加入坚果保龄球2
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resources/graphics/Cards/card_giantwallnut.png
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resources/graphics/Cards/card_giantwallnut.png
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@ -344,9 +344,7 @@ LEVEL_MAP_DATA = (
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# 玩玩小游戏地图
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LITTLE_GAME_MAP_DATA = (
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# 第0关 测试 目前空缺
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{},
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# 第1关 坚果保龄球
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# 第0关 测试
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{
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c.BACKGROUND_TYPE: 6,
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c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING,
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@ -354,8 +352,21 @@ LITTLE_GAME_MAP_DATA = (
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c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
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c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
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c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE,
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c.NEWSPAPER_ZOMBIE),
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c.NEWSPAPER_ZOMBIE, c.SCREEN_DOOR_ZOMBIE),
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c.NUM_FLAGS:3,
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c.CARD_POOL: { c.WALLNUTBOWLING: 0,
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c.REDWALLNUTBOWLING: 0,
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c.GIANTWALLNUT:100,}
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},
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# 第1关 坚果保龄球
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{
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c.BACKGROUND_TYPE: 6,
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c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING,
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c.SHOVEL: 0,
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c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
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c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
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c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE,),
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c.NUM_FLAGS:2,
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c.CARD_POOL: { c.WALLNUTBOWLING: 300,
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c.REDWALLNUTBOWLING: 100,}
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},
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@ -414,6 +425,20 @@ LITTLE_GAME_MAP_DATA = (
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c.JALAPENO: 50,
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c.THREEPEASHOOTER: 300,}
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},
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# 第6关 坚果保龄球2
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{
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c.BACKGROUND_TYPE: 6,
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c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING,
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c.SHOVEL: 0,
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c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
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c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
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c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE,
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c.NEWSPAPER_ZOMBIE, c.SCREEN_DOOR_ZOMBIE),
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c.NUM_FLAGS:3,
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c.CARD_POOL: { c.WALLNUTBOWLING: 300,
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c.REDWALLNUTBOWLING: 100,
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c.GIANTWALLNUT:100,}
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},
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)
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# 总关卡数
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@ -23,7 +23,7 @@ class Car(pg.sprite.Sprite):
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self.current_time = game_info[c.CURRENT_TIME]
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if self.state == c.WALK:
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self.rect.x += 6
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if self.rect.x > c.SCREEN_WIDTH + 60:
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if self.rect.x > c.SCREEN_WIDTH + 25:
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self.dead = True
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def setWalk(self):
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@ -39,7 +39,7 @@ class Car(pg.sprite.Sprite):
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class Bullet(pg.sprite.Sprite):
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def __init__( self, x, start_y, dest_y, name, damage,
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effect=None, passed_torchwood_x=None,
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damageType=c.ZOMBIE_DEAFULT_DAMAGE):
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damage_type=c.ZOMBIE_DEAFULT_DAMAGE):
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pg.sprite.Sprite.__init__(self)
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self.name = name
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@ -56,7 +56,7 @@ class Bullet(pg.sprite.Sprite):
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self.y_vel = 15 if (dest_y > start_y) else -15
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self.x_vel = 10
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self.damage = damage
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self.damageType = damageType
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self.damage_type = damage_type
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self.effect = effect
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self.state = c.FLY
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self.current_time = 0
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@ -82,14 +82,8 @@ class Bullet(pg.sprite.Sprite):
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self.explode_frames = []
