Merge branch 'master' into opengl

This commit is contained in:
星外之神 2022-08-05 16:30:37 +08:00
commit f3a47a9a1e
10 changed files with 242 additions and 146 deletions

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resources/sound/helpScreen.ogg Executable file

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@ -179,6 +179,7 @@ LEVEL_MAP_DATA = (
# 第0关测试模式地图
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: "隐藏测试关卡",
c.INIT_SUN_NAME: 5000,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES: c.SPAWN_ZOMBIES_LIST,
@ -203,6 +204,7 @@ LEVEL_MAP_DATA = (
# 第1关单行草皮
{
c.BACKGROUND_TYPE: 7,
c.GAME_TITLE: "白天 1-1",
c.INIT_SUN_NAME: 150,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -212,6 +214,7 @@ LEVEL_MAP_DATA = (
# 第2关三行草皮
{
c.BACKGROUND_TYPE: 8,
c.GAME_TITLE: "白天 1-2",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -221,6 +224,7 @@ LEVEL_MAP_DATA = (
# 第3关
{
c.BACKGROUND_TYPE: 0,
c.GAME_TITLE: "白天 1-3",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -230,6 +234,7 @@ LEVEL_MAP_DATA = (
# 第4关
{
c.BACKGROUND_TYPE: 0,
c.GAME_TITLE: "白天 1-4",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -239,6 +244,7 @@ LEVEL_MAP_DATA = (
# 第5关 目前白天最后一关
{
c.BACKGROUND_TYPE: 0,
c.GAME_TITLE: "白天 1-5",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -248,6 +254,7 @@ LEVEL_MAP_DATA = (
# 第6关 目前夜晚第一关
{
c.BACKGROUND_TYPE: 1,
c.GAME_TITLE: "黑夜 2-1",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -258,6 +265,7 @@ LEVEL_MAP_DATA = (
# 第7关
{
c.BACKGROUND_TYPE: 1,
c.GAME_TITLE: "黑夜 2-2",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -269,6 +277,7 @@ LEVEL_MAP_DATA = (
# 第8关 目前为夜晚最后一关
{
c.BACKGROUND_TYPE: 1,
c.GAME_TITLE: "黑夜 2-3",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -287,6 +296,7 @@ LEVEL_MAP_DATA = (
# 第9关 目前为泳池模式第一关
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: "泳池 3-1",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -297,6 +307,7 @@ LEVEL_MAP_DATA = (
# 第10关
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: "泳池 3-2",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -308,6 +319,7 @@ LEVEL_MAP_DATA = (
# 第11关
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: "泳池 3-3",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -318,6 +330,7 @@ LEVEL_MAP_DATA = (
# 第12关 目前为泳池最后一关
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: "泳池 3-4",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -329,13 +342,14 @@ LEVEL_MAP_DATA = (
},
# 第13关 目前为浓雾第一关 尚未完善
{
c.BACKGROUND_TYPE: 2,
c.BACKGROUND_TYPE: 3,
c.GAME_TITLE: "浓雾 4-1",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.NEWSPAPER_ZOMBIE,
c.ZOMBONI, c.FOOTBALL_ZOMBIE,
c.CONEHEAD_ZOMBIE, c.BUCKETHEAD_HEALTH),
c.CONEHEAD_ZOMBIE, c.BUCKETHEAD_ZOMBIE),
c.NUM_FLAGS:4
},
)
@ -344,24 +358,36 @@ LEVEL_MAP_DATA = (
# 玩玩小游戏地图
LITTLE_GAME_MAP_DATA = (
# 第0关 测试 目前空缺
{},
# 第0关 测试
{
c.BACKGROUND_TYPE: 6,
c.GAME_TITLE: "隐藏测试关卡",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING,
c.SHOVEL: 0,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.POLE_VAULTING_ZOMBIE,),
c.NUM_FLAGS:1,
c.CARD_POOL: { c.WALLNUTBOWLING: 0,
c.REDWALLNUTBOWLING: 0,
c.GIANTWALLNUT:100,}
},
# 第1关 坚果保龄球
{
c.BACKGROUND_TYPE: 6,
c.GAME_TITLE: "坚果保龄球",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING,
c.SHOVEL: 0,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE,
