用很粗略的方式实现撑杆跳僵尸

This commit is contained in:
星外之神 2022-05-10 21:58:21 +08:00
parent 235b467205
commit fc89acd3a1
6 changed files with 52 additions and 17 deletions

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@ -5,7 +5,7 @@
**本项目为个人python语言学习的练习项目仅供个人学习和研究使用不得用于其他用途。如果这个游戏侵犯了版权请联系我删除** **本项目为个人python语言学习的练习项目仅供个人学习和研究使用不得用于其他用途。如果这个游戏侵犯了版权请联系我删除**
* 已有的植物:向日葵,豌豆射手,坚果墙,寒冰射手,樱桃炸弹,双发射手,三线射手,大嘴花,小喷菇,土豆雷,地刺,胆小菇,倭瓜,火爆辣椒,阳光菇,寒冰菇,魅惑菇,火炬树桩,睡莲,杨桃,咖啡豆,海蘑菇,高坚果,缠绕水草,毁灭菇,墓碑吞噬者,大喷菇 * 已有的植物:向日葵,豌豆射手,坚果墙,寒冰射手,樱桃炸弹,双发射手,三线射手,大嘴花,小喷菇,土豆雷,地刺,胆小菇,倭瓜,火爆辣椒,阳光菇,寒冰菇,魅惑菇,火炬树桩,睡莲,杨桃,咖啡豆,海蘑菇,高坚果,缠绕水草,毁灭菇,墓碑吞噬者,大喷菇
* 已有的僵尸:普通僵尸,旗帜僵尸,路障僵尸,铁桶僵尸,读报僵尸,橄榄球僵尸,鸭子救生圈僵尸,铁门僵尸 * 已有的僵尸:普通僵尸,旗帜僵尸,路障僵尸,铁桶僵尸,读报僵尸,橄榄球僵尸,鸭子救生圈僵尸,铁门僵尸,撑杆跳僵尸
* 使用 JSON 文件记录关卡信息数据 * 使用 JSON 文件记录关卡信息数据
* 支持选择植物卡片 * 支持选择植物卡片
* 支持白昼模式,夜晚模式,泳池模式,传送带模式和坚果保龄球模式 * 支持白昼模式,夜晚模式,泳池模式,传送带模式和坚果保龄球模式

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@ -3,6 +3,6 @@
"init_sun_value":50, "init_sun_value":50,
"shovel":1, "shovel":1,
"spawn_zombies":"auto", "spawn_zombies":"auto",
"included_zombies":["Zombie", "ConeheadZombie"], "included_zombies":["Zombie", "ConeheadZombie", "PoleVaultingZombie"],
"num_flags":3 "num_flags":3
} }

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@ -237,8 +237,6 @@ class Plant(pg.sprite.Sprite):
self.hit_timer = 0 self.hit_timer = 0
# 被铲子指向时间 # 被铲子指向时间
self.highlightTime = 0 self.highlightTime = 0
# 是否能被越过
self.skipable = True
def loadFrames(self, frames, name, scale, color=c.BLACK): def loadFrames(self, frames, name, scale, color=c.BLACK):
frame_list = tool.GFX[name] frame_list = tool.GFX[name]
@ -1362,8 +1360,6 @@ class TallNut(Plant):
self.load_images() self.load_images()
self.cracked1 = False self.cracked1 = False
self.cracked2 = False self.cracked2 = False
# 高坚果不能被撑杆跳僵尸和海豚骑士僵尸跳过,虽然目前还没有引入撑杆跳僵尸和海豚骑士僵尸
self.skipable = False
def load_images(self): def load_images(self):
self.cracked1_frames = [] self.cracked1_frames = []

