更改模块调用方式
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parent
885f9902af
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@ -1,4 +1,4 @@
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from random import randint
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import random
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import pygame as pg
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import pygame as pg
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import os
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import os
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from .. import tool
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from .. import tool
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@ -1143,7 +1143,7 @@ class WallNutBowling(Plant):
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self.animate_interval = 200
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self.animate_interval = 200
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self.move_timer = 0
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self.move_timer = 0
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self.move_interval = 70
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self.move_interval = 70
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self.vel_x = randint(12, 15)
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self.vel_x = random.randint(12, 15)
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self.vel_y = 0
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self.vel_y = 0
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self.disable_hit_y = -1
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self.disable_hit_y = -1
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@ -1192,7 +1192,7 @@ class WallNutBowling(Plant):
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elif self.map_y == (c.GRID_Y_LEN - 1): # 坚果保龄球显然没有泳池的6行情形
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elif self.map_y == (c.GRID_Y_LEN - 1): # 坚果保龄球显然没有泳池的6行情形
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self.vel_y = -self.vel_x
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self.vel_y = -self.vel_x
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else:
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else:
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if randint(0, 1):
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if random.randint(0, 1):
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self.vel_y = self.vel_x
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self.vel_y = self.vel_x
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else:
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else:
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self.vel_y = -self.vel_x
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self.vel_y = -self.vel_x
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@ -1227,7 +1227,7 @@ class RedWallNutBowling(Plant):
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self.animate_interval = 200
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self.animate_interval = 200
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self.move_timer = 0
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self.move_timer = 0
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self.move_interval = 70
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self.move_interval = 70
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self.vel_x = randint(12, 15)
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self.vel_x = random.randint(12, 15)
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self.start_boom = False
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self.start_boom = False
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self.boomed = False
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self.boomed = False
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@ -1648,7 +1648,7 @@ class Hole(Plant):
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class Grave(Plant):
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class Grave(Plant):
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def __init__(self, x, y):
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def __init__(self, x, y):
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Plant.__init__(self, x, y, c.GRAVE, c.INF, None)
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Plant.__init__(self, x, y, c.GRAVE, c.INF, None)
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self.frame_index = randint(0, self.frame_num - 1)
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self.frame_index = random.randint(0, self.frame_num - 1)
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self.image = self.frames[self.frame_index]
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self.image = self.frames[self.frame_index]
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self.mask = pg.mask.from_surface(self.image)
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self.mask = pg.mask.from_surface(self.image)
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@ -1,6 +1,6 @@
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import pygame as pg
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import pygame as pg
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import os
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import os
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from random import randint
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import random
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from .. import tool
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from .. import tool
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from .. import constants as c
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from .. import constants as c
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@ -237,7 +237,7 @@ class Zombie(pg.sprite.Sprite):
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if self.checkToDie(self.losthead_attack_frames):
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if self.checkToDie(self.losthead_attack_frames):
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return
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return