c.NEWSPAPER_ZOMBIE),
c.NUM_FLAGS:3,
c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE,),
c.NUM_FLAGS:2,
c.CARD_POOL: { c.WALLNUTBOWLING: 300,
c.REDWALLNUTBOWLING: 100,}
},
# 第2关 白天 大决战
{
c.BACKGROUND_TYPE: 0,
c.GAME_TITLE: "大决战(白天)",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_MOVE,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -379,6 +405,7 @@ LITTLE_GAME_MAP_DATA = (
# 第3关 夜晚 大决战
{
c.BACKGROUND_TYPE: 1,
c.GAME_TITLE: "大决战(黑夜)",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_MOVE,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -398,6 +425,7 @@ LITTLE_GAME_MAP_DATA = (
# 第4关 泳池 大决战
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: "大决战(泳池)",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_MOVE,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
@ -414,6 +442,21 @@ LITTLE_GAME_MAP_DATA = (
c.JALAPENO: 50,
c.THREEPEASHOOTER: 300,}
},
# 第5关 坚果保龄球2
{
c.BACKGROUND_TYPE: 6,
c.GAME_TITLE: "坚果保龄球(II)",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_BOWLING,
c.SHOVEL: 0,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE,
c.NEWSPAPER_ZOMBIE, c.SCREEN_DOOR_ZOMBIE),
c.NUM_FLAGS:3,
c.CARD_POOL: { c.WALLNUTBOWLING: 500,
c.REDWALLNUTBOWLING: 100,
c.GIANTWALLNUT:100,}
},
)
# 总关卡数

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@ -86,6 +86,9 @@ class Card():
time = current_time - self.frozen_timer
if time < self.frozen_time: #cool down status
image = pg.Surface([self.rect.w, self.rect.h])
# 在冷却时间不足且阳光也不足时,叠加两者效果显示,即同时改变透明度与图像覆盖
if self.sun_cost > sun_value:
image.set_alpha(192)
frozen_image = self.orig_image.copy()
frozen_image.set_alpha(128)
frozen_height = (self.frozen_time - time)/self.frozen_time * self.rect.h

View File

@ -22,8 +22,8 @@ class Car(pg.sprite.Sprite):
def update(self, game_info):
self.current_time = game_info[c.CURRENT_TIME]
if self.state == c.WALK:
self.rect.x += 4
if self.rect.x > c.SCREEN_WIDTH + 60:
self.rect.x += 5
if self.rect.x > c.SCREEN_WIDTH + 25:
self.dead = True
def setWalk(self):
@ -39,7 +39,7 @@ class Car(pg.sprite.Sprite):
class Bullet(pg.sprite.Sprite):
def __init__( self, x, start_y, dest_y, name, damage,
effect=None, passed_torchwood_x=None,
damageType=c.ZOMBIE_DEAFULT_DAMAGE):
damage_type=c.ZOMBIE_DEAFULT_DAMAGE):
pg.sprite.Sprite.__init__(self)
self.name = name
@ -56,7 +56,7 @@ class Bullet(pg.sprite.Sprite):
self.y_vel = 15 if (dest_y > start_y) else -15
self.x_vel = 10
self.damage = damage
self.damageType = damageType
self.damage_type = damage_type
self.effect = effect
self.state = c.FLY
self.current_time = 0
@ -82,14 +82,8 @@ class Bullet(pg.sprite.Sprite):
self.explode_frames = []
fly_name = self.name
if self.name == c.BULLET_MUSHROOM:
explode_name = "BulletMushRoomExplode"
elif self.name == c.BULLET_PEA_ICE:
explode_name = "PeaIceExplode"
elif self.name == c.BULLET_SEASHROOM:
explode_name = "BulletSeaShroomExplode"
elif self.name == c.BULLET_STAR:
explode_name = "StarBulletExplode"
if self.name in c.BULLET_INDEPENDENT_BOOM_IMG:
explode_name = f"{self.name}Explode"
else:
explode_name = "PeaNormalExplode"
@ -184,8 +178,8 @@ class Fume(pg.sprite.Sprite):
# 杨桃的子弹
class StarBullet(Bullet):
def __init__(self, x, start_y, damage, direction, level, damageType = c.ZOMBIE_DEAFULT_DAMAGE): # direction指星星飞行方向
