修复毁灭菇坑会遮住蘑菇云的bug
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@ -1201,7 +1201,6 @@ class Level(tool.State):
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if targetPlant.zombie_to_hypno:
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if targetPlant.zombie_to_hypno:
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zombie = targetPlant.zombie_to_hypno
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zombie = targetPlant.zombie_to_hypno
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zombie.setHypno()
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zombie.setHypno()
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_, map_y = self.map.getMapIndex(zombie.rect.centerx, zombie.rect.bottom)
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self.zombie_groups[map_y].remove(zombie)
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self.zombie_groups[map_y].remove(zombie)
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self.hypno_zombie_groups[map_y].add(zombie)
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self.hypno_zombie_groups[map_y].add(zombie)
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# 对于墓碑:移除存储在墓碑集合中的坐标
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# 对于墓碑:移除存储在墓碑集合中的坐标
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@ -1210,8 +1209,10 @@ class Level(tool.State):
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self.graveSet.remove((map_x, map_y))
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self.graveSet.remove((map_x, map_y))
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elif ((targetPlant.name in { c.DOOMSHROOM, c.ICESHROOM,
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elif ((targetPlant.name in { c.DOOMSHROOM, c.ICESHROOM,
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c.POTATOMINE, })
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c.POTATOMINE, })
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and (self.boomed)):
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and (targetPlant.boomed)):
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pass
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# 毁灭菇的情况:爆炸时为了防止蘑菇云被坑掩盖没有加入坑,这里毁灭菇死亡(即爆炸动画结束)后再加入
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if targetPlant.name == c.DOOMSHROOM:
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self.plant_groups[map_y].add(plant.Hole(targetPlant.originalX, targetPlant.originalY, self.map.map[map_y][map_x][c.MAP_PLOT_TYPE]))
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elif targetPlant.name not in { c.WALLNUTBOWLING, c.TANGLEKLEP,
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elif targetPlant.name not in { c.WALLNUTBOWLING, c.TANGLEKLEP,
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c.ICE_FROZEN_PLOT, c.HOLE,
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c.ICE_FROZEN_PLOT, c.HOLE,
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c.GRAVE, c.JALAPENO,
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c.GRAVE, c.JALAPENO,
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@ -1348,7 +1349,7 @@ class Level(tool.State):
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checkMapX, _ = self.map.getMapIndex(item.rect.centerx, item.rect.bottom)
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checkMapX, _ = self.map.getMapIndex(item.rect.centerx, item.rect.bottom)
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if map_x == checkMapX:
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if map_x == checkMapX:
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item.health = 0
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item.health = 0
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self.plant_groups[map_y].add(plant.Hole(x, y, self.map.map[map_y][map_x][c.MAP_PLOT_TYPE]))
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# 为了防止坑显示在蘑菇云前面,这里先不生成坑,仅填位置
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self.map.map[map_y][map_x][c.MAP_PLANT].add(c.HOLE)
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self.map.map[map_y][map_x][c.MAP_PLANT].add(c.HOLE)
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elif targetPlant.name == c.JALAPENO:
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elif targetPlant.name == c.JALAPENO:
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self.boomZombies(targetPlant.rect.centerx, i, targetPlant.explode_y_range,
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self.boomZombies(targetPlant.rect.centerx, i, targetPlant.explode_y_range,
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