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if (self.current_time - self.freeze_timer) >= c.MIN_FREEZE_TIME + randint(0, 2000):
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if (self.current_time - self.freeze_timer) >= c.MIN_FREEZE_TIME + random.randint(0, 2000):
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self.setWalk()
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self.setWalk()
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# 注意寒冰菇解冻后还有减速
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# 注意寒冰菇解冻后还有减速
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self.ice_slow_timer = self.freeze_timer + 10000 # 每次冰冻冻结 + 减速时间为20 s,而减速有10 s计时,故这里+10 s
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self.ice_slow_timer = self.freeze_timer + 10000 # 每次冰冻冻结 + 减速时间为20 s,而减速有10 s计时,故这里+10 s
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@ -2,7 +2,7 @@ import os
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import json
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import json
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import sys
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import sys
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import pygame as pg
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import pygame as pg
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from random import randint, uniform, choices
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import random
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from .. import tool
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from .. import tool
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from .. import constants as c
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from .. import constants as c
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from ..component import map, plant, zombie, menubar
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from ..component import map, plant, zombie, menubar
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@ -147,7 +147,7 @@ class Level(tool.State):
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minCost = c.CREATE_ZOMBIE_DICT[min(useableZombies, key=lambda x:c.CREATE_ZOMBIE_DICT[x][0])][0]
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minCost = c.CREATE_ZOMBIE_DICT[min(useableZombies, key=lambda x:c.CREATE_ZOMBIE_DICT[x][0])][0]
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while (volume >= minCost) and (len(zombieList) < 50):
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while (volume >= minCost) and (len(zombieList) < 50):
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newZombie = choices(useableZombies, weights)[0]
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newZombie = random.choices(useableZombies, weights)[0]
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# 普通僵尸、路障僵尸、铁桶僵尸有概率生成水中变种
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# 普通僵尸、路障僵尸、铁桶僵尸有概率生成水中变种
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if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
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if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
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# 有泳池第一轮的第四波设定上生成水生僵尸
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# 有泳池第一轮的第四波设定上生成水生僵尸
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@ -155,7 +155,7 @@ class Level(tool.State):
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if newZombie in c.CONVERT_ZOMBIE_IN_POOL:
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if newZombie in c.CONVERT_ZOMBIE_IN_POOL:
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newZombie = c.CONVERT_ZOMBIE_IN_POOL[newZombie]
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newZombie = c.CONVERT_ZOMBIE_IN_POOL[newZombie]
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elif survivalRounds > 0 or wave > 4:
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elif survivalRounds > 0 or wave > 4:
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if randint(1, 3) == 1: # 1/3概率水上,暂时人为设定
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if random.randint(1, 3) == 1: # 1/3概率水上,暂时人为设定
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if newZombie in c.CONVERT_ZOMBIE_IN_POOL:
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if newZombie in c.CONVERT_ZOMBIE_IN_POOL:
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newZombie = c.CONVERT_ZOMBIE_IN_POOL[newZombie]
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newZombie = c.CONVERT_ZOMBIE_IN_POOL[newZombie]
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# 首先几轮不出水生僵尸
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# 首先几轮不出水生僵尸
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@ -201,14 +201,14 @@ class Level(tool.State):
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elif c.GRAVE not in self.map.map[mapY][mapX][c.MAP_PLANT]:
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elif c.GRAVE not in self.map.map[mapY][mapX][c.MAP_PLANT]:
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occupied.append((mapX, mapY))
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occupied.append((mapX, mapY))
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if unoccupied:
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if unoccupied:
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target = unoccupied[randint(0, len(unoccupied) - 1)]
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target = unoccupied[random.randint(0, len(unoccupied) - 1)]
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mapX, mapY = target
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mapX, mapY = target
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posX, posY = self.map.getMapGridPos(mapX, mapY)
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posX, posY = self.map.getMapGridPos(mapX, mapY)
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self.plant_groups[mapY].add(plant.Grave(posX, posY))
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self.plant_groups[mapY].add(plant.Grave(posX, posY))
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self.map.map[mapY][mapX][c.MAP_PLANT].add(c.GRAVE)
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self.map.map[mapY][mapX][c.MAP_PLANT].add(c.GRAVE)
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self.graveSet.add((mapX, mapY))