Bullet.__init__(self, x, start_y, start_y, c.BULLET_STAR, damage, damageType = damageType)
def __init__(self, x, start_y, damage, direction, level, damage_type = c.ZOMBIE_DEAFULT_DAMAGE): # direction指星星飞行方向
Bullet.__init__(self, x, start_y, start_y, c.BULLET_STAR, damage, damage_type = damage_type)
self.level = level
self.map_y = self.level.map.getMapIndex(self.rect.x, self.rect.centery)[1]
@ -647,11 +641,14 @@ class Chomper(Plant):
def attacking(self):
if self.frame_index == (self.frame_num - 3):
# 播放吞的音效
c.SOUND_BIGCHOMP.play()
# 对活着的僵尸才需要吞下去消化
if self.attack_zombie.alive():
self.should_diggest = True
self.attack_zombie.kill()
if not self.should_diggest:
# 播放吞的音效 由于一帧在这个循环中执行了若干次可能被设置播放若干次导致声音重叠所以用if保护
# 在尚未检测到需要消化时播放音效
c.SOUND_BIGCHOMP.play()
self.should_diggest = True
self.attack_zombie.kill()
if (self.frame_index + 1) == self.frame_num:
if self.should_diggest:
self.setDigest()
@ -816,7 +813,7 @@ class Squash(Plant):
if (self.frame_index + 1) == self.frame_num:
for zombie in self.zombie_group:
if self.canAttack(zombie):
zombie.setDamage(1800, damageType=c.ZOMBIE_RANGE_DAMAGE)
zombie.setDamage(1800, damage_type=c.ZOMBIE_RANGE_DAMAGE)
self.health = 0 # 避免僵尸在原位啃食
self.map_plant_set.remove(c.SQUASH)
self.kill()
@ -875,7 +872,7 @@ class Spikeweed(Plant):
zombie.health = zombie.losthead_health
killSelf = True
else:
zombie.setDamage(20, damageType=c.ZOMBIE_COMMON_DAMAGE)
zombie.setDamage(20, damage_type=c.ZOMBIE_COMMON_DAMAGE)
if killSelf:
self.health = 0
# 播放攻击音效,同子弹打击
@ -1158,7 +1155,7 @@ class WallNutBowling(Plant):
self.handleMapYPosition()
if self.shouldChangeDirection():
self.changeDirection(-1)
if self.init_rect.x > c.SCREEN_WIDTH + 60:
if self.init_rect.x > c.SCREEN_WIDTH + 25:
self.health = 0
self.move_timer += self.move_interval
@ -1200,12 +1197,6 @@ class WallNutBowling(Plant):
self.disable_hit_y = map_y
def animation(self):
if (self.current_time - self.animate_timer) > self.animate_interval:
self.frame_index += 1
if self.frame_index >= self.frame_num:
self.frame_index = 0
self.animate_timer = self.current_time
image = self.frames[self.frame_index]
self.image = pg.transform.rotate(image, self.rotate_degree)
self.mask = pg.mask.from_surface(self.image)
@ -1246,7 +1237,7 @@ class RedWallNutBowling(Plant):
elif (self.current_time - self.move_timer) >= self.move_interval:
self.rotate_degree = (self.rotate_degree - 30) % 360
self.init_rect.x += self.vel_x
if self.init_rect.x > c.SCREEN_WIDTH + 60:
if self.init_rect.x > c.SCREEN_WIDTH + 25:
self.health = 0
self.move_timer += self.move_interval
@ -1333,7 +1324,7 @@ class StarFruit(Plant):
self.shoot_timer = self.current_time - 700
elif (self.current_time - self.shoot_timer) >= 1400:
# 向后打的杨桃子弹无视铁门与报纸防具
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))
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))
# 其他方向的杨桃子弹伤害效果与豌豆等同
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))
self.bullet_group.add(StarBullet(self.rect.centerx - 20, self.rect.bottom - 5, c.BULLET_DAMAGE_NORMAL, c.STAR_DOWNWARD, self.level))
@ -1737,7 +1728,7 @@ class FumeShroom(Plant):
# 烟雾只是个动画,实际伤害由本身完成
for target_zombie in self.zombie_group:
if self.canAttack(target_zombie):
target_zombie.setDamage(c.BULLET_DAMAGE_NORMAL, damageType=c.ZOMBIE_RANGE_DAMAGE)
target_zombie.setDamage(c.BULLET_DAMAGE_NORMAL, damage_type=c.ZOMBIE_RANGE_DAMAGE)