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fly_name = self.name
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if self.name == c.BULLET_MUSHROOM:
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explode_name = "BulletMushRoomExplode"
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elif self.name == c.BULLET_PEA_ICE:
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explode_name = "PeaIceExplode"
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elif self.name == c.BULLET_SEASHROOM:
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explode_name = "BulletSeaShroomExplode"
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elif self.name == c.BULLET_STAR:
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explode_name = "StarBulletExplode"
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if self.name in c.BULLET_INDEPENDENT_BOOM_IMG:
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explode_name = f"{self.name}Explode"
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else:
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explode_name = "PeaNormalExplode"
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@ -184,8 +178,8 @@ class Fume(pg.sprite.Sprite):
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# 杨桃的子弹
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class StarBullet(Bullet):
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def __init__(self, x, start_y, damage, direction, level, damageType = c.ZOMBIE_DEAFULT_DAMAGE): # direction指星星飞行方向
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Bullet.__init__(self, x, start_y, start_y, c.BULLET_STAR, damage, damageType = damageType)
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def __init__(self, x, start_y, damage, direction, level, damage_type = c.ZOMBIE_DEAFULT_DAMAGE): # direction指星星飞行方向
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Bullet.__init__(self, x, start_y, start_y, c.BULLET_STAR, damage, damage_type = damage_type)
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self.level = level
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self.map_y = self.level.map.getMapIndex(self.rect.x, self.rect.centery)[1]
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@ -819,7 +813,7 @@ class Squash(Plant):
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if (self.frame_index + 1) == self.frame_num:
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for zombie in self.zombie_group:
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if self.canAttack(zombie):
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zombie.setDamage(1800, damageType=c.ZOMBIE_RANGE_DAMAGE)
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zombie.setDamage(1800, damage_type=c.ZOMBIE_RANGE_DAMAGE)
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self.health = 0 # 避免僵尸在原位啃食
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self.map_plant_set.remove(c.SQUASH)
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self.kill()
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@ -878,7 +872,7 @@ class Spikeweed(Plant):
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zombie.health = zombie.losthead_health
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killSelf = True
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else:
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zombie.setDamage(20, damageType=c.ZOMBIE_COMMON_DAMAGE)
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zombie.setDamage(20, damage_type=c.ZOMBIE_COMMON_DAMAGE)
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if killSelf:
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self.health = 0
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# 播放攻击音效,同子弹打击
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@ -1161,7 +1155,7 @@ class WallNutBowling(Plant):
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self.handleMapYPosition()
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if self.shouldChangeDirection():
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self.changeDirection(-1)
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if self.init_rect.x > c.SCREEN_WIDTH + 60:
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if self.init_rect.x > c.SCREEN_WIDTH + 25:
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self.health = 0
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self.move_timer += self.move_interval
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@ -1203,12 +1197,6 @@ class WallNutBowling(Plant):
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self.disable_hit_y = map_y
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def animation(self):
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if (self.current_time - self.animate_timer) > self.animate_interval:
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self.frame_index += 1
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if self.frame_index >= self.frame_num:
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self.frame_index = 0
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self.animate_timer = self.current_time
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image = self.frames[self.frame_index]
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self.image = pg.transform.rotate(image, self.rotate_degree)
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self.mask = pg.mask.from_surface(self.image)
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@ -1249,7 +1237,7 @@ class RedWallNutBowling(Plant):
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elif (self.current_time - self.move_timer) >= self.move_interval:
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self.rotate_degree = (self.rotate_degree - 30) % 360
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self.init_rect.x += self.vel_x
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if self.init_rect.x > c.SCREEN_WIDTH + 60:
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if self.init_rect.x > c.SCREEN_WIDTH + 25:
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self.health = 0
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self.move_timer += self.move_interval
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@ -1336,7 +1324,7 @@ class StarFruit(Plant):
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self.shoot_timer = self.current_time - 700
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elif (self.current_time - self.shoot_timer) >= 1400:
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# 向后打的杨桃子弹无视铁门与报纸防具
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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))
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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))
