优化杨桃子弹
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@ -123,6 +123,7 @@ class StarBullet(Bullet):
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self.rect = self.image.get_rect()
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self.rect.x = x
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self.rect.y = start_y
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_, self.map_y = self.level.map.getMapIndex(self.rect.x, self.rect.centery)
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self.direction = direction
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self.damage = damage
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self.state = c.FLY
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@ -168,6 +169,7 @@ class StarBullet(Bullet):
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self.rect.y += 10
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else:
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self.rect.x -= 10
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self.handleMapYPosition()
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if ((self.rect.x > c.SCREEN_WIDTH) or (self.rect.x < 0)
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or (self.rect.y > c.SCREEN_HEIGHT) or (self.rect.y < 0)):
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self.kill()
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@ -184,6 +186,15 @@ class StarBullet(Bullet):
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def draw(self, surface):
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surface.blit(self.image, self.rect)
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# 这里可以用坚果保龄球的代码改一下
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def handleMapYPosition(self):
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_, map_y1 = self.level.map.getMapIndex(self.rect.x, self.rect.centery)
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if self.map_y != map_y1:
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# 换行
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self.level.bullet_groups[self.map_y].remove(self)
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self.level.bullet_groups[map_y1].add(self)
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self.map_y = map_y1
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class Plant(pg.sprite.Sprite):
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def __init__(self, x, y, name, health, bullet_group, scale=1):
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@ -1125,9 +1136,8 @@ class TorchWood(Plant):
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i.kill()
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class StarFruit(Plant):
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def __init__(self, x, y, bullet_group, global_bullet_group):
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def __init__(self, x, y, bullet_group):
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Plant.__init__(self, x, y, c.STARFRUIT, c.PLANT_HEALTH, bullet_group)
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self.global_bullet_group = global_bullet_group
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self.shoot_timer = 0
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def canAttack(self, zombie):
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@ -1143,9 +1153,9 @@ class StarFruit(Plant):
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def attacking(self):
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if (self.current_time - self.shoot_timer) > 1400:
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self.bullet_group.add(StarBullet(self.rect.left + 10, self.rect.y, c.BULLET_DAMAGE_NORMAL, c.STAR_BACKWARD))
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self.global_bullet_group.add(StarBullet(self.rect.centerx, self.rect.bottom - self.rect.h + 5, c.BULLET_DAMAGE_NORMAL, c.STAR_UPWARD))
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self.global_bullet_group.add(StarBullet(self.rect.centerx, self.rect.bottom - 5, c.BULLET_DAMAGE_NORMAL, c.STAR_DOWNWARD))
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self.global_bullet_group.add(StarBullet(self.rect.left + 5, self.rect.y + 10, c.BULLET_DAMAGE_NORMAL, c.STAR_FORWARD_DOWN))
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self.global_bullet_group.add(StarBullet(self.rect.left + 5, self.rect.y - 10, c.BULLET_DAMAGE_NORMAL, c.STAR_FORWARD_UP))
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self.bullet_group.add(StarBullet(self.rect.centerx, self.rect.bottom - self.rect.h + 5, c.BULLET_DAMAGE_NORMAL, c.STAR_UPWARD))
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self.bullet_group.add(StarBullet(self.rect.centerx, self.rect.bottom - 5, c.BULLET_DAMAGE_NORMAL, c.STAR_DOWNWARD))
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self.bullet_group.add(StarBullet(self.rect.left + 5, self.rect.y + 10, c.BULLET_DAMAGE_NORMAL, c.STAR_FORWARD_DOWN))
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self.bullet_group.add(StarBullet(self.rect.left + 5, self.rect.y - 10, c.BULLET_DAMAGE_NORMAL, c.STAR_FORWARD_UP))
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self.shoot_timer = self.current_time
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@ -97,7 +97,6 @@ class Level(tool.State):
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self.zombie_groups = []
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self.hypno_zombie_groups = [] #zombies who are hypno after eating hypnoshroom
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self.bullet_groups = []
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self.global_bullet_group = pg.sprite.Group() # 全局可用的子弹
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for i in range(self.map_y_len):
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self.plant_groups.append(pg.sprite.Group())
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self.zombie_groups.append(pg.sprite.Group())
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@ -361,7 +360,6 @@ class Level(tool.State):
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self.createZombie(data[1])
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self.zombie_list.remove(data)
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self.global_bullet_group.update((self.game_info))
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for i in range(self.map_y_len):
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self.bullet_groups[i].update(self.game_info)
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self.plant_groups[i].update(self.game_info)
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@ -436,7 +434,6 @@ class Level(tool.State):
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# 检查碰撞啥的
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self.checkBulletCollisions()
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self.checkGlobalBulletCollision()
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self.checkZombieCollisions()
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self.checkPlants()
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self.checkCarCollisions()
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@ -539,7 +536,7 @@ class Level(tool.State):
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elif self.plant_name == c.TORCHWOOD:
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new_plant = plant.TorchWood(x, y, self.bullet_groups[map_y])
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elif self.plant_name == c.STARFRUIT:
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new_plant = plant.StarFruit(x, y, self.bullet_groups[map_y], self.global_bullet_group)
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new_plant = plant.StarFruit(x, y, self.bullet_groups[map_y])
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if new_plant.can_sleep and self.background_type in {c.BACKGROUND_DAY, c.BACKGROUND_POOL, c.BACKGROUND_ROOF, c.BACKGROUND_WALLNUTBOWLING, c.BACKGROUND_SINGLE, c.BACKGROUND_TRIPLE}:
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new_plant.setSleep()
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@ -636,19 +633,6 @@ class Level(tool.State):
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if abs(rangeZombie.rect.x - bullet.rect.x) <= (c.GRID_X_SIZE // 2):
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rangeZombie.setDamage(c.BULLET_DAMAGE_FIREBALL_RANGE, effect=False, damageType=c.ZOMBIE_DEAFULT_DAMAGE)
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def checkGlobalBulletCollision(self):
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collided_func = pg.sprite.collide_circle_ratio(0.6)
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for i in range(self.map_y_len):
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for globalBullet in self.global_bullet_group:
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if globalBullet.state == c.FLY:
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zombie = pg.sprite.spritecollideany(globalBullet, self.zombie_groups[i], collided_func)
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if zombie and zombie.state != c.DIE:
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# 这里生效代表已经发生了碰撞
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zombie.setDamage(globalBullet.damage, damageType=c.ZOMBIE_COMMON_DAMAGE) # 这里设定刻意与原版不同:逻辑上,杨桃是斜着打的,伤害应当可用穿透二类防具
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globalBullet.setExplode()
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def checkZombieCollisions(self):
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if self.bar_type == c.CHOSSEBAR_BOWLING:
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ratio = 0.6
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@ -950,7 +934,6 @@ class Level(tool.State):
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self.menubar.draw(surface)
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for car in self.cars:
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car.draw(surface)
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self.global_bullet_group.draw(surface)
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for i in range(self.map_y_len):
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self.plant_groups[i].draw(surface)
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self.zombie_groups[i].draw(surface)
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