self.shoot_timer = self.current_time
self.show_attack_frames = True
# 播放发射音效
@ -1826,3 +1817,31 @@ class PumpkinHead(Plant):
elif not self.cracked2 and self.health <= c.WALLNUT_CRACKED2_HEALTH:
self.changeFrames(self.cracked2_frames)
self.cracked2 = True
class GiantWallNut(Plant):
def __init__(self, x, y):
Plant.__init__(self, x, y, c.GIANTWALLNUT, 1, None)
self.init_rect = self.rect.copy()
self.rotate_degree = 0
self.animate_interval = 200
self.move_timer = 0
self.move_interval = 70
self.vel_x = random.randint(15, 18)
def idling(self):
if self.move_timer == 0:
self.move_timer = self.current_time
elif (self.current_time - self.move_timer) >= self.move_interval:
self.rotate_degree = (self.rotate_degree - 30) % 360
self.init_rect.x += self.vel_x
if self.init_rect.x > c.SCREEN_WIDTH:
self.health = 0
self.move_timer += self.move_interval
def animation(self):
image = self.frames[self.frame_index]
self.image = pg.transform.rotate(image, self.rotate_degree)
self.mask = pg.mask.from_surface(self.image)
# must keep the center postion of image when rotate
self.rect = self.image.get_rect(center=self.init_rect.center)

View File

@ -346,23 +346,23 @@ class Zombie(pg.sprite.Sprite):
if (self.current_time - self.ice_slow_timer) > c.ICE_SLOW_TIME:
self.ice_slow_ratio = 1
def setDamage(self, damage, effect=None, damageType=c.ZOMBIE_COMMON_DAMAGE):
def setDamage(self, damage, effect=None, damage_type=c.ZOMBIE_COMMON_DAMAGE):
# 冰冻减速效果
if effect == c.BULLET_EFFECT_ICE:
if damageType == c.ZOMBIE_DEAFULT_DAMAGE: # 寒冰射手不能穿透二类防具进行减速
if damage_type == c.ZOMBIE_DEAFULT_DAMAGE: # 寒冰射手不能穿透二类防具进行减速
if not self.helmet_type2:
self.setIceSlow()
else:
self.setIceSlow()
# 解冻
elif effect == c.BULLET_EFFECT_UNICE:
if damageType == c.ZOMBIE_DEAFULT_DAMAGE: # 寒冰射手不能穿透二类防具进行减速
if damage_type == c.ZOMBIE_DEAFULT_DAMAGE: # 寒冰射手不能穿透二类防具进行减速
if not self.helmet_type2:
self.ice_slow_ratio = 1
else:
self.ice_slow_ratio = 1
if damageType == c.ZOMBIE_DEAFULT_DAMAGE: # 不穿透二类防具的攻击
if damage_type == c.ZOMBIE_DEAFULT_DAMAGE: # 不穿透二类防具的攻击
# 从第二类防具开始逐级传递
if self.helmet_type2:
self.helmet_type2_health -= damage
@ -383,7 +383,7 @@ class Zombie(pg.sprite.Sprite):
self.helmet_health = 0 # 注意合并后清零
else: # 没有防具
self.health -= damage
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
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
if self.helmet: # 存在一类防具
self.helmet_health -= damage
if self.helmet_health <= 0:
@ -391,7 +391,7 @@ class Zombie(pg.sprite.Sprite):
self.helmet_health = 0 # 注意合并后清零
else: # 没有一类防具
self.health -= damage
elif damageType == c.ZOMBIE_RANGE_DAMAGE:
elif damage_type == c.ZOMBIE_RANGE_DAMAGE:
# 从第二类防具开始逐级传递
if self.helmet_type2:
self.helmet_type2_health -= damage
@ -422,9 +422,9 @@ class Zombie(pg.sprite.Sprite):
self.helmet_health = 0 # 注意合并后清零
else: # 没有防具
self.health -= damage
elif damageType == c.ZOMBIE_ASH_DAMAGE:
elif damage_type == c.ZOMBIE_ASH_DAMAGE:
self.health -= damage # 无视任何防具
elif damageType == c.ZOMBIE_WALLNUT_BOWLING_DANMAGE:
elif damage_type == c.ZOMBIE_WALLNUT_BOWLING_DANMAGE:
# 逻辑:对防具的多余伤害不传递
if self.helmet_type2:
# 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
@ -435,7 +435,7 @@ class Zombie(pg.sprite.Sprite):
self.health -= damage
else:
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")
