中倒数四列内可以在此时产生僵尸。共产生3个 @@ -235,14 +235,14 @@ class Level(tool.State): item_x, item_y = self.map.getMapGridPos(map_x, map_y) # 用随机数指定产生的僵尸类型 # 暂时设定为生成概率相同 - zombieType = random.randint(1, 3) - if zombieType == 1: + zombie_type = random.randint(1, 3) + if zombie_type == 1: self.zombie_groups[map_y].add(zombie.BucketHeadDuckyTubeZombie(item_x, item_y, self.head_group)) - elif zombieType == 2: + elif zombie_type == 2: self.zombie_groups[map_y].add(zombie.ConeHeadDuckyTubeZombie(item_x, item_y, self.head_group)) else: self.zombie_groups[map_y].add(zombie.DuckyTubeZombie(item_x, item_y, self.head_group)) - self.createdZombieFromPool = True + self.created_zombie_from_pool = True return # 还未开始出现僵尸 @@ -250,7 +250,7 @@ class Level(tool.State): if (self.wave_time == 0): # 表明刚刚开始游戏 self.wave_time = current_time else: - if (survivalRounds == 0) and (self.bar_type == c.CHOOSEBAR_STATIC): # 首次选卡等待时间较长 + if (survival_rounds == 0) and (self.bar_type == c.CHOOSEBAR_STATIC): # 首次选卡等待时间较长 if current_time - self.wave_time >= 18000: self.wave_num += 1 self.wave_time = current_time @@ -404,6 +404,7 @@ class Level(tool.State): if self.background_type in c.DAYTIME_BACKGROUNDS and self.bar_type == c.CHOOSEBAR_STATIC: self.produce_sun = True + self.fallen_sun = 0 # 已掉落的阳光 else: self.produce_sun = False self.sun_timer = self.current_time @@ -419,16 +420,16 @@ class Level(tool.State): self.wave_zombies = [] self.zombie_num = 0 - # 暂时没有生存模式,所以 survivalRounds = 0 + # 暂时没有生存模式,所以 survival_rounds = 0 if c.INEVITABLE_ZOMBIE_DICT in self.map_data: - self.createWaves( useableZombies=self.map_data[c.INCLUDED_ZOMBIES], - numFlags=self.map_data[c.NUM_FLAGS], - survivalRounds=0, + self.createWaves( useable_zombies=self.map_data[c.INCLUDED_ZOMBIES], + num_flags=self.map_data[c.NUM_FLAGS], + survival_rounds=0, inevitable_zombie_dict=self.map_data[c.INEVITABLE_ZOMBIE_DICT]) else: - self.createWaves( useableZombies=self.map_data[c.INCLUDED_ZOMBIES], - numFlags=self.map_data[c.NUM_FLAGS], - survivalRounds=0) + self.createWaves( useable_zombies=self.map_data[c.INCLUDED_ZOMBIES], + num_flags=self.map_data[c.NUM_FLAGS], + survival_rounds=0) self.setupCars() # 地图有铲子才添加铲子 @@ -458,9 +459,9 @@ class Level(tool.State): else: grade_graves = 1 - graveVolume = c.GRAVES_GRADE_INFO[grade_graves] + grave_volume = c.GRAVES_GRADE_INFO[grade_graves] self.grave_set = set() - while len(self.grave_set) < graveVolume: + while len(self.grave_set) < grave_volume: map_x = random.randint(4, 8) # 注意是从0开始编号 map_y = random.randint(0, 4) self.grave_set.add((map_x, map_y)) @@ -654,10 +655,6 @@ class Level(tool.State): return def play(self, mouse_pos, mouse_click): - # 原版阳光掉落机制需要 - # 已掉落的阳光 - self.fallen_sun = 0 - # 如果暂停 if self.show_game_menu: self.pauseAndCheckMenuOptions(mouse_pos, mouse_click) @@ -703,14 +700,13 @@ class Level(tool.State): x, y = self.map.getMapGridPos(map_x, map_y) self.sun_group.add(plant.Sun(x, 0, x, y)) self.fallen_sun += 1 - - # wcb 添加 + # 检查有没有捡到阳光 clicked_sun = False clicked_cards_or_map = False if not self.drag_plant and not self.drag_shovel and mouse_pos and mouse_click[0]: for sun in self.sun_group: - if sun.checkCollision(mouse_pos[0], mouse_pos[1]): + if sun.checkCollision(*mouse_pos): self.menubar.increaseSunValue(sun.sun_value) clicked_sun = True # 播放收集阳光的音效 @@ -767,7 +763,7 @@ class Level(tool.State): self.menubar.update(self.current_time) - # 检查碰撞啥的 + # 检查碰撞 self.checkBulletCollisions() self.checkZombieCollisions() self.checkPlants() @@ -925,6 +921,8 @@ class Level(tool.State): new_plant = plant.Garlic(x, y) elif self.plant_name == c.PUMPKINHEAD: new_plant = plant.PumpkinHead(x, y) + elif self.plant_name == c.GIANTWALLNUT: + new_plant = plant.GiantWallNut(x, y) if new_plant.can_sleep and self.background_type in c.DAYTIME_BACKGROUNDS: @@ -1016,13 +1014,13 @@ class Level(tool.State): continue if