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# 其他方向的杨桃子弹伤害效果与豌豆等同
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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))
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self.bullet_group.add(StarBullet(self.rect.centerx - 20, self.rect.bottom - 5, c.BULLET_DAMAGE_NORMAL, c.STAR_DOWNWARD, self.level))
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@ -1740,7 +1728,7 @@ class FumeShroom(Plant):
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# 烟雾只是个动画,实际伤害由本身完成
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for target_zombie in self.zombie_group:
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if self.canAttack(target_zombie):
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target_zombie.setDamage(c.BULLET_DAMAGE_NORMAL, damageType=c.ZOMBIE_RANGE_DAMAGE)
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target_zombie.setDamage(c.BULLET_DAMAGE_NORMAL, damage_type=c.ZOMBIE_RANGE_DAMAGE)
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self.shoot_timer = self.current_time
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self.show_attack_frames = True
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# 播放发射音效
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@ -1829,3 +1817,30 @@ class PumpkinHead(Plant):
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elif not self.cracked2 and self.health <= c.WALLNUT_CRACKED2_HEALTH:
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self.changeFrames(self.cracked2_frames)
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self.cracked2 = True
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class GiantWallNut(Plant):
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def __init__(self, x, y):
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Plant.__init__(self, x, y, c.GIANTWALLNUT, 1, None)
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self.init_rect = self.rect.copy()
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self.rotate_degree = 0
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self.animate_interval = 200
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self.move_timer = 0
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self.move_interval = 70
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self.vel_x = random.randint(12, 15)
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def idling(self):
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if self.move_timer == 0:
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self.move_timer = self.current_time
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elif (self.current_time - self.move_timer) >= self.move_interval:
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self.rotate_degree = (self.rotate_degree - 30) % 360
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self.init_rect.x += self.vel_x
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if self.init_rect.x > c.SCREEN_WIDTH:
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self.health = 0
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self.move_timer += self.move_interval
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def animation(self):
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image = self.frames[self.frame_index]
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self.image = pg.transform.rotate(image, self.rotate_degree)
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self.mask = pg.mask.from_surface(self.image)
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# must keep the center postion of image when rotate
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self.rect = self.image.get_rect(center=self.init_rect.center)
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@ -346,23 +346,23 @@ class Zombie(pg.sprite.Sprite):
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if (self.current_time - self.ice_slow_timer) > c.ICE_SLOW_TIME:
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self.ice_slow_ratio = 1
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def setDamage(self, damage, effect=None, damageType=c.ZOMBIE_COMMON_DAMAGE):
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def setDamage(self, damage, effect=None, damage_type=c.ZOMBIE_COMMON_DAMAGE):
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# 冰冻减速效果
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if effect == c.BULLET_EFFECT_ICE:
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if damageType == c.ZOMBIE_DEAFULT_DAMAGE: # 寒冰射手不能穿透二类防具进行减速
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if damage_type == c.ZOMBIE_DEAFULT_DAMAGE: # 寒冰射手不能穿透二类防具进行减速
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if not self.helmet_type2:
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self.setIceSlow()
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else:
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self.setIceSlow()
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# 解冻
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elif effect == c.BULLET_EFFECT_UNICE:
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if damageType == c.ZOMBIE_DEAFULT_DAMAGE: # 寒冰射手不能穿透二类防具进行减速
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if damage_type == c.ZOMBIE_DEAFULT_DAMAGE: # 寒冰射手不能穿透二类防具进行减速
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if not self.helmet_type2:
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self.ice_slow_ratio = 1
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else:
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self.ice_slow_ratio = 1
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if damageType == c.ZOMBIE_DEAFULT_DAMAGE: # 不穿透二类防具的攻击
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if damage_type == c.ZOMBIE_DEAFULT_DAMAGE: # 不穿透二类防具的攻击
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# 从第二类防具开始逐级传递
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if self.helmet_type2:
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self.helmet_type2_health -= damage
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@ -383,7 +383,7 @@ class Zombie(pg.sprite.Sprite):
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self.helmet_health = 0 # 注意合并后清零
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else: # 没有防具
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self.health -= damage
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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
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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
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if self.helmet: # 存在一类防具
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self.helmet_health -= damage