self.setDamage(damage, effect=effect, damageType=c.ZOMBIE_DEAFULT_DAMAGE)
self.setDamage(damage, effect=effect, damage_type=c.ZOMBIE_DEAFULT_DAMAGE)
# 记录攻击时间
self.hit_timer = self.current_time

View File

@ -126,6 +126,7 @@ BACKGROUND_NAME = "Background"
BACKGROUND_TYPE = "background_type"
INIT_SUN_NAME = "init_sun_value"
ZOMBIE_LIST = "zombie_list"
GAME_TITLE = "title"
# 地图类型
BACKGROUND_DAY = 0
@ -359,7 +360,7 @@ PLANT_CARD_INFO = (# 元组 (植物名称, 卡片名称, 阳光, 冷却时间)
CARD_GARLIC := "card_garlic",
50,
7500),
# 应当保证这个在一般模式下不可选的特殊植物恒在最后
# 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
(WALLNUTBOWLING := "WallNutBowling",
CARD_WALLNUT := "card_wallnut",
0,
@ -368,6 +369,10 @@ PLANT_CARD_INFO = (# 元组 (植物名称, 卡片名称, 阳光, 冷却时间)
CARD_REDWALLNUT := "card_redwallnut",
0,
0),
(GIANTWALLNUT := "GiantWallNut",
CARD_GIANTWALLNUT := "card_giantwallnut",
0,
0),
)
# 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
@ -376,7 +381,7 @@ for i, item in enumerate(PLANT_CARD_INFO):
PLANT_CARD_INDEX[item[PLANT_NAME_INDEX]] = i
# 指定了哪些卡可选(排除坚果保龄球特殊植物)
CARDS_TO_CHOOSE = range(len(PLANT_CARD_INFO) - 2)
CARDS_TO_CHOOSE = range(len(PLANT_CARD_INFO) - 3)
# 植物集体属性集合
@ -408,6 +413,7 @@ PLANT_DIE_SOUND_EXCEPTIONS = {
ICEFROZENPLOT, HOLE,
GRAVE, JALAPENO,
REDWALLNUTBOWLING, CHERRYBOMB,
GIANTWALLNUT,
}
# 直接水生植物
@ -426,7 +432,7 @@ PLANT_NON_CHECK_ATTACK_STATE = ( # 这里运用了集合运算
SUNSHROOM, COFFEEBEAN,
GRAVEBUSTER, LILYPAD,
HYPNOSHROOM, GARLIC,
PUMPKINHEAD,
PUMPKINHEAD, GIANTWALLNUT,
} |
# 非植物类
NON_PLANT_OBJECTS
@ -492,6 +498,11 @@ STAR_BACKWARD = "backward" #向后
STAR_UPWARD = "upward" # 向上
STAR_DOWNWARD = "downward" # 向下
# 有爆炸图片的子弹
BULLET_INDEPENDENT_BOOM_IMG = { BULLET_PEA, BULLET_PEA_ICE,
BULLET_MUSHROOM, BULLET_SEASHROOM,
BULLET_STAR, }
# 僵尸信息
ZOMBIE_IMAGE_RECT = "zombie_image_rect"
ZOMBIE_HEAD = "ZombieHead"
@ -649,6 +660,7 @@ def _getSound(filename):
# 所有音效的元组,用一波海象算子表达(>= python 3.8),免得要维护两个
SOUNDS = ( # 程序交互等
SOUND_TAPPING_CARD := _getSound("tap.ogg"),
SOUND_HELP_SCREEN := _getSound("helpScreen.ogg"),
# 植物
SOUND_FIREPEA_EXPLODE := _getSound("firepea.ogg"),
SOUND_BULLET_EXPLODE := _getSound("bulletExplode.ogg"),

View File

@ -35,22 +35,24 @@ class Level(tool.State):
if self.game_info[c.GAME_MODE] == c.MODE_ADVENTURE:
if 0 <= self.game_info[c.LEVEL_NUM] < map.TOTAL_LEVEL:
self.map_data = map.LEVEL_MAP_DATA[self.game_info[c.LEVEL_NUM]]
pg.display.set_caption(f"pypvz: 冒险模式 {self.game_info[c.LEVEL_NUM]}")
pg.display.set_caption(f"pypvz: 冒险模式 {self.map_data[c.GAME_TITLE]}")
else:
self.game_info[c.LEVEL_NUM] = 1
self.saveUserData()
self.map_data = map.LEVEL_MAP_DATA[self.game_info[c.LEVEL_NUM]]
logger.warning("关卡数设定错误!进入默认的第一关!")
pg.display.set_caption(f"pypvz: 冒险模式 {self.map_data[c.GAME_TITLE]}")
logger.warning("关卡数设定错误!进入默认的第一关!\n")
# 小游戏模式
elif self.game_info[c.GAME_MODE] == c.MODE_LITTLEGAME:
if 0 <= self.game_info[c.LITTLEGAME_NUM] < map.TOTAL_LITTLE_GAME:
self.map_data = map.LITTLE_GAME_MAP_DATA[self.game_info[c.LITTLEGAME_NUM]]
pg.display.set_caption(f"pypvz: 玩玩小游戏 {self.game_info[c.LITTLEGAME_NUM]}")
pg.display.set_caption(f"pypvz: 玩玩小游戏 {self.map_data[c.GAME_TITLE]}")
else:
self.game_info[c.LITTLEGAME_NUM] = 1
self.saveUserData()
self.map_data = map.LITTLE_GAME_MAP_DATA[self.game_info[c.LITTLEGAME_NUM]]
logger.warning("关卡数设定错误!进入默认的第一关!")
