完善攻击处理
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@ -211,8 +211,45 @@ class Zombie(pg.sprite.Sprite):
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self.helmetHealth = 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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# 记录攻击时间
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self.hit_timer = self.current_time
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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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if self.helmet: # 存在一类防具
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self.helmetHealth -= damage
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if self.helmetHealth <= 0:
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self.helmet = False
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self.health += self.helmetHealth
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self.helmetHealth = 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_RANGE_DAMAGE:
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# 从第二类防具开始逐级传递
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if self.helmetType2:
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self.helmetType2Health -= damage
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if helmetType2Health <= 0:
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self.helmetType2 = False
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if self.helmet:
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self.helmetHealth -= damage # 注意范围伤害中这里还有一个攻击
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self.helmetHealth += self.helmetType2Health # 注意self.helmetType2Health已经带有正负
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self.helmetType2Health = 0 # 注意合并后清零
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if self.helmetHealth <= 0:
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self.helmet = False
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self.health += self.helmetHealth
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self.helmetHealth = 0 # 注意合并后清零
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else:
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self.health -= damage # 注意范围伤害中这里还有一个攻击
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self.health += self.helmetType2Health
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self.helmetType2Health = 0
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elif self.helmet: # 不存在二类防具,但是存在一类防具
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self.helmetHealth -= damage
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if self.helmetHealth <= 0:
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self.helmet = False
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self.health += self.helmetHealth
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self.helmetHealth = 0 # 注意合并后清零
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elif damageType == c.ZOMBIE_ASH_DAMAGE:
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self.health -= damage # 无视任何防具
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# 记录攻击时间
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self.hit_timer = self.current_time
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# 冰冻减速效果
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if ice:
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self.setIceSlow()
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