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if self.helmet_health <= 0:
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@ -391,7 +391,7 @@ class Zombie(pg.sprite.Sprite):
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self.helmet_health = 0 # 注意合并后清零
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else: # 没有一类防具
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self.health -= damage
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elif damageType == c.ZOMBIE_RANGE_DAMAGE:
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elif damage_type == c.ZOMBIE_RANGE_DAMAGE:
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# 从第二类防具开始逐级传递
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if self.helmet_type2:
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self.helmet_type2_health -= damage
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@ -422,9 +422,9 @@ class Zombie(pg.sprite.Sprite):
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self.helmet_health = 0 # 注意合并后清零
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else: # 没有防具
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self.health -= damage
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elif damageType == c.ZOMBIE_ASH_DAMAGE:
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elif damage_type == c.ZOMBIE_ASH_DAMAGE:
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self.health -= damage # 无视任何防具
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elif damageType == c.ZOMBIE_WALLNUT_BOWLING_DANMAGE:
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elif damage_type == c.ZOMBIE_WALLNUT_BOWLING_DANMAGE:
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# 逻辑:对防具的多余伤害不传递
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if self.helmet_type2:
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# 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
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@ -435,7 +435,7 @@ class Zombie(pg.sprite.Sprite):
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self.health -= damage
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else:
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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")
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self.setDamage(damage, effect=effect, damageType=c.ZOMBIE_DEAFULT_DAMAGE)
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self.setDamage(damage, effect=effect, damage_type=c.ZOMBIE_DEAFULT_DAMAGE)
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# 记录攻击时间
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self.hit_timer = self.current_time
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@ -359,7 +359,7 @@ PLANT_CARD_INFO = (# 元组 (植物名称, 卡片名称, 阳光, 冷却时间)
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CARD_GARLIC := "card_garlic",
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50,
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7500),
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# 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
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# 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
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(WALLNUTBOWLING := "WallNutBowling",
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CARD_WALLNUT := "card_wallnut",
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0,
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@ -368,6 +368,10 @@ PLANT_CARD_INFO = (# 元组 (植物名称, 卡片名称, 阳光, 冷却时间)
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CARD_REDWALLNUT := "card_redwallnut",
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0,
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0),
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(GIANTWALLNUT := "GiantWallNut",
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CARD_GIANTWALLNUT := "card_giantwallnut",
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0,
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0),
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)
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# 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
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@ -376,7 +380,7 @@ for i, item in enumerate(PLANT_CARD_INFO):
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PLANT_CARD_INDEX[item[PLANT_NAME_INDEX]] = i
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# 指定了哪些卡可选(排除坚果保龄球特殊植物)
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CARDS_TO_CHOOSE = range(len(PLANT_CARD_INFO) - 2)
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CARDS_TO_CHOOSE = range(len(PLANT_CARD_INFO) - 3)
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# 植物集体属性集合
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@ -408,6 +412,7 @@ PLANT_DIE_SOUND_EXCEPTIONS = {
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ICEFROZENPLOT, HOLE,
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GRAVE, JALAPENO,
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REDWALLNUTBOWLING, CHERRYBOMB,
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GIANTWALLNUT,
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}
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# 直接水生植物
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@ -426,7 +431,7 @@ PLANT_NON_CHECK_ATTACK_STATE = ( # 这里运用了集合运算
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SUNSHROOM, COFFEEBEAN,
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GRAVEBUSTER, LILYPAD,
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HYPNOSHROOM, GARLIC,
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PUMPKINHEAD,
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PUMPKINHEAD, GIANTWALLNUT,
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} |
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# 非植物类
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NON_PLANT_OBJECTS
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@ -492,6 +497,11 @@ STAR_BACKWARD = "backward" #向后
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STAR_UPWARD = "upward" # 向上
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STAR_DOWNWARD = "downward" # 向下
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# 有爆炸图片的子弹
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BULLET_INDEPENDENT_BOOM_IMG = { BULLET_PEA, BULLET_PEA_ICE,
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BULLET_MUSHROOM, BULLET_SEASHROOM,
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BULLET_STAR, }
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||||
|
||||
# 僵尸信息
|
||||
ZOMBIE_IMAGE_RECT = "zombie_image_rect"
|
||||
ZOMBIE_HEAD = "ZombieHead"
|
||||
|
||||
@ -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
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user