pg.display.set_caption(f"pypvz: 冒险模式 {self.map_data[c.GAME_TITLE]}")
logger.warning("关卡数设定错误!进入默认的第一关!\n")
# 是否有铲子的信息无铲子时为0有铲子时为1故直接赋值即可
self.has_shovel = self.map_data[c.SHOVEL]
@ -94,7 +96,7 @@ class Level(tool.State):
# 改用列表生成器直接生成内容不再在这里使用for循环
self.plant_groups = [pg.sprite.Group() for i in range(self.map_y_len)]
self.zombie_groups = [pg.sprite.Group() for i in range(self.map_y_len)]
self.hypno_zombie_groups = [pg.sprite.Group() for i in range(self.map_y_len)] #zombies who are hypno after eating hypnoshroom
self.hypno_zombie_groups = [pg.sprite.Group() for i in range(self.map_y_len)] # 被魅惑的僵尸
self.bullet_groups = [pg.sprite.Group() for i in range(self.map_y_len)]
@ -102,76 +104,73 @@ 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, inevitableZombieDict=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:
weights.append(c.CREATE_ZOMBIE_DICT[zombie][1])
# 权重值c.CREATE_ZOMBIE_DICT[zombie][1]即为对应的权重
weights = [c.CREATE_ZOMBIE_DICT[zombie][1] for zombie in useable_zombies]
# 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):
zombie_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)
zombie_volume = int(zombie_volume*2.5)
# 先生成旗帜僵尸
zombieList.append(c.FLAG_ZOMBIE)
volume -= c.CREATE_ZOMBIE_DICT[c.FLAG_ZOMBIE][0]
zombie_list.append(c.FLAG_ZOMBIE)
zombie_volume -= c.CREATE_ZOMBIE_DICT[c.FLAG_ZOMBIE][0]
# 传送带模式应当增大僵尸容量
if (self.bar_type != c.CHOOSEBAR_STATIC):
volume += 2
zombie_volume += 2
if inevitableZombieDict and (wave in inevitableZombieDict):
for newZombie in inevitableZombieDict[str(wave)]:
zombieList.append(newZombie)
volume -= c.CREATE_ZOMBIE_DICT[newZombie][0]
if volume < 0:
if inevitable_zombie_dict and (wave in inevitable_zombie_dict):
for new_zombie in inevitable_zombie_dict[wave]:
zombie_list.append(new_zombie)
zombie_volume -= c.CREATE_ZOMBIE_DICT[new_zombie][0]
if zombie_volume < 0:
logger.warning(f"{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):
newZombie = random.choices(useableZombies, weights)[0]
while (zombie_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 newZombie in c.CONVERT_ZOMBIE_IN_POOL:
newZombie = c.CONVERT_ZOMBIE_IN_POOL[newZombie]
elif survivalRounds > 0 or 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 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 newZombie in c.CONVERT_ZOMBIE_IN_POOL:
newZombie = c.CONVERT_ZOMBIE_IN_POOL[newZombie]
if new_zombie in c.CONVERT_ZOMBIE_IN_POOL:
new_zombie = c.CONVERT_ZOMBIE_IN_POOL[new_zombie]
# 首先几轮不出水生僵尸
elif newZombie in c.WATER_ZOMBIE:
elif new_zombie in c.WATER_ZOMBIE:
continue
if c.CREATE_ZOMBIE_DICT[newZombie][0] <= volume:
zombieList.append(newZombie)
volume -= c.CREATE_ZOMBIE_DICT[newZombie][0]
waves.append(zombieList)
# print(wave, zombieList, len(zombieList))
if c.CREATE_ZOMBIE_DICT[new_zombie][0] <= zombie_volume:
zombie_list.append(new_zombie)
zombie_volume -= c.CREATE_ZOMBIE_DICT[new_zombie][0]
waves.append(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:
@ -183,13 +182,13 @@ class Level(tool.State):
unoccupied = []
occupied = []
# 毁灭菇坑与冰道应当特殊化
exceptionObjects = {c.HOLE, c.ICEFROZENPLOT}
exception_objects = {c.HOLE, c.ICEFROZENPLOT}
# 遍历能生成墓碑的区域
for map_y in range(0, 4):
for map_x in range(4, 8):
# 为空、为毁灭菇坑、为冰道时看作未被植物占据
if ((not self.map.map[map_y][map_x][c.MAP_PLANT]) or
(all((i in exceptionObjects) for i in self.map.map[map_y][map_x][c.MAP_PLANT]))):
(all((i in exception_objects) for i in self.map.map[map_y][map_x][c.MAP_PLANT]))):
unoccupied.append((map_x, map_y))
# 已有墓碑的格子不应该放到任何列表中
elif c.GRAVE not in self.map.map[map_y][map_x][c.MAP_PLANT]:
@ -209,7 +208,7 @@ class Level(tool.State):
checkMapX, _ = self.map.getMapIndex(i.rect.centerx, i.rect.bottom)
if map_x == checkMapX:
# 不杀死毁灭菇坑和冰道
if i.name not in exceptionObjects:
if i.name not in exception_objects:
i.health = 0
self.plant_groups[map_y].add(plant.Grave(posX, posY))
self.map.map[map_y][map_x][c.MAP_PLANT].add(c.GRAVE)
@ -227,7 +226,7 @@ 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 +234,14 @@ 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 +249,7 @@ 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
@ -287,7 +286,7 @@ class Level(tool.State):
zombie_nums = 0
for i in range(self.map_y_len):
zombie_nums += len(self.zombie_groups[i])
if (zombie_nums / self.zombie_num < random.uniform(0.15, 0.25)) and (current_time - self.wave_time > 4000):
if self.zombie_num and (zombie_nums / self.zombie_num < random.uniform(0.15, 0.25)) and (current_time - self.wave_time > 4000):
# 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
if self.bar_type == c.CHOOSEBAR_STATIC:
if current_time - 43000 < self.wave_time: # 判断剩余时间是否有2000 ms
@ -312,7 +311,7 @@ class Level(tool.State):
self.cars = []
for i in range(self.map_y_len):
y = self.map.getMapGridPos(0, i)[1]
self.cars.append(plant.Car(-40, y+20, i))
self.cars.append(plant.Car(-45, y+20, i))
# 更新函数每帧被调用,将鼠标事件传入给状态处理函数
def update(self, surface, current_time, mouse_pos, mouse_click):
@ -366,7 +365,7 @@ class Level(tool.State):
def choose(self, mouse_pos, mouse_click):
# 如果暂停
if self.show_game_menu:
self.pauseAndCheckLittleMenuOptions(mouse_pos, mouse_click)
self.pauseAndCheckMenuOptions(mouse_pos, mouse_click)
return
elif mouse_pos and mouse_click[0]:
@ -404,6 +403,7 @@ 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 +419,16 @@ 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,
inevitableZombieDict=self.map_data[c.INEVITABLE_ZOMBIE_DICT])
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 +458,9 @@ 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))
@ -544,7 +544,7 @@ class Level(tool.State):
# 音量+、-应当处于同一高度
self.sound_volume_minus_button_rect.y = self.sound_volume_plus_button_rect.y = 250
def pauseAndCheckLittleMenuOptions(self, mouse_pos, mouse_click):
def pauseAndCheckMenuOptions(self, mouse_pos, mouse_click):
# 设置暂停状态
self.pause = True
# 暂停播放音乐
@ -654,13 +654,9 @@ 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.pauseAndCheckLittleMenuOptions(mouse_pos, mouse_click)
self.pauseAndCheckMenuOptions(mouse_pos, mouse_click)
return
if self.map_data[c.SPAWN_ZOMBIES] == c.SPAWN_ZOMBIES_LIST:
@ -703,14 +699,13 @@ 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 +762,7 @@ 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 +920,8 @@ 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 +1013,13 @@ 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
@ -1078,11 +1075,20 @@ class Level(tool.State):
# 在生效状态下忽略啃食碰撞但其他状况下不能忽略的情形
elif plant.name in c.SKIP_ZOMBIE_COLLISION_CHECK_WHEN_WORKING:
if not plant.start_boom:
attackable_common_plants.append(plant)
attackable_common_plants.append(plant)
else:
if attackable_common_plants:
# 默认为最右侧的一个植物
target_plant = max(attackable_common_plants, key=lambda i: i.rect.x)
map_x, map_y = self.map.getMapIndex(target_plant.rect.centerx, target_plant.rect.centery)
if not (map_x >= self.map.width or map_y >= self.map.height):
if c.PUMPKINHEAD in self.map.map[map_y][map_x][c.MAP_PLANT]:
for actual_target_plant in self.plant_groups[i]:
# 检测同一格的其他植物
if self.map.getMapIndex(actual_target_plant.rect.centerx, actual_target_plant.rect.bottom) == (map_x, map_y):