collided_func(zombie, bullet): if zombie.state != c.DIE: - zombie.setDamage(bullet.damage, effect=bullet.effect, damageType=bullet.damageType) + zombie.setDamage(bullet.damage, effect=bullet.effect, damage_type=bullet.damage_type) bullet.setExplode() # 火球有溅射伤害 if bullet.name == c.BULLET_FIREBALL: for rangeZombie in self.zombie_groups[i]: if abs(rangeZombie.rect.x - bullet.rect.x) <= (c.GRID_X_SIZE // 2): - rangeZombie.setDamage(c.BULLET_DAMAGE_FIREBALL_RANGE, effect=None, damageType=c.ZOMBIE_DEAFULT_DAMAGE) + rangeZombie.setDamage(c.BULLET_DAMAGE_FIREBALL_RANGE, effect=None, damage_type=c.ZOMBIE_DEAFULT_DAMAGE) break @@ -1105,7 +1103,9 @@ class Level(tool.State): zombie.prey_map_x, zombie.prey_map_y = self.map.getMapIndex(target_plant.rect.centerx, target_plant.rect.centery) # 撑杆跳的特殊情况 if zombie.name in {c.POLE_VAULTING_ZOMBIE} and (not zombie.jumped): - if not zombie.jumping: + if target_plant.name == c.GIANTWALLNUT: + zombie.health = 0 + elif not zombie.jumping: zombie.jump_map_x, zombie.jump_map_y = min(c.GRID_X_LEN - 1, zombie.prey_map_x), min(self.map_y_len - 1, zombie.prey_map_y) jump_x = target_plant.rect.x - c.GRID_X_SIZE * 0.6 if c.TALLNUT in self.map.map[zombie.jump_map_y][zombie.jump_map_x][c.MAP_PLANT]: @@ -1123,15 +1123,17 @@ class Level(tool.State): if target_plant.canHit(i): # target_plant.vel_y不为0,有纵向速度,表明已经发生过碰撞,对铁门秒杀(这里实现为忽略二类防具攻击) if target_plant.vel_y and zombie.name == c.SCREEN_DOOR_ZOMBIE: - zombie.setDamage(c.WALLNUT_BOWLING_DAMAGE, damageType=c.ZOMBIE_COMMON_DAMAGE) + zombie.setDamage(c.WALLNUT_BOWLING_DAMAGE, damage_type=c.ZOMBIE_COMMON_DAMAGE) else: - zombie.setDamage(c.WALLNUT_BOWLING_DAMAGE, damageType=c.ZOMBIE_WALLNUT_BOWLING_DANMAGE) + zombie.setDamage(c.WALLNUT_BOWLING_DAMAGE, damage_type=c.ZOMBIE_WALLNUT_BOWLING_DANMAGE) target_plant.changeDirection(i) # 播放撞击音效 c.SOUND_BOWLING_IMPACT.play() elif target_plant.name == c.REDWALLNUTBOWLING: if target_plant.state == c.IDLE: target_plant.setAttack() + elif target_plant.name == c.GIANTWALLNUT: + zombie.health = 0 elif zombie.target_y_change: # 大蒜作用正在生效的僵尸不进行传递 continue @@ -1194,7 +1196,7 @@ class Level(tool.State): ((zombie.rect.right - (x-x_range) > 20) or (zombie.rect.right - (x-x_range))/zombie.rect.width > 0.2, ((x+x_range) - zombie.rect.left > 20) or ((x+x_range) - zombie.rect.left)/zombie.rect.width > 0.2)[zombie.rect.x > x]): # 这代码不太好懂,后面是一个判断僵尸在左还是在右,前面是一个元组,[0]是在左边的情况,[1]是在右边的情况 if effect == c.BULLET_EFFECT_UNICE: zombie.ice_slow_ratio = 1 - zombie.setDamage(1800, damageType=c.ZOMBIE_ASH_DAMAGE) + zombie.setDamage(1800, damage_type=c.ZOMBIE_ASH_DAMAGE) if zombie.health <= 0: zombie.setBoomDie() @@ -1205,7 +1207,7 @@ class Level(tool.State): for i in range(self.map_y_len): for zombie in self.zombie_groups[i]: zombie.setFreeze(plant.trap_frames[0]) - zombie.setDamage(20, damageType=c.ZOMBIE_RANGE_DAMAGE) # 寒冰菇还有全场20的伤害 + zombie.setDamage(20, damage_type=c.ZOMBIE_RANGE_DAMAGE) # 寒冰菇还有全场20的伤害 def killPlant(self, target_plant, shovel=False): x, y = target_plant.getPosition() @@ -1284,7 +1286,7 @@ class Level(tool.State): # 双判断:发生碰撞或在攻击范围内 if ((pg.sprite.collide_mask(zombie, target_plant)) or (abs(zombie.rect.centerx - target_plant.rect.centerx) <= target_plant.explode_x_range)): - zombie.setDamage(1800, damageType=c.ZOMBIE_RANGE_DAMAGE) + zombie.setDamage(1800, damage_type=c.ZOMBIE_RANGE_DAMAGE) target_plant.boomed = True elif target_plant.name == c.SQUASH: for zombie in self.zombie_groups[i]: @@ -1494,8 +1496,8 @@ class Level(tool.State): pg.draw.rect(surface, c.YELLOWGREEN, filledBarRect) # 画旗帜 - 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 + for i in range(self.num_flags): + self.level_progress_flag_rect.x = self.level_progress_bar_image_rect.x + int((150*i)/self.num_flags) + 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 - 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