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self.graveSet.add((mapX, mapY))
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elif occupied:
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elif occupied:
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target = occupied[randint(0, len(occupied) - 1)]
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target = occupied[random.randint(0, len(occupied) - 1)]
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mapX, mapY = target
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mapX, mapY = target
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posX, posY = self.map.getMapGridPos(mapX, mapY)
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posX, posY = self.map.getMapGridPos(mapX, mapY)
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for i in self.plant_groups[mapY]:
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for i in self.plant_groups[mapY]:
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@ -227,7 +227,7 @@ class Level(tool.State):
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for item in self.graveSet:
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for item in self.graveSet:
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itemX, itemY = self.map.getMapGridPos(*item)
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itemX, itemY = self.map.getMapGridPos(*item)
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# 目前设定:2/3概率普通僵尸,1/3概率路障僵尸
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# 目前设定:2/3概率普通僵尸,1/3概率路障僵尸
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if randint(0, 2):
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if random.randint(0, 2):
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self.zombie_groups[item[1]].add(zombie.NormalZombie(itemX, itemY, self.head_group))
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self.zombie_groups[item[1]].add(zombie.NormalZombie(itemX, itemY, self.head_group))
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else:
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else:
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self.zombie_groups[item[1]].add(zombie.ConeHeadZombie(itemX, itemY, self.head_group))
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self.zombie_groups[item[1]].add(zombie.ConeHeadZombie(itemX, itemY, self.head_group))
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@ -237,11 +237,11 @@ class Level(tool.State):
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if current_time - self.waveTime > 1500:
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if current_time - self.waveTime > 1500:
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for i in range(3):
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for i in range(3):
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# 水中倒数四列内可以在此时产生僵尸。共产生3个
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# 水中倒数四列内可以在此时产生僵尸。共产生3个
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mapX, mapY = randint(5, 8), randint(2, 3)
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mapX, mapY = random.randint(5, 8), random.randint(2, 3)
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itemX, itemY = self.map.getMapGridPos(mapX, mapY)
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itemX, itemY = self.map.getMapGridPos(mapX, mapY)
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# 用随机数指定产生的僵尸类型
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# 用随机数指定产生的僵尸类型
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# 带有权重
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# 带有权重
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zombieType = randint(1, 6)
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zombieType = random.randint(1, 6)
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if zombieType == 1:
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if zombieType == 1:
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self.zombie_groups[mapY].add(zombie.BucketHeadDuckyTubeZombie(itemX, itemY, self.head_group))
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self.zombie_groups[mapY].add(zombie.BucketHeadDuckyTubeZombie(itemX, itemY, self.head_group))
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elif zombieType <= 3:
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elif zombieType <= 3:
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@ -272,7 +272,7 @@ class Level(tool.State):
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pg.mixer.Sound(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "sound", "zombieComing.ogg")).play()
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pg.mixer.Sound(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "sound", "zombieComing.ogg")).play()
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return
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return
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if (self.waveNum % 10 != 9):
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if (self.waveNum % 10 != 9):
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if ((current_time - self.waveTime >= 25000 + randint(0, 6000)) or (self.bar_type != c.CHOOSEBAR_STATIC and current_time - self.waveTime >= 12500 + randint(0, 3000))):
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if ((current_time - self.waveTime >= 25000 + random.randint(0, 6000)) or (self.bar_type != c.CHOOSEBAR_STATIC and current_time - self.waveTime >= 12500 + random.randint(0, 3000))):
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self.waveNum += 1
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self.waveNum += 1
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self.waveTime = current_time
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self.waveTime = current_time
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self.waveZombies = self.waves[self.waveNum - 1]
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self.waveZombies = self.waves[self.waveNum - 1]
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@ -293,7 +293,7 @@ class Level(tool.State):
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numZombies = 0
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numZombies = 0
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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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numZombies += len(self.zombie_groups[i])
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numZombies += len(self.zombie_groups[i])
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if (numZombies / self.numZombie < uniform(0.15, 0.25)) and (current_time - self.waveTime > 4000):
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if (numZombies / self.numZombie < random.uniform(0.15, 0.25)) and (current_time - self.waveTime > 4000):
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# 当僵尸所剩无几并且时间过了4000 ms以上时,改变时间记录,使得2000 ms后刷新僵尸(所以需要判断剩余时间是否大于2000 ms)
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# 当僵尸所剩无几并且时间过了4000 ms以上时,改变时间记录,使得2000 ms后刷新僵尸(所以需要判断剩余时间是否大于2000 ms)
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if self.bar_type == c.CHOOSEBAR_STATIC:
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if self.bar_type == c.CHOOSEBAR_STATIC:
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if current_time - 43000 < self.waveTime: # 判断剩余时间是否有2000 ms
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if current_time - 43000 < self.waveTime: # 判断剩余时间是否有2000 ms
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@ -468,8 +468,8 @@ class Level(tool.State):
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graveVolume = c.GRAVES_GRADE_INFO[gradeGraves]
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graveVolume = c.GRAVES_GRADE_INFO[gradeGraves]
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self.graveSet = set()
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self.graveSet = set()
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while len(self.graveSet) < graveVolume:
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while len(self.graveSet) < graveVolume:
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mapX = randint(4, 8) # 注意是从0开始编号
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mapX = random.randint(4, 8) # 注意是从0开始编号
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mapY = randint(0, 4)
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mapY = random.randint(0, 4)
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self.graveSet.add((mapX, mapY))
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self.graveSet.add((mapX, mapY))
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if self.graveSet:
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if self.graveSet:
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for i in self.graveSet:
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for i in self.graveSet:
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@ -694,7 +694,7 @@ class Level(tool.State):
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if self.produce_sun:
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if self.produce_sun:
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# 原版阳光掉落机制:(已掉落阳光数*100 ms + 4250 ms) 与 9500 ms的最小值,再加 0 ~ 2750 ms 之间的一个数
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# 原版阳光掉落机制:(已掉落阳光数*100 ms + 4250 ms) 与 9500 ms的最小值,再加 0 ~ 2750 ms 之间的一个数
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if (self.current_time - self.sun_timer) > min(c.PRODUCE_SUN_INTERVAL + 100*self.fallenSun, 9500) + randint(0, 2750):
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if (self.current_time - self.sun_timer) > min(c.PRODUCE_SUN_INTERVAL + 100*self.fallenSun, 9500) + random.randint(0, 2750):
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self.sun_timer = self.current_time
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self.sun_timer = self.current_time
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map_x, map_y = self.map.getRandomMapIndex()
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map_x, map_y = self.map.getRandomMapIndex()
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x, y = self.map.getMapGridPos(map_x, map_y)
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x, y = self.map.getMapGridPos(map_x, map_y)
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@ -779,19 +779,19 @@ class Level(tool.State):
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# 0, 1, 4, 5路为陆路,2, 3路为水路
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# 0, 1, 4, 5路为陆路,2, 3路为水路
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if self.map_data[c.BACKGROUND_TYPE] in c.POOL_EQUIPPED_BACKGROUNDS:
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if self.map_data[c.BACKGROUND_TYPE] in c.POOL_EQUIPPED_BACKGROUNDS:
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if name in c.WATER_ZOMBIE: # 水生僵尸集合
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if name in c.WATER_ZOMBIE: # 水生僵尸集合
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map_y = randint(2, 3)
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map_y = random.randint(2, 3)
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elif name == '这里应该换成气球僵尸的名字(最好写调用的变量名,最好不要直接写,保持风格统一)':
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elif name == '这里应该换成气球僵尸的名字(最好写调用的变量名,最好不要直接写,保持风格统一)':
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map_y = randint(0, 5)
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map_y = random.randint(0, 5)
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else: # 陆生僵尸
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else: # 陆生僵尸
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map_y = randint(0, 3)
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map_y = random.randint(0, 3)
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if map_y >= 2: # 后两路的map_y应当+2
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if map_y >= 2: # 后两路的map_y应当+2
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map_y += 2
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map_y += 2
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elif self.map_data[c.BACKGROUND_TYPE] == c.BACKGROUND_SINGLE:
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elif self.map_data[c.BACKGROUND_TYPE] == c.BACKGROUND_SINGLE:
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map_y = 2
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map_y = 2
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elif self.map_data[c.BACKGROUND_TYPE] == c.BACKGROUND_TRIPLE:
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elif self.map_data[c.BACKGROUND_TYPE] == c.BACKGROUND_TRIPLE:
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map_y = randint(1, 3)
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map_y = random.randint(1, 3)
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else:
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else:
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map_y = randint(0, 4)
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map_y = random.randint(0, 4)
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if not ((c.ZOMBIE_LIST in self.map_data) and self.map_data[c.SPAWN_ZOMBIES] == c.SPAWN_ZOMBIES_LIST):
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if not ((c.ZOMBIE_LIST in self.map_data) and self.map_data[c.SPAWN_ZOMBIES] == c.SPAWN_ZOMBIES_LIST):
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# 旗帜波出生点右移
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# 旗帜波出生点右移
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@ -804,33 +804,33 @@ class Level(tool.State):
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x, y = self.map.getMapGridPos(0, map_y)
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x, y = self.map.getMapGridPos(0, map_y)
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# 新增的僵尸也需要在这里声明
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# 新增的僵尸也需要在这里声明
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if name == c.NORMAL_ZOMBIE:
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if name == c.NORMAL_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.NormalZombie(c.ZOMBIE_START_X + randint(-20, 20) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.NormalZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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elif name == c.CONEHEAD_ZOMBIE:
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elif name == c.CONEHEAD_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.ConeHeadZombie(c.ZOMBIE_START_X + randint(-20, 20) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.ConeHeadZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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elif name == c.BUCKETHEAD_ZOMBIE:
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elif name == c.BUCKETHEAD_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.BucketHeadZombie(c.ZOMBIE_START_X + randint(-20, 20) + hugeWaveMove, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.BucketHeadZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
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elif name == c.FLAG_ZOMBIE:
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elif name == c.FLAG_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.FlagZombie(c.ZOMBIE_START_X, y, self.head_group))
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self.zombie_groups[map_y].add(zombie.FlagZombie(c.ZOMBIE_START_X, y, self.head_group))
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elif name == c.NEWSPAPER_ZOMBIE:
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elif name == c.NEWSPAPER_ZOMBIE:
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self.zombie_groups[map_y].add(zombie.NewspaperZombie(c.ZOMBIE_START_X + randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
self.zombie_groups[map_y].add(zombie.NewspaperZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||||||
elif name == c.FOOTBALL_ZOMBIE:
|
elif name == c.FOOTBALL_ZOMBIE:
|
||||||
self.zombie_groups[map_y].add(zombie.FootballZombie(c.ZOMBIE_START_X + randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
self.zombie_groups[map_y].add(zombie.FootballZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||||||
elif name == c.DUCKY_TUBE_ZOMBIE:
|
elif name == c.DUCKY_TUBE_ZOMBIE:
|
||||||
self.zombie_groups[map_y].add(zombie.DuckyTubeZombie(c.ZOMBIE_START_X + randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
self.zombie_groups[map_y].add(zombie.DuckyTubeZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||||||
elif name == c.CONEHEAD_DUCKY_TUBE_ZOMBIE:
|
elif name == c.CONEHEAD_DUCKY_TUBE_ZOMBIE:
|
||||||
self.zombie_groups[map_y].add(zombie.ConeHeadDuckyTubeZombie(c.ZOMBIE_START_X + randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
self.zombie_groups[map_y].add(zombie.ConeHeadDuckyTubeZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||||||
elif name == c.BUCKETHEAD_DUCKY_TUBE_ZOMBIE:
|
elif name == c.BUCKETHEAD_DUCKY_TUBE_ZOMBIE:
|
||||||
self.zombie_groups[map_y].add(zombie.BucketHeadDuckyTubeZombie(c.ZOMBIE_START_X + randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
self.zombie_groups[map_y].add(zombie.BucketHeadDuckyTubeZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||||||
elif name == c.SCREEN_DOOR_ZOMBIE:
|
elif name == c.SCREEN_DOOR_ZOMBIE:
|
||||||
self.zombie_groups[map_y].add(zombie.ScreenDoorZombie(c.ZOMBIE_START_X + randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
self.zombie_groups[map_y].add(zombie.ScreenDoorZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||||||
elif name == c.POLE_VAULTING_ZOMBIE:
|
elif name == c.POLE_VAULTING_ZOMBIE:
|
||||||
# 本来撑杆跳生成位置不同,对齐左端可认为修正了一部分(看作移动了70),只需要相对修改即可
|
# 本来撑杆跳生成位置不同,对齐左端可认为修正了一部分(看作移动了70),只需要相对修改即可
|
||||||
self.zombie_groups[map_y].add(zombie.PoleVaultingZombie(c.ZOMBIE_START_X + randint(0, 10) + hugeWaveMove, y, self.head_group))
|
self.zombie_groups[map_y].add(zombie.PoleVaultingZombie(c.ZOMBIE_START_X + random.randint(0, 10) + hugeWaveMove, y, self.head_group))
|
||||||
elif name == c.ZOMBONI:
|
elif name == c.ZOMBONI:
|
||||||
# 冰车僵尸生成位置不同
|
# 冰车僵尸生成位置不同
|
||||||
self.zombie_groups[map_y].add(zombie.Zomboni(c.ZOMBIE_START_X + randint(0, 10) + hugeWaveMove, y, self.plant_groups[map_y], self.map, plant.IceFrozenPlot))
|
self.zombie_groups[map_y].add(zombie.Zomboni(c.ZOMBIE_START_X + random.randint(0, 10) + hugeWaveMove, y, self.plant_groups[map_y], self.map, plant.IceFrozenPlot))
|
||||||
elif name == c.SNORKELZOMBIE:
|
elif name == c.SNORKELZOMBIE:
|
||||||
self.zombie_groups[map_y].add(zombie.SnorkelZombie(c.ZOMBIE_START_X + randint(0, 10) + hugeWaveMove, y, self.head_group))
|
self.zombie_groups[map_y].add(zombie.SnorkelZombie(c.ZOMBIE_START_X + random.randint(0, 10) + hugeWaveMove, y, self.head_group))
|
||||||
|
|
||||||
# 能否种植物的判断:
|
# 能否种植物的判断:
|
||||||
# 先判断位置是否合法 isValid(map_x, map_y)
|
# 先判断位置是否合法 isValid(map_x, map_y)
|
||||||
|
|||||||
Loading…
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Reference in New Issue
Block a user