if actual_target_plant.name == c.PUMPKINHEAD:
target_plant = actual_target_plant
break
elif attackable_backup_plants:
target_plant = max(attackable_backup_plants, key=lambda i: i.rect.x)
map_x, map_y = self.map.getMapIndex(target_plant.rect.centerx, target_plant.rect.centery)
@ -1105,7 +1111,10 @@ 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
c.SOUND_BOWLING_IMPACT.play()
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 +1132,18 @@ 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
c.SOUND_BOWLING_IMPACT.play()
elif zombie.target_y_change:
# 大蒜作用正在生效的僵尸不进行传递
continue
@ -1177,9 +1189,11 @@ class Level(tool.State):
for i in range(len(self.cars)):
if self.cars[i]:
for zombie in self.zombie_groups[i]:
if zombie and zombie.state != c.DIE and (not zombie.losthead) and (zombie.rect.centerx <= 0):
if (zombie and zombie.state != c.DIE and (not zombie.losthead)
and (pg.sprite.collide_mask(zombie, self.cars[i]))):
self.cars[i].setWalk()
if zombie.rect.centerx <= self.cars[i].rect.x:
if (pg.sprite.collide_mask(zombie, self.cars[i]) or
self.cars[i].rect.x <= zombie.rect.right <= self.cars[i].rect.right):
zombie.health = 0
if self.cars[i].dead:
self.cars[i] = None
@ -1193,7 +1207,7 @@ 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()
@ -1204,7 +1218,7 @@ 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()
@ -1283,7 +1297,7 @@ 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]:
@ -1400,7 +1414,6 @@ class Level(tool.State):
for i in range(self.map_y_len):
for zombie in self.zombie_groups[i]:
if zombie.rect.right < -20 and (not zombie.losthead) and (zombie.state != c.DIE):
print(zombie.rect.right, zombie.losthead, zombie.state,zombie.name)
return True
return False
@ -1488,13 +1501,13 @@ class Level(tool.State):
# 填充的进度条信息
# 常数为拟合值
filledBarRect = (self.level_progress_zombie_head_image_rect.x + 3, self.level_progress_bar_image_rect.y + 6, int((150 * self.wave_num) / (self.map_data[c.NUM_FLAGS] * 10)) + 5, 9)
filled_bar_rect = (self.level_progress_zombie_head_image_rect.x + 3, self.level_progress_bar_image_rect.y + 6, int((150 * self.wave_num) / (self.map_data[c.NUM_FLAGS] * 10)) + 5, 9)
# 画填充的进度条
pg.draw.rect(surface, c.YELLOWGREEN, filledBarRect)
pg.draw.rect(surface, c.YELLOWGREEN, filled_bar_rect)
# 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
@ -1534,14 +1547,6 @@ class Level(tool.State):
self.showAllContentOfMenu(surface)
# 以后可能需要插入一个预备的状态(预览显示僵尸、返回战场)
elif self.state == c.PLAY:
if self.has_shovel:
# 画铲子
surface.blit(self.shovel_box, self.shovel_box_rect)
surface.blit(self.shovel, self.shovel_rect)
# 画小菜单
surface.blit(self.little_menu, self.little_menu_rect)
self.menubar.draw(surface)
for i in range(self.map_y_len):
self.plant_groups[i].draw(surface)
self.zombie_groups[i].draw(surface)
@ -1551,6 +1556,19 @@ class Level(tool.State):
if self.cars[i]:
self.cars[i].draw(surface)
self.head_group.draw(surface)
# 浓雾模式的雾
#if self.background_type == c.BACKGROUND_FOG:
# pg.draw.rect(surface, c.LIGHTGRAY, (400, 0, 400, 600))
if self.has_shovel:
# 画铲子
surface.blit(self.shovel_box, self.shovel_box_rect)
surface.blit(self.shovel, self.shovel_rect)
# 画小菜单
surface.blit(self.little_menu, self.little_menu_rect)
self.menubar.draw(surface)
self.sun_group.draw(surface)
if self.drag_plant:

View File

@ -223,6 +223,7 @@ class HelpScreen(tool.State):
self.setupImage()
pg.display.set_caption("pypvz: 帮助")
pg.mixer.music.stop()
c.SOUND_HELP_SCREEN.play()
def setupImage(self):
# 主体