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@ -851,6 +851,7 @@ class PoleVaultingZombie(Zombie):
Zombie.__init__(self, x, y, c.POLE_VAULTING_ZOMBIE, head_group=head_group) Zombie.__init__(self, x, y, c.POLE_VAULTING_ZOMBIE, head_group=head_group)
self.speed = 1.88 self.speed = 1.88
self.jumped = False self.jumped = False
self.jumping = False
def loadImages(self): def loadImages(self):
self.walk_frames = [] self.walk_frames = []
@ -859,29 +860,62 @@ class PoleVaultingZombie(Zombie):
self.losthead_attack_frames = [] self.losthead_attack_frames = []
self.die_frames = [] self.die_frames = []
self.boomdie_frames = [] self.boomdie_frames = []
self.walk_after_jump_frames = [] self.walk_before_jump_frames = []
self.jump_frames = [] self.jump_frames = []
walk_name = self.name walk_name = self.name + 'WalkAfterJump'
attack_name = self.name + 'Attack' attack_name = self.name + 'Attack'
losthead_walk_name = self.name + 'LostHead' losthead_walk_name = self.name + 'LostHead'
losthead_attack_name = self.name + 'LostHeadAttack' losthead_attack_name = self.name + 'LostHeadAttack'
die_name = self.name + 'Die' die_name = self.name + 'Die'
boomdie_name = c.BOOMDIE boomdie_name = c.BOOMDIE
walk_after_jump_name = self.name + 'WalkAfterJump' walk_before_jump_name = self.name
jump_name = self.name + 'Jump' jump_name = self.name + 'Jump'
frame_list = [self.walk_frames, self.attack_frames, self.losthead_walk_frames, frame_list = [self.walk_frames, self.attack_frames, self.losthead_walk_frames,
self.losthead_attack_frames, self.die_frames, self.boomdie_frames, self.losthead_attack_frames, self.die_frames, self.boomdie_frames,
self.walk_after_jump_frames, self.jump_frames] self.walk_before_jump_frames, self.jump_frames]
name_list = [walk_name, attack_name, losthead_walk_name, name_list = [walk_name, attack_name, losthead_walk_name,
losthead_attack_name, die_name, boomdie_name, losthead_attack_name, die_name, boomdie_name,
walk_after_jump_name, jump_name] walk_before_jump_name, jump_name]
for i, name in enumerate(name_list): for i, name in enumerate(name_list):
self.loadFrames(frame_list[i], name) self.loadFrames(frame_list[i], name)
self.frames = self.walk_frames self.frames = self.walk_before_jump_frames
def setJump(self): def setJump(self, successfullyJumped):
self.changeFrames(self.jump_frames) if not self.jumping:
self.jumping = True
self.changeFrames(self.jump_frames)
self.successfullyJumped = successfullyJumped
def animation(self):
if self.state == c.FREEZE:
self.image.set_alpha(192)
return
if (self.current_time - self.animate_timer) > (self.animate_interval * self.getTimeRatio()):
self.frame_index += 1
if self.jumping and (not self.jumped):
self.rect.x -= 5
if self.frame_index >= self.frame_num:
if self.state == c.DIE:
self.kill()
return
self.frame_index = 0
if self.jumping and (not self.jumped):
self.changeFrames(self.walk_frames)
if self.successfullyJumped:
self.rect.x -= c.GRID_X_SIZE * 1.3
self.jumped = True
self.speed = 1.04
self.animate_timer = self.current_time
self.image = self.frames[self.frame_index]
if self.is_hypno:
self.image = pg.transform.flip(self.image, True, False)
if (self.current_time - self.hit_timer) >= 200:
self.image.set_alpha(255)
else:
self.image.set_alpha(192)

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@ -166,7 +166,7 @@ PANEL_Y_INTERNAL = 73
PANEL_X_INTERNAL = 53 PANEL_X_INTERNAL = 53
BAR_CARD_X_INTERNAL = 51 BAR_CARD_X_INTERNAL = 51
CARD_MAX_NUM = 10 # 这里以后可以增加解锁功能从最初的6格逐渐解锁到10格 CARD_MAX_NUM = 10 # 这里以后可以增加解锁功能从最初的6格逐渐解锁到10格
CARD_LIST_NUM = CARD_MAX_NUM CARD_LIST_NUM = 0#CARD_MAX_NUM
# 所选植物信息索引 # 所选植物信息索引
PLANT_NAME_INDEX = 0 PLANT_NAME_INDEX = 0

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@ -418,6 +418,7 @@ class Level(tool.State):
c.CONEHEAD_DUCKY_TUBE_ZOMBIE:(2, 0), # 作为变种,不主动生成 c.CONEHEAD_DUCKY_TUBE_ZOMBIE:(2, 0), # 作为变种,不主动生成
c.BUCKETHEAD_DUCKY_TUBE_ZOMBIE:(4, 0), # 作为变种,不主动生成 c.BUCKETHEAD_DUCKY_TUBE_ZOMBIE:(4, 0), # 作为变种,不主动生成
c.SCREEN_DOOR_ZOMBIE:(4, 3500), c.SCREEN_DOOR_ZOMBIE:(4, 3500),
c.POLE_VAULTING_ZOMBIE:(2, 2000),
} }
# 将僵尸与水上变种对应 # 将僵尸与水上变种对应
self.convertZombieInPool = {c.NORMAL_ZOMBIE:c.DUCKY_TUBE_ZOMBIE, self.convertZombieInPool = {c.NORMAL_ZOMBIE:c.DUCKY_TUBE_ZOMBIE,
@ -1067,8 +1068,12 @@ class Level(tool.State):
if targetPlant: if targetPlant:
# 撑杆跳的特殊情况 # 撑杆跳的特殊情况
if zombie.name == c.POLE_VAULTING_ZOMBIE and (not zombie.jumped): if zombie.name in {c.POLE_VAULTING_ZOMBIE} and (not zombie.jumped):
zombie.setJump() map_x, map_y = self.map.getMapIndex(targetPlant.rect.centerx, targetPlant.rect.bottom)
if c.TALLNUT in self.map.map[map_y][map_x][c.MAP_PLANT]:
zombie.setJump(False)
else:
zombie.setJump(True)
continue continue
if targetPlant.name == c.WALLNUTBOWLING: if targetPlant.name == c.WALLNUTBOWLING: