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@ -6,6 +6,9 @@ concurrency:
on:
pull_request:
push:
branches:
- dev
jobs:
windows:
@ -14,7 +17,8 @@ jobs:
fail-fast: false
matrix:
python_version:
- "3.12"
- "3.11"
- "3.10"
name: Windows Python ${{ matrix.python_version }}
steps:
- uses: actions/checkout@v2
@ -46,7 +50,6 @@ jobs:
-i ./pypvz.ico
- name: Release the version built by pyinstaller
if: github.event.pull_request.head.repo.full_name == github.repository
uses: ncipollo/release-action@v1
with:
allowUpdates: true
@ -68,17 +71,17 @@ jobs:
--show-memory `
--output-dir=out `
--windows-icon-from-ico=pypvz.ico `
--include-data-dir=resources=resources `
--include-data-file=c:\hostedtoolcache\windows\python\${{ matrix.python_version }}*\x64\lib\site-packages\pygame\libogg-0.dll=libogg-0.dll `
--include-data-file=c:\hostedtoolcache\windows\python\${{ matrix.python_version }}*\x64\lib\site-packages\pygame\libopus-0.dll=libopus-0.dll `
--include-data-file=c:\hostedtoolcache\windows\python\${{ matrix.python_version }}*\x64\lib\site-packages\pygame\libopusfile-0.dll=libopusfile-0.dll `
--include-data-file=c:\hostedtoolcache\windows\python\${{ matrix.python_version }}*\x64\lib\site-packages\pygame\libjpeg-9.dll=libjpeg-9.dll `
--include-data-dir=resources=resources `
--include-data-file=c:\hostedtoolcache\windows\python\${{ matrix.python_version }}*\x64\lib\site-packages\pygame\libvorbisfile-3.dll=libvorbisfile-3.dll `
--include-data-file=c:\hostedtoolcache\windows\python\${{ matrix.python_version }}*\x64\lib\site-packages\pygame\libvorbis-0.dll=libvorbis-0.dll `
--windows-disable-console `
-o pypvz-with-python${{ matrix.python_version }}-nuitka-windows-x64.exe `
-o ./out/pypvz-with-python${{ matrix.python_version }}-nuitka-windows-x64.exe `
pypvz.py
- name: Release the version built by nuitka
if: github.event.pull_request.head.repo.full_name == github.repository
uses: ncipollo/release-action@v1
with:
allowUpdates: true
@ -93,7 +96,8 @@ jobs:
fail-fast: false
matrix:
python_version:
- "3.12"
- "3.10"
- "3.11"
name: Ubuntu Python ${{ matrix.python_version }}
steps:
- name: 🛎️ Checkout
@ -133,7 +137,6 @@ jobs:
pypvz.py
- name: Release the version built by nuitka
if: github.event.pull_request.head.repo.full_name == github.repository
uses: ncipollo/release-action@v1
with:
allowUpdates: true

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@ -16,7 +16,8 @@ jobs:
fail-fast: false
matrix:
python_version:
- "3.12"
- "3.11"
- "3.10"
name: Windows Python ${{ matrix.python_version }}
steps:
- uses: actions/checkout@v2
@ -69,13 +70,14 @@ jobs:
--show-memory `
--output-dir=out `
--windows-icon-from-ico=pypvz.ico `
--include-data-dir=resources=resources `
--include-data-file=c:\hostedtoolcache\windows\python\${{ matrix.python_version }}*\x64\lib\site-packages\pygame\libogg-0.dll=libogg-0.dll `
--include-data-file=c:\hostedtoolcache\windows\python\${{ matrix.python_version }}*\x64\lib\site-packages\pygame\libopus-0.dll=libopus-0.dll `
--include-data-file=c:\hostedtoolcache\windows\python\${{ matrix.python_version }}*\x64\lib\site-packages\pygame\libopusfile-0.dll=libopusfile-0.dll `
--include-data-file=c:\hostedtoolcache\windows\python\${{ matrix.python_version }}*\x64\lib\site-packages\pygame\libjpeg-9.dll=libjpeg-9.dll `
--include-data-dir=resources=resources `
--include-data-file=c:\hostedtoolcache\windows\python\${{ matrix.python_version }}*\x64\lib\site-packages\pygame\libvorbisfile-3.dll=libvorbisfile-3.dll `
--include-data-file=c:\hostedtoolcache\windows\python\${{ matrix.python_version }}*\x64\lib\site-packages\pygame\libvorbis-0.dll=libvorbis-0.dll `
--windows-disable-console `
-o pypvz-with-python${{ matrix.python_version }}-nuitka-windows-x64.exe `
-o ./out/pypvz-with-python${{ matrix.python_version }}-nuitka-windows-x64.exe `
pypvz.py
@ -93,7 +95,8 @@ jobs:
fail-fast: false
matrix:
python_version:
- "3.12"
- "3.10"
- "3.11"
name: Ubuntu Python ${{ matrix.python_version }}
steps:
- name: 🛎️ Checkout

4
.gitignore vendored
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@ -4,11 +4,7 @@ test-build/
release/
# 忽略调试内容
.vscode/
# 忽略 Pycharm 项目文件
.idea/
__pycache__/
*/__pycache__/
# 忽略测试文件
test*.py
# uv 管理的虚拟环境
.venv

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@ -1 +0,0 @@
3.12

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@ -22,14 +22,14 @@
* 夜晚模式支持墓碑以及从墓碑生成僵尸
* 含有泳池的模式支持在最后一波时从泳池中自动冒出僵尸
* 支持保存进度
* Windows下默认进度文件的保存路径为`~\AppData\Roaming\pypvz\userdata.json`
* 其他操作系统为`~/.config/pypvz/userdata.json`
* Windows下默认进度文件的保存路径为`~\AppData\Roaming\wszqkzqk.dev\pypvz\userdata.json`
* 其他操作系统为`~/.config/wszqkzqk.dev/pypvz/userdata.json`
* 存档为JSON文件如果出现因存档损坏而造成程序无法启动可以手动编辑修复或者删除该文件重试
* 0.8.12.0版本后理论上不可能因为存档损坏而无法启动,如果有,请在[issues](https://github.com/wszqkzqk/pypvz/issues)中报告bug
* 仍然有可能因为升级后变量名不同而丢失存档的进度信息,这种情况手动编辑恢复即可
* 支持错误日志记录
* Windows下默认日志文件的保存路径为`~\AppData\Roaming\pypvz\run.log`
* 其他操作系统为`~/.config/pypvz/run.log`
* Windows下默认日志文件的保存路径为`~\AppData\Roaming\wszqkzqk.dev\pypvz\run.log`
* 其他操作系统为`~/.config/wszqkzqk.dev/pypvz/run.log`
* 支持自定义游戏速度倍率
* 保存在游戏存档文件中,可以通过修改`game rate`值更改速度倍率
* 游戏完成成就显示
@ -38,17 +38,7 @@
* 光标移动到向日葵奖杯上是显示当前各个模式通关次数
* 含有游戏帮助界面 QwQ
## 环境安装
建议使用 [uv](https://docs.astral.sh/uv/) 安装依赖:
```bash
git clone https://github.com/wszqkzqk/pypvz.git
cd pypvz
uv sync
```
或者参考:
## 环境要求
* `Python3` (建议 >= 3.10,最好使用最新版)
* `Python-Pygame` (建议 >= 2.0,最好使用最新版)
@ -84,14 +74,10 @@ python pypvz.py
- 均仅支持64位操作系统
- 不依赖python、pygame等外部环境开箱即用
### 使用Linux可执行文件
由于Linux几乎都标配了Python环境因此本程序不太重视Linux下可执行的单文件的维护因此没有手动构建版只能下载自动构建的软件包。可以在仓库的[`Releases`](https://github.com/wszqkzqk/pypvz/releases)页面中[下载最新版(点击跳转)](https://github.com/wszqkzqk/pypvz/releases/latest)。
## 方法
* 使用鼠标收集阳光,种植植物
* 对于已经存在存档的用户,可以在`~\AppData\Roaming\pypvz\userdata.json`Windows`~/.config/pypvz/userdata.json`(其他操作系统)中修改当前关卡:
* 对于已经存在存档的用户,可以在`~\AppData\Roaming\wszqkzqk.dev\pypvz\userdata.json`Windows`~/.config/wszqkzqk.dev/pypvz/userdata.json`(其他操作系统)中修改当前关卡:
* 冒险模式:
* 白昼模式——单行草皮1
* 白昼模式——三行草皮2
@ -305,34 +291,34 @@ pyinstaller -F pypvz.py `
## 截屏
![截屏1](/screenshots/screenshot-1.webp)
![截屏2](/screenshots/screenshot-2.webp)
![截屏3](/screenshots/screenshot-3.webp)
![截屏4](/screenshots/screenshot-4.webp)
![截屏5](/screenshots/screenshot-5.webp)
![截屏6](/screenshots/screenshot-6.webp)
![截屏7](/screenshots/screenshot-7.webp)
![截屏8](/screenshots/screenshot-8.webp)
![截屏9](/screenshots/screenshot-9.webp)
![截屏10](/screenshots/screenshot-10.webp)
![截屏11](/screenshots/screenshot-11.webp)
![截屏12](/screenshots/screenshot-12.webp)
![截屏13](/screenshots/screenshot-13.webp)
![截屏14](/screenshots/screenshot-14.webp)
![截屏15](/screenshots/screenshot-15.webp)
![截屏16](/screenshots/screenshot-16.webp)
![截屏17](/screenshots/screenshot-17.webp)
![截屏18](/screenshots/screenshot-18.webp)
![截屏19](/screenshots/screenshot-19.webp)
![截屏20](/screenshots/screenshot-20.webp)
![截屏21](/screenshots/screenshot-21.webp)
![截屏22](/screenshots/screenshot-22.webp)
![截屏23](/screenshots/screenshot-23.webp)
![截屏1](/demo/demo1.webp)
![截屏2](/demo/demo2.webp)
![截屏3](/demo/demo3.webp)
![截屏4](/demo/demo4.webp)
![截屏5](/demo/demo5.webp)
![截屏6](/demo/demo6.webp)
![截屏7](/demo/demo7.webp)
![截屏8](/demo/demo8.webp)
![截屏9](/demo/demo9.webp)
![截屏10](/demo/demo10.webp)
![截屏11](/demo/demo11.webp)
![截屏12](/demo/demo12.webp)
![截屏13](/demo/demo13.webp)
![截屏14](/demo/demo14.webp)
![截屏15](/demo/demo15.webp)
![截屏16](/demo/demo16.webp)
![截屏17](/demo/demo17.webp)
![截屏18](/demo/demo18.webp)
![截屏19](/demo/demo19.webp)
![截屏20](/demo/demo20.webp)
![截屏21](/demo/demo21.webp)
![截屏22](/demo/demo22.webp)
![截屏23](/demo/demo23.webp)
## 关于日志与反馈
对于闪退情况Linux用户与Windows下的python源代码运行用户可以直接在终端中复制出崩溃日志进行反馈。
Windows单文件封装版本无法通过终端显示日志需要在日志文件中寻找崩溃原因
* Windows默认日志文件路径为`~\AppData\Roaming\pypvz\run.log`
* 其他操作系统为`~/.config/pypvz/run.log`,但一般可以在终端中显示时用终端中的输出即可
* Windows默认日志文件路径为`~\AppData\Roaming\wszqkzqk.dev\pypvz\run.log`
* 其他操作系统为`~/.config/wszqkzqk.dev/pypvz/run.log`,但一般可以在终端中显示时用终端中的输出即可

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@ -1,12 +0,0 @@
[project]
name = "pypvz"
version = "0.1.0"
description = "Add your description here"
readme = "README.md"
requires-python = ">=3.12"
dependencies = [
"blue>=0.9.1",
"pygame>=2.6.1",
"setuptools>=80.9.0",
"wheel>=0.45.1",
]

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@ -1,30 +1,24 @@
#!/usr/bin/env python
import logging
import os
import traceback
from logging.handlers import RotatingFileHandler
import os
import pygame as pg
from logging.handlers import RotatingFileHandler
# 由于在后续本地模块中存在对pygame的调用在此处必须完成pygame的初始化
os.environ[
'SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR'
] = '0' # 设置临时环境变量以避免Linux下禁用x11合成器
os.environ["SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"]="0" # 设置临时环境变量以避免Linux下禁用x11合成器
pg.init()
from source import constants as c
from source import tool
from source.state import level, mainmenu, screen
from source import constants as c
from source.state import mainmenu, screen, level
if __name__ == '__main__':
if __name__ == "__main__":
# 日志设置
if not os.path.exists(os.path.dirname(c.USERLOG_PATH)):
os.makedirs(os.path.dirname(c.USERLOG_PATH))
logger = logging.getLogger('main')
formatter = logging.Formatter('%(asctime)s - %(levelname)s: %(message)s')
fileHandler = RotatingFileHandler(
c.USERLOG_PATH, 'a', 1_000_000, 0, 'utf-8'
)
logger = logging.getLogger("main")
formatter = logging.Formatter("%(asctime)s - %(levelname)s: %(message)s")
fileHandler = RotatingFileHandler(c.USERLOG_PATH, "a", 1_000_000, 0, "utf-8")
# 设置日志文件权限Unix为644Windows为可读写Python的os.chmod与Unix chmod相同但要显式说明8进制
os.chmod(c.USERLOG_PATH, 0o644)
fileHandler.setFormatter(formatter)
@ -36,8 +30,7 @@ if __name__ == '__main__':
try:
# 控制状态机运行
game = tool.Control()
state_dict = {
c.MAIN_MENU: mainmenu.Menu(),
state_dict = { c.MAIN_MENU: mainmenu.Menu(),
c.GAME_VICTORY: screen.GameVictoryScreen(),
c.GAME_LOSE: screen.GameLoseScreen(),
c.LEVEL: level.Level(),
@ -48,4 +41,4 @@ if __name__ == '__main__':
game.run()
except:
print() # 将日志输出与上文内容分隔开,增加可读性
logger.error(f'\n{traceback.format_exc()}')
logger.error(f"\n{traceback.format_exc()}")

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@ -1,21 +1,16 @@
import random
from .. import constants as c
# 记录植物种植情况的地图管理工具
class Map:
def __init__(self, background_type: int):
class Map():
def __init__(self, background_type):
self.background_type = background_type
# 注意从0开始编号
if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
self.width = c.GRID_POOL_X_LEN
self.height = c.GRID_POOL_Y_LEN
self.grid_height_size = c.GRID_POOL_Y_SIZE
self.map = [
[
self.initMapGrid(c.MAP_WATER)
if 2 <= y <= 3
self.map = [ [self.initMapGrid(c.MAP_WATER) if 2 <= y <= 3
else self.initMapGrid(c.MAP_GRASS)
for x in range(self.width)
]
@ -25,18 +20,16 @@ class Map:
self.width = c.GRID_ROOF_X_LEN
self.height = c.GRID_ROOF_Y_LEN
self.grid_height_size = c.GRID_ROOF_Y_SIZE
self.map = [
[self.initMapGrid(c.MAP_TILE) for x in range(self.width)]
self.map = [ [self.initMapGrid(c.MAP_TILE)
for x in range(self.width)
]
for y in range(self.height)
]
elif self.background_type == c.BACKGROUND_SINGLE:
self.width = c.GRID_X_LEN
self.height = c.GRID_Y_LEN
self.grid_height_size = c.GRID_Y_SIZE
self.map = [
[
self.initMapGrid(c.MAP_GRASS)
if y == 2
self.map = [ [self.initMapGrid(c.MAP_GRASS) if y ==2
else self.initMapGrid(c.MAP_UNAVAILABLE)
for x in range(self.width)
]
@ -46,10 +39,7 @@ class Map:
self.width = c.GRID_X_LEN
self.height = c.GRID_Y_LEN
self.grid_height_size = c.GRID_Y_SIZE
self.map = [
[
self.initMapGrid(c.MAP_GRASS)
if 1 <= y <= 3
self.map = [ [self.initMapGrid(c.MAP_GRASS) if 1 <= y <= 3
else self.initMapGrid(c.MAP_UNAVAILABLE)
for x in range(self.width)
]
@ -59,66 +49,54 @@ class Map:
self.width = c.GRID_X_LEN
self.height = c.GRID_Y_LEN
self.grid_height_size = c.GRID_Y_SIZE
self.map = [
[self.initMapGrid(c.MAP_GRASS) for x in range(self.width)]
self.map = [ [self.initMapGrid(c.MAP_GRASS)
for x in range(self.width)
]
for y in range(self.height)
]
def isValid(self, map_x: int, map_y: int) -> bool:
if (0 <= map_x < self.width) and (0 <= map_y < self.height):
def isValid(self, map_x, map_y):
if ((0 <= map_x < self.width)
and (0 <= map_y < self.height)):
return True
return False
# 地图单元格状态
# 注意是可变对象,不能直接引用
# 由于同一格显然不可能种两个相同的植物,所以用集合
def initMapGrid(self, plot_type: str) -> set:
return {
c.MAP_PLANT: set(),
c.MAP_SLEEP: False,
c.MAP_PLOT_TYPE: plot_type,
}
def initMapGrid(self, plot_type):
return {c.MAP_PLANT:set(), c.MAP_SLEEP:False, c.MAP_PLOT_TYPE:plot_type}
# 判断位置是否可用
# 暂时没有写紫卡植物的判断方法
# 由于紫卡植物需要移除以前的植物,所以可用另外定义一个函数
def isAvailable(self, map_x: int, map_y: int, plant_name: str) -> bool:
def isAvailable(self, map_x, map_y, plant_name):
# 咖啡豆和墓碑吞噬者的判别最为特殊
if plant_name == c.COFFEEBEAN:
if self.map[map_y][map_x][c.MAP_SLEEP] and (
plant_name not in self.map[map_y][map_x][c.MAP_PLANT]
):
if (self.map[map_y][map_x][c.MAP_SLEEP]
and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])):
return True
else:
return False
if plant_name == c.GRAVEBUSTER:
if c.GRAVE in self.map[map_y][map_x][c.MAP_PLANT] and (
plant_name not in self.map[map_y][map_x][c.MAP_PLANT]
):
if (c.GRAVE in self.map[map_y][map_x][c.MAP_PLANT]
and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])):
return True
else:
return False
# 被非植物障碍占据的格子对于一般植物不可种植
if any(
(i in c.NON_PLANT_OBJECTS)
for i in self.map[map_y][map_x][c.MAP_PLANT]
):
if any((i in c.NON_PLANT_OBJECTS) for i in self.map[map_y][map_x][c.MAP_PLANT]):
return False
if self.map[map_y][map_x][c.MAP_PLOT_TYPE] == c.MAP_GRASS: # 草地
# 首先需要判断植物是否是水生植物,水生植物不能种植在陆地上
if plant_name not in c.WATER_PLANTS:
if not self.map[map_y][map_x][c.MAP_PLANT]: # 没有植物肯定可以种植
return True
elif all(
(i in {'花盆(未实现)', c.PUMPKINHEAD})
for i in self.map[map_y][map_x][c.MAP_PLANT]
) and (
plant_name not in self.map[map_y][map_x][c.MAP_PLANT]
): # 例外植物:集合中填花盆和南瓜头,只要这里没有这种植物就能种植
elif (all((i in {"花盆(未实现)", c.PUMPKINHEAD}) for i in self.map[map_y][map_x][c.MAP_PLANT])
and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])): # 例外植物:集合中填花盆和南瓜头,只要这里没有这种植物就能种植
return True
elif (plant_name == c.PUMPKINHEAD) and (
c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT]
): # 没有南瓜头就能种南瓜头
elif ((plant_name == c.PUMPKINHEAD)
and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])): # 没有南瓜头就能种南瓜头
return True
else:
return False
@ -127,25 +105,19 @@ class Map:
elif self.map[map_y][map_x][c.MAP_PLOT_TYPE] == c.MAP_TILE: # 屋顶
# 首先需要判断植物是否是水生植物,水生植物不能种植在陆地上
if plant_name not in c.WATER_PLANTS:
if '花盆(未实现)' in self.map[map_y][map_x][c.MAP_PLANT]:
if all(
(i in {'花盆(未实现)', c.PUMPKINHEAD})
for i in self.map[map_y][map_x][c.MAP_PLANT]
) and (
plant_name not in self.map[map_y][map_x][c.MAP_PLANT]
): # 例外植物:集合中填花盆和南瓜头,只要这里没有这种植物就能种植
if "花盆(未实现)" in self.map[map_y][map_x][c.MAP_PLANT]:
if (all((i in {"花盆(未实现)", c.PUMPKINHEAD}) for i in self.map[map_y][map_x][c.MAP_PLANT])
and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])): # 例外植物:集合中填花盆和南瓜头,只要这里没有这种植物就能种植
if plant_name in {c.SPIKEWEED}: # 不能在花盆上种植的植物
return False
else:
return True
elif (plant_name == c.PUMPKINHEAD) and (
c.PUMPKINHEAD
not in self.map[map_y][map_x][c.MAP_PLANT]
): # 有花盆且没有南瓜头就能种南瓜头
elif ((plant_name == c.PUMPKINHEAD)
and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])): # 有花盆且没有南瓜头就能种南瓜头
return True
else:
return False
elif plant_name == '花盆(未实现)': # 这一格本来没有花盆而且新来的植物是花盆,可以种
elif plant_name == "花盆(未实现)": # 这一格本来没有花盆而且新来的植物是花盆,可以种
return True
else:
return False
@ -153,32 +125,20 @@ class Map:
return False
elif self.map[map_y][map_x][c.MAP_PLOT_TYPE] == c.MAP_WATER: # 水里
if plant_name in c.WATER_PLANTS: # 是水生植物
if not self.map[map_y][map_x][
c.MAP_PLANT
]: # 只有无植物时才能在水里种植水生植物
if not self.map[map_y][map_x][c.MAP_PLANT]: # 只有无植物时才能在水里种植水生植物
return True
else:
return False
else: # 非水生植物,依赖睡莲
if c.LILYPAD in self.map[map_y][map_x][c.MAP_PLANT]:
if all(
(i in {c.LILYPAD, c.PUMPKINHEAD})
for i in self.map[map_y][map_x][c.MAP_PLANT]
) and (
plant_name not in self.map[map_y][map_x][c.MAP_PLANT]
):
if plant_name in {
c.SPIKEWEED,
c.POTATOMINE,
'花盆(未实现)',
}: # 不能在睡莲上种植的植物
if (all((i in {c.LILYPAD, c.PUMPKINHEAD}) for i in self.map[map_y][map_x][c.MAP_PLANT])
and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])):
if plant_name in {c.SPIKEWEED, c.POTATOMINE, "花盆(未实现)"}: # 不能在睡莲上种植的植物
return False
else:
return True
elif (plant_name == c.PUMPKINHEAD) and (
c.PUMPKINHEAD
not in self.map[map_y][map_x][c.MAP_PLANT]
): # 在睡莲上且没有南瓜头就能种南瓜头
elif ((plant_name == c.PUMPKINHEAD)
and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])): # 在睡莲上且没有南瓜头就能种南瓜头
return True
else:
return False
@ -187,7 +147,7 @@ class Map:
else: # 不可种植区域
return False
def getMapIndex(self, x: int, y: int) -> tuple[int, int]:
def getMapIndex(self, x, y):
if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
x -= c.MAP_POOL_OFFSET_X
y -= c.MAP_POOL_OFFSET_Y
@ -206,189 +166,153 @@ class Map:
y -= c.MAP_OFFSET_Y
return (x // c.GRID_X_SIZE, y // c.GRID_Y_SIZE)
def getMapGridPos(self, map_x: int, map_y: int) -> tuple[int, int]:
def getMapGridPos(self, map_x, map_y):
if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
return (
map_x * c.GRID_POOL_X_SIZE
+ c.GRID_POOL_X_SIZE // 2
+ c.MAP_POOL_OFFSET_X,
map_y * c.GRID_POOL_Y_SIZE
+ c.GRID_POOL_Y_SIZE // 5 * 3
+ c.MAP_POOL_OFFSET_Y,
)
return (map_x * c.GRID_POOL_X_SIZE + c.GRID_POOL_X_SIZE//2 + c.MAP_POOL_OFFSET_X,
map_y * c.GRID_POOL_Y_SIZE + c.GRID_POOL_Y_SIZE//5 * 3 + c.MAP_POOL_OFFSET_Y)
elif self.background_type in c.ON_ROOF_BACKGROUNDS:
return (
map_x * c.GRID_ROOF_X_SIZE
+ c.GRID_ROOF_X_SIZE // 2
+ c.MAP_ROOF_OFFSET_X,
map_y * c.GRID_ROOF_Y_SIZE
+ 20 * max(0, (6 - map_y))
+ c.GRID_ROOF_Y_SIZE // 5 * 3
+ c.MAP_POOL_OFFSET_Y,
)
return (map_x * c.GRID_ROOF_X_SIZE + c.GRID_ROOF_X_SIZE//2 + c.MAP_ROOF_OFFSET_X,
map_y * c.GRID_ROOF_Y_SIZE + 20 * max(0, (6 - map_y)) + c.GRID_ROOF_Y_SIZE//5 * 3 + c.MAP_POOL_OFFSET_Y)
else:
return (
map_x * c.GRID_X_SIZE + c.GRID_X_SIZE // 2 + c.MAP_OFFSET_X,
map_y * c.GRID_Y_SIZE
+ c.GRID_Y_SIZE // 5 * 3
+ c.MAP_OFFSET_Y,
)
return (map_x * c.GRID_X_SIZE + c.GRID_X_SIZE//2 + c.MAP_OFFSET_X,
map_y * c.GRID_Y_SIZE + c.GRID_Y_SIZE//5 * 3 + c.MAP_OFFSET_Y)
def setMapGridType(self, map_x: int, map_y: int, plot_type: str):
def setMapGridType(self, map_x, map_y, plot_type):
self.map[map_y][map_x][c.MAP_PLOT_TYPE] = plot_type
def addMapPlant(
self, map_x: int, map_y: int, plant_name: int, sleep: bool = False
):
def addMapPlant(self, map_x, map_y, plant_name, sleep=False):
self.map[map_y][map_x][c.MAP_PLANT].add(plant_name)
self.map[map_y][map_x][c.MAP_SLEEP] = sleep
def removeMapPlant(self, map_x: int, map_y: int, plant_name: str):
def removeMapPlant(self, map_x, map_y, plant_name):
self.map[map_y][map_x][c.MAP_PLANT].discard(plant_name)
def getRandomMapIndex(self) -> tuple[int, int]:
def getRandomMapIndex(self):
map_x = random.randint(0, self.width-1)
map_y = random.randint(0, self.height-1)
return (map_x, map_y)
def checkPlantToSeed(
self, x: int, y: int, plant_name: str
) -> tuple[int, int]:
def checkPlantToSeed(self, x, y, plant_name):
pos = None
map_x, map_y = self.getMapIndex(x, y)
if self.isValid(map_x, map_y) and self.isAvailable(
map_x, map_y, plant_name
):
if self.isValid(map_x, map_y) and self.isAvailable(map_x, map_y, plant_name):
pos = self.getMapGridPos(map_x, map_y)
return pos
# 保存具体关卡地图信息常数
# 冒险模式地图
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.GAME_TITLE: "隐藏测试关卡",
c.INIT_SUN_NAME: 5000,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES: c.SPAWN_ZOMBIES_LIST,
c.ZOMBIE_LIST: (
{'time': 0, 'map_y': 5, 'name': 'Zomboni'},
{'time': 1000, 'map_y': 4, 'name': 'ScreenDoorZombie'},
{'time': 2000, 'map_y': 4, 'name': 'ScreenDoorZombie'},
{'time': 3100, 'map_y': 4, 'name': 'ScreenDoorZombie'},
{'time': 4500, 'map_y': 4, 'name': 'ScreenDoorZombie'},
{'time': 5000, 'map_y': 4, 'name': 'ScreenDoorZombie'},
{'time': 6000, 'map_y': 4, 'name': 'ScreenDoorZombie'},
{'time': 7000, 'map_y': 4, 'name': 'ScreenDoorZombie'},
{'time': 8000, 'map_y': 4, 'name': 'ScreenDoorZombie'},
{'time': 0, 'map_y': 1, 'name': 'NewspaperZombie'},
{'time': 0, 'map_y': 0, 'name': 'PoleVaultingZombie'},
{'time': 6000, 'map_y': 0, 'name': 'FootballZombie'},
{'time': 0, 'map_y': 3, 'name': 'ConeheadDuckyTubeZombie'},
{'time': 0, 'map_y': 2, 'name': 'SnorkelZombie'},
{'time': 90000, 'map_y': 2, 'name': 'ConeheadDuckyTubeZombie'},
),
c.ZOMBIE_LIST:[
{"time":0, "map_y":5, "name":"Zomboni"},
{"time":1000, "map_y":4, "name":"ScreenDoorZombie"},
{"time":2000, "map_y":4, "name":"ScreenDoorZombie"},
{"time":3100, "map_y":4, "name":"ScreenDoorZombie"},
{"time":4500, "map_y":4, "name":"ScreenDoorZombie"},
{"time":5000, "map_y":4, "name":"ScreenDoorZombie"},
{"time":6000, "map_y":4, "name":"ScreenDoorZombie"},
{"time":7000, "map_y":4, "name":"ScreenDoorZombie"},
{"time":8000, "map_y":4, "name":"ScreenDoorZombie"},
{"time":0, "map_y":1, "name":"NewspaperZombie"},
{"time":0, "map_y":0, "name":"PoleVaultingZombie"},
{"time":6000, "map_y":0, "name":"FootballZombie"},
{"time":0, "map_y":3, "name":"ConeheadDuckyTubeZombie"},
{"time":0, "map_y":2, "name":"SnorkelZombie"},
{"time":90000, "map_y":2, "name":"ConeheadDuckyTubeZombie"}
]
},
# 第1关单行草皮
{
c.BACKGROUND_TYPE: 7,
c.GAME_TITLE: '白天 1-1',
c.GAME_TITLE: "白天 1-1",
c.INIT_SUN_NAME: 150,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES:(c.NORMAL_ZOMBIE,),
c.NUM_FLAGS: 1,
c.NUM_FLAGS:1
},
# 第2关三行草皮
{
c.BACKGROUND_TYPE: 8,
c.GAME_TITLE: '白天 1-2',
c.GAME_TITLE: "白天 1-2",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES:(c.NORMAL_ZOMBIE,),
c.NUM_FLAGS: 1,
c.NUM_FLAGS:1
},
# 第3关
{
c.BACKGROUND_TYPE: 0,
c.GAME_TITLE: '白天 1-3',
c.GAME_TITLE: "白天 1-3",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES:(c.NORMAL_ZOMBIE,),
c.NUM_FLAGS: 2,
c.NUM_FLAGS:2
},
# 第4关
{
c.BACKGROUND_TYPE: 0,
c.GAME_TITLE: '白天 1-4',
c.GAME_TITLE: "白天 1-4",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: (
c.NORMAL_ZOMBIE,
c.CONEHEAD_ZOMBIE,
c.POLE_VAULTING_ZOMBIE,
),
c.NUM_FLAGS: 2,
c.INCLUDED_ZOMBIES: (c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE, c.POLE_VAULTING_ZOMBIE),
c.NUM_FLAGS:2
},
# 第5关 目前白天最后一关
{
c.BACKGROUND_TYPE: 0,
c.GAME_TITLE: '白天 1-5',
c.GAME_TITLE: "白天 1-5",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: (
c.NORMAL_ZOMBIE,
c.CONEHEAD_ZOMBIE,
c.POLE_VAULTING_ZOMBIE,
c.BUCKETHEAD_ZOMBIE,
),
c.NUM_FLAGS: 3,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE),
c.NUM_FLAGS:3
},
# 第6关 目前夜晚第一关
{
c.BACKGROUND_TYPE: 1,
c.GAME_TITLE: '黑夜 2-1',
c.GAME_TITLE: "黑夜 2-1",
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.NUM_FLAGS: 2,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE,
c.NEWSPAPER_ZOMBIE),
c.NUM_FLAGS:2
},
# 第7关
{
c.BACKGROUND_TYPE: 1,
c.GAME_TITLE: '黑夜 2-2',
c.GAME_TITLE: "黑夜 2-2",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: (
c.NORMAL_ZOMBIE,
c.SCREEN_DOOR_ZOMBIE,
),
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE,
c.SCREEN_DOOR_ZOMBIE,),
c.NUM_FLAGS: 2,
c.GRADE_GRAVES: 2,
},
# 第8关 目前为夜晚最后一关
{
c.BACKGROUND_TYPE: 1,
c.GAME_TITLE: '黑夜 2-3',
c.GAME_TITLE: "黑夜 2-3",
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.CONEHEAD_ZOMBIE,
c.BUCKETHEAD_ZOMBIE,
c.SCREEN_DOOR_ZOMBIE,
c.FOOTBALL_ZOMBIE,
),
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.NEWSPAPER_ZOMBIE,
c.CONEHEAD_ZOMBIE, c.BUCKETHEAD_ZOMBIE,
c.SCREEN_DOOR_ZOMBIE, c.FOOTBALL_ZOMBIE),
c.INEVITABLE_ZOMBIE_DICT: { # 这里改用python实现了以后键不再用字符串改用数字
# 仍然要注意字典值是元组
10: (c.NEWSPAPER_ZOMBIE,),
@ -401,224 +325,171 @@ 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.GAME_TITLE: "泳池 3-1",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: (
c.NORMAL_ZOMBIE,
c.BUCKETHEAD_ZOMBIE,
c.CONEHEAD_ZOMBIE,
),
c.NUM_FLAGS: 2,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.BUCKETHEAD_ZOMBIE,
c.CONEHEAD_ZOMBIE,),
c.NUM_FLAGS:2
},
# 第10关
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: '泳池 3-2',
c.GAME_TITLE: "泳池 3-2",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: (
c.NORMAL_ZOMBIE,
c.BUCKETHEAD_ZOMBIE,
c.CONEHEAD_ZOMBIE,
c.SNORKELZOMBIE,
),
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.BUCKETHEAD_ZOMBIE,
c.CONEHEAD_ZOMBIE, c.SNORKELZOMBIE),
c.INEVITABLE_ZOMBIE_DICT: {30: (c.SNORKELZOMBIE,)},
c.NUM_FLAGS: 3,
c.NUM_FLAGS:3
},
# 第11关
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: '泳池 3-3',
c.GAME_TITLE: "泳池 3-3",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: (c.NORMAL_ZOMBIE, c.ZOMBONI),
c.INEVITABLE_ZOMBIE_DICT: {30: (c.ZOMBONI,)},
c.NUM_FLAGS: 3,
c.NUM_FLAGS:3
},
# 第12关 目前为泳池最后一关
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: '泳池 3-4',
c.GAME_TITLE: "泳池 3-4",
c.INIT_SUN_NAME: 50,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: (
c.NORMAL_ZOMBIE,
c.ZOMBONI,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.ZOMBONI,
c.BUCKETHEAD_ZOMBIE,
c.CONEHEAD_ZOMBIE,
c.SNORKELZOMBIE,
),
c.CONEHEAD_ZOMBIE, c.SNORKELZOMBIE),
c.INEVITABLE_ZOMBIE_DICT: {40: (c.ZOMBONI,)},
c.NUM_FLAGS: 4,
c.NUM_FLAGS:4
},
# 第13关 目前为浓雾第一关 尚未完善
{
c.BACKGROUND_TYPE: 3,
c.GAME_TITLE: '浓雾 4-1',
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_ZOMBIE,
),
c.NUM_FLAGS: 4,
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.NEWSPAPER_ZOMBIE,
c.ZOMBONI, c.FOOTBALL_ZOMBIE,
c.CONEHEAD_ZOMBIE, c.BUCKETHEAD_ZOMBIE),
c.NUM_FLAGS:4
},
)
# 玩玩小游戏地图
LITTLE_GAME_MAP_DATA = (
# 第0关 测试
{
c.BACKGROUND_TYPE: 3,
c.GAME_TITLE: '隐藏测试关卡',
c.GAME_TITLE: "隐藏测试关卡",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_MOVE,
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_ZOMBIE,
),
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.NEWSPAPER_ZOMBIE,
c.ZOMBONI, c.FOOTBALL_ZOMBIE,
c.CONEHEAD_ZOMBIE, c.BUCKETHEAD_ZOMBIE),
c.NUM_FLAGS:4,
c.CARD_POOL: {
c.LILYPAD: 300,
c.CARD_POOL: { c.LILYPAD: 300,
c.STARFRUIT: 400,
c.PUMPKINHEAD: 100,
c.SEASHROOM: 100,
c.SPIKEWEED: 100,
},
}
},
# 第1关 坚果保龄球
{
c.BACKGROUND_TYPE: 6,
c.GAME_TITLE: '坚果保龄球',
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.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE,),
c.NUM_FLAGS:2,
c.CARD_POOL: {
c.WALLNUTBOWLING: 300,
c.REDWALLNUTBOWLING: 100,
},
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.GAME_TITLE: "大决战(白天)",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_MOVE,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: (
c.NORMAL_ZOMBIE,
c.CONEHEAD_ZOMBIE,
c.POLE_VAULTING_ZOMBIE,
c.BUCKETHEAD_ZOMBIE,
),
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.POLE_VAULTING_ZOMBIE, c.BUCKETHEAD_ZOMBIE,),
c.NUM_FLAGS:3,
c.CARD_POOL: {
c.PEASHOOTER: 200,
c.CARD_POOL: { c.PEASHOOTER: 200,
c.SNOWPEASHOOTER: 100,
c.WALLNUT: 100,
c.CHERRYBOMB: 100,
c.REPEATERPEA: 200,
c.CHOMPER: 100,
c.POTATOMINE: 100,
},
c.POTATOMINE: 100,}
},
# 第3关 夜晚 大决战
{
c.BACKGROUND_TYPE: 1,
c.GAME_TITLE: '大决战(黑夜)',
c.GAME_TITLE: "大决战(黑夜)",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_MOVE,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: (
c.NORMAL_ZOMBIE,
c.CONEHEAD_ZOMBIE,
c.FOOTBALL_ZOMBIE,
c.BUCKETHEAD_ZOMBIE,
c.NEWSPAPER_ZOMBIE,
c.SCREEN_DOOR_ZOMBIE,
),
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.FOOTBALL_ZOMBIE, c.BUCKETHEAD_ZOMBIE,
c.NEWSPAPER_ZOMBIE, c.SCREEN_DOOR_ZOMBIE),
c.NUM_FLAGS:3,
c.CARD_POOL: {
c.PUFFSHROOM: 100,
c.CARD_POOL: { c.PUFFSHROOM: 100,
c.SCAREDYSHROOM: 100,
c.ICESHROOM: 70,
c.HYPNOSHROOM: 100,
c.DOOMSHROOM: 50,
c.GRAVEBUSTER: 100,
c.FUMESHROOM: 200,
},
c.GRADE_GRAVES: 3,
c.FUMESHROOM: 200},
c.GRADE_GRAVES:3
},
# 第4关 泳池 大决战
{
c.BACKGROUND_TYPE: 2,
c.GAME_TITLE: '大决战(泳池)',
c.GAME_TITLE: "大决战(泳池)",
c.CHOOSEBAR_TYPE: c.CHOOSEBAR_MOVE,
c.SHOVEL: 1,
c.SPAWN_ZOMBIES:c.SPAWN_ZOMBIES_AUTO,
c.INCLUDED_ZOMBIES: (
c.NORMAL_ZOMBIE,
c.CONEHEAD_ZOMBIE,
c.SNORKELZOMBIE,
c.BUCKETHEAD_ZOMBIE,
c.ZOMBONI,
),
c.INCLUDED_ZOMBIES: ( c.NORMAL_ZOMBIE, c.CONEHEAD_ZOMBIE,
c.SNORKELZOMBIE, c.BUCKETHEAD_ZOMBIE,
c.ZOMBONI,),
c.NUM_FLAGS:4,
c.CARD_POOL: {
c.LILYPAD: 300,
c.CARD_POOL: { c.LILYPAD: 300,
c.TORCHWOOD: 100,
c.TALLNUT: 100,
c.TANGLEKLEP: 100,
c.SPIKEWEED: 100,
c.SQUASH: 100,
c.JALAPENO: 50,
c.THREEPEASHOOTER: 400,
},
c.THREEPEASHOOTER: 400,}
},
# 第5关 坚果保龄球2
{
c.BACKGROUND_TYPE: 6,
c.GAME_TITLE: '坚果保龄球(II)',
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.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.CARD_POOL: { c.WALLNUTBOWLING: 500,
c.REDWALLNUTBOWLING: 100,
c.GIANTWALLNUT: 100,
},
c.GIANTWALLNUT:100,}
},
)

View File

@ -1,9 +1,7 @@
import random
import pygame as pg
from .. import constants as c
from .. import tool
from .. import constants as c
def getSunValueImage(sun_value):
@ -23,19 +21,13 @@ def getSunValueImage(sun_value):
image.set_colorkey(c.BLACK)
return image
def getCardPool(data):
card_pool = {
c.PLANT_CARD_INFO[c.PLANT_CARD_INDEX[card_name]]: data[card_name]
for card_name in data
}
card_pool = {c.PLANT_CARD_INFO[c.PLANT_CARD_INDEX[card_name]]: data[card_name]
for card_name in data}
return card_pool
class Card:
def __init__(
self, x: int, y: int, index: int, scale: float = 0.5, not_recommend=0
):
class Card():
def __init__(self, x:int, y:int, index:int, scale:float=0.5, not_recommend=0):
self.info = c.PLANT_CARD_INFO[index]
self.loadFrame(self.info[c.CARD_INDEX], scale)
self.rect = self.orig_image.get_rect()
@ -43,20 +35,11 @@ class Card:
self.rect.y = y
# 绘制植物阳光消耗大小
font = pg.font.Font(c.FONT_PATH, 12)
self.sun_cost_img = font.render(
str(self.info[c.SUN_INDEX]), True, c.BLACK
)
self.sun_cost_img = font.render(str(self.info[c.SUN_INDEX]), True, c.BLACK)
self.sun_cost_img_rect = self.sun_cost_img.get_rect()
sun_cost_img_x = 32 - self.sun_cost_img_rect.w
self.orig_image.blit(
self.sun_cost_img,
(
sun_cost_img_x,
52,
self.sun_cost_img_rect.w,
self.sun_cost_img_rect.h,
),
)
self.orig_image.blit(self.sun_cost_img,
(sun_cost_img_x, 52, self.sun_cost_img_rect.w, self.sun_cost_img_rect.h))
self.index = index
self.sun_cost = self.info[c.SUN_INDEX]
@ -69,9 +52,7 @@ class Card:
if self.not_recommend:
self.orig_image.set_alpha(128)
self.image = pg.Surface((self.rect.w, self.rect.h)) # 黑底
self.image.blit(
self.orig_image, (0, 0), (0, 0, self.rect.w, self.rect.h)
)
self.image.blit(self.orig_image, (0,0), (0, 0, self.rect.w, self.rect.h))
else:
self.image = self.orig_image
self.image.set_alpha(255)
@ -81,25 +62,18 @@ class Card:
rect = frame.get_rect()
width, height = rect.w, rect.h
self.orig_image = tool.get_image(
frame, 0, 0, width, height, c.BLACK, scale
)
self.orig_image = tool.get_image(frame, 0, 0, width, height, c.BLACK, scale)
self.image = self.orig_image
def checkMouseClick(self, mouse_pos):
x, y = mouse_pos
if (
self.rect.x <= x <= self.rect.right
and self.rect.y <= y <= self.rect.bottom
):
if (self.rect.x <= x <= self.rect.right and
self.rect.y <= y <= self.rect.bottom):
return True
return False
def canClick(self, sun_value, current_time):
if (
self.sun_cost <= sun_value
and (current_time - self.frozen_timer) > self.frozen_time
):
if self.sun_cost <= sun_value and (current_time - self.frozen_timer) > self.frozen_time:
return True
return False
@ -112,18 +86,14 @@ class Card:
if self.not_recommend % 2:
self.orig_image.set_alpha(128)
self.image = pg.Surface((self.rect.w, self.rect.h)) # 黑底
self.image.blit(
self.orig_image, (0, 0), (0, 0, self.rect.w, self.rect.h)
)
self.image.blit(self.orig_image, (0,0), (0, 0, self.rect.w, self.rect.h))
else:
self.image = self.orig_image
self.image.set_alpha(255)
else:
self.orig_image.set_alpha(64)
self.image = pg.Surface((self.rect.w, self.rect.h)) # 黑底
self.image.blit(
self.orig_image, (0, 0), (0, 0, self.rect.w, self.rect.h)
)
self.image.blit(self.orig_image, (0,0), (0, 0, self.rect.w, self.rect.h))
def setFrozenTime(self, current_time):
self.frozen_timer = current_time
@ -135,25 +105,16 @@ class Card:
image = pg.Surface((self.rect.w, self.rect.h)) # 黑底
frozen_image = self.orig_image
frozen_image.set_alpha(128)
frozen_height = (
(self.frozen_time - time) / self.frozen_time
) * self.rect.h
frozen_height = ((self.frozen_time - time)/self.frozen_time) * self.rect.h
image.blit(
frozen_image, (0, 0), (0, 0, self.rect.w, frozen_height)
)
image.blit(frozen_image, (0,0), (0, 0, self.rect.w, frozen_height))
self.orig_image.set_alpha(192)
image.blit(
self.orig_image,
(0, frozen_height),
(0, frozen_height, self.rect.w, self.rect.h - frozen_height),
)
image.blit(self.orig_image, (0,frozen_height),
(0, frozen_height, self.rect.w, self.rect.h - frozen_height))
elif self.sun_cost > sun_value: #disable status
image = pg.Surface((self.rect.w, self.rect.h)) # 黑底
self.orig_image.set_alpha(192)
image.blit(
self.orig_image, (0, 0), (0, 0, self.rect.w, self.rect.h)
)
image.blit(self.orig_image, (0,0), (0, 0, self.rect.w, self.rect.h))
elif self.clicked:
image = pg.Surface((self.rect.w, self.rect.h)) # 黑底
chosen_image = self.orig_image
@ -173,9 +134,8 @@ class Card:
def draw(self, surface):
surface.blit(self.image, self.rect)
# 植物栏
class MenuBar:
class MenuBar():
def __init__(self, card_list, sun_value):
self.loadFrame(c.MENUBAR_BACKGROUND)
self.rect = self.image.get_rect()
@ -227,10 +187,7 @@ class MenuBar:
for card in self.card_list:
if card.checkMouseClick(mouse_pos):
if card.canClick(self.sun_value, self.current_time):
result = (
c.PLANT_CARD_INFO[card.index][c.PLANT_NAME_INDEX],
card,
)
result = (c.PLANT_CARD_INFO[card.index][c.PLANT_NAME_INDEX], card)
else:
# 播放无法使用该卡片的警告音
c.SOUND_CANNOT_CHOOSE_WARNING.play()
@ -239,10 +196,8 @@ class MenuBar:
def checkMenuBarClick(self, mouse_pos):
x, y = mouse_pos
if (
self.rect.x <= x <= self.rect.right
and self.rect.y <= y <= self.rect.bottom
):
if (self.rect.x <= x <= self.rect.right and
self.rect.y <= y <= self.rect.bottom):
return True
return False
@ -274,9 +229,8 @@ class MenuBar:
for card in self.card_list:
card.draw(surface)
# 关卡模式选植物的界面
class Panel:
class Panel():
def __init__(self, card_list, sun_value, background_type=c.BACKGROUND_DAY):
self.loadImages(sun_value)
self.selected_cards = []
@ -302,6 +256,7 @@ class Panel:
self.panel_rect.x = 0
self.panel_rect.y = c.PANEL_Y_START
self.value_image = getSunValueImage(sun_value)
self.value_rect = self.value_image.get_rect()
self.value_rect.x = 21
@ -322,26 +277,15 @@ class Panel:
y += c.PANEL_Y_INTERNAL
x += c.PANEL_X_INTERNAL
plant_name = c.PLANT_CARD_INFO[index][c.PLANT_NAME_INDEX]
if (
plant_name in c.WATER_PLANTS
and self.background_type not in c.POOL_EQUIPPED_BACKGROUNDS
):
if (plant_name in c.WATER_PLANTS
and self.background_type not in c.POOL_EQUIPPED_BACKGROUNDS):
not_recommend = c.REASON_OTHER
elif (
plant_name == c.GRAVEBUSTER
and self.background_type != c.BACKGROUND_NIGHT
):
elif (plant_name == c.GRAVEBUSTER
and self.background_type != c.BACKGROUND_NIGHT):
not_recommend = c.REASON_OTHER
elif (
plant_name in c.CAN_SLEEP_PLANTS
and self.background_type in c.DAYTIME_BACKGROUNDS
):
elif (plant_name in c.CAN_SLEEP_PLANTS
and self.background_type in c.DAYTIME_BACKGROUNDS):
not_recommend = c.REASON_WILL_SLEEP
elif (
plant_name == c.COFFEEBEAN
and self.background_type not in c.DAYTIME_BACKGROUNDS
):
not_recommend = c.REASON_OTHER
# 还有屋顶场景,以及其他植物没有实现的植物没有写进来
else:
not_recommend = 0
@ -367,9 +311,7 @@ class Panel:
i.not_recommend = c.REASON_WILL_SLEEP
i.orig_image.set_alpha(128)
i.image = pg.Surface((i.rect.w, i.rect.h)) # 黑底
i.image.blit(
i.orig_image, (0, 0), (0, 0, i.rect.w, i.rect.h)
)
i.image.blit(i.orig_image, (0,0), (0, 0, i.rect.w, i.rect.h))
if self.selected_num >= c.CARD_MAX_NUM:
return
@ -383,9 +325,7 @@ class Panel:
if card.info[c.PLANT_NAME_INDEX] == c.COFFEEBEAN:
for i in self.card_list:
if i.not_recommend == c.REASON_WILL_SLEEP:
i.not_recommend = (
c.REASON_SLEEP_BUT_COFFEE_BEAN
)
i.not_recommend = c.REASON_SLEEP_BUT_COFFEE_BEAN
i.image = i.orig_image
i.image.set_alpha(255)
break
@ -405,10 +345,8 @@ class Panel:
return False
x, y = mouse_pos
if (
self.button_rect.x <= x <= self.button_rect.right
and self.button_rect.y <= y <= self.button_rect.bottom
):
if (self.button_rect.x <= x <= self.button_rect.right and
self.button_rect.y <= y <= self.button_rect.bottom):
return True
return False
@ -430,9 +368,8 @@ class Panel:
if self.selected_num >= c.CARD_LIST_NUM:
surface.blit(self.button_image, self.button_rect)
# 传送带模式的卡片
class MoveCard:
class MoveCard():
def __init__(self, x, y, card_name, plant_name, scale=0.5):
self.loadFrame(card_name, scale)
self.rect = self.orig_image.get_rect()
@ -452,18 +389,14 @@ class MoveCard:
rect = frame.get_rect()
width, height = rect.w, rect.h
self.orig_image = tool.get_image(
frame, 0, 0, width, height, c.BLACK, scale
)
self.orig_image = tool.get_image(frame, 0, 0, width, height, c.BLACK, scale)
self.orig_rect = self.orig_image.get_rect()
self.image = self.orig_image
def checkMouseClick(self, mouse_pos):
x, y = mouse_pos
if (
self.rect.x <= x <= self.rect.right
and self.rect.y <= y <= self.rect.bottom
):
if (self.rect.x <= x <= self.rect.right and
self.rect.y <= y <= self.rect.bottom):
return True
return False
@ -475,18 +408,14 @@ class MoveCard:
self.orig_image.set_alpha(128)
else:
self.orig_image.set_alpha(255)
image.blit(
self.orig_image, (0, 0), (0, 0, self.rect.w, self.rect.h)
)
image.blit(self.orig_image, (0, 0), (0, 0, self.rect.w, self.rect.h))
self.rect.w += 1
else:
if self.clicked:
image = pg.Surface([self.rect.w, self.rect.h]) # 黑底
self.orig_image.set_alpha(128)
image.blit(
self.orig_image, (0, 0), (0, 0, self.rect.w, self.rect.h)
)
image.blit(self.orig_image, (0,0), (0, 0, self.rect.w, self.rect.h))
else:
self.orig_image.set_alpha(255)
image = self.orig_image
@ -504,9 +433,8 @@ class MoveCard:
def draw(self, surface):
surface.blit(self.image, self.rect)
# 传送带
class MoveBar:
class MoveBar():
def __init__(self, card_pool):
self.loadFrame(c.MOVEBAR_BACKGROUND)
self.rect = self.image.get_rect()
@ -529,24 +457,12 @@ class MoveBar:
self.image = tool.get_image(tool.GFX[name], *frame_rect, c.WHITE, 1)
def createCard(self):
if (
len(self.card_list) > 0
and self.card_list[-1].rect.right > self.card_end_x
):
if len(self.card_list) > 0 and self.card_list[-1].rect.right > self.card_end_x:
return False
x = self.card_end_x
y = 6
selected_card = random.choices(
self.card_pool_name, self.card_pool_weight
)[0]
self.card_list.append(
MoveCard(
x,
y,
selected_card[c.CARD_INDEX],
selected_card[c.PLANT_NAME_INDEX],
)
)
selected_card = random.choices(self.card_pool_name, self.card_pool_weight)[0]
self.card_list.append(MoveCard(x, y, selected_card[c.CARD_INDEX], selected_card[c.PLANT_NAME_INDEX]))
return True
def update(self, current_time):
@ -570,10 +486,8 @@ class MoveBar:
def checkMenuBarClick(self, mouse_pos):
x, y = mouse_pos
if (
self.rect.x <= x <= self.rect.right
and self.rect.y <= y <= self.rect.bottom
):
if (self.rect.x <= x <= self.rect.right and
self.rect.y <= y <= self.rect.bottom):
return True
return False

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -1,49 +1,30 @@
import os
import pygame as pg
# 用户数据及日志存储路径
if os.name == 'nt': # Windows系统存储路径
USERDATA_PATH = os.path.expandvars(
os.path.join('%APPDATA%', 'pypvz', 'userdata.json')
)
USERLOG_PATH = os.path.expandvars(
os.path.join('%APPDATA%', 'pypvz', 'run.log')
)
if os.name == "nt": # Windows系统存储路径
USERDATA_PATH = os.path.expandvars(os.path.join("%APPDATA%", "pypvz", "userdata.json"))
USERLOG_PATH = os.path.expandvars(os.path.join("%APPDATA%", "pypvz", "run.log"))
else: # 非Windows系统存储路径
USERDATA_PATH = os.path.expanduser(
os.path.join('~', '.config', 'pypvz', 'userdata.json')
)
USERLOG_PATH = os.path.expanduser(
os.path.join('~', '.config', 'pypvz', 'run.log')
)
USERDATA_PATH = os.path.expanduser(os.path.join("~", ".config", "pypvz", "userdata.json"))
USERLOG_PATH = os.path.expanduser(os.path.join("~", ".config", "pypvz", "run.log"))
# 游戏图片资源路径
PATH_IMG_DIR = os.path.join(
os.path.dirname(os.path.dirname(__file__)), 'resources', 'graphics'
)
PATH_IMG_DIR = os.path.join(os.path.dirname(os.path.dirname(__file__)), "resources", "graphics")
# 游戏音乐文件夹路径
PATH_MUSIC_DIR = os.path.join(
os.path.dirname(os.path.dirname(__file__)), 'resources', 'music'
)
PATH_MUSIC_DIR = os.path.join(os.path.dirname(os.path.dirname(__file__)), "resources","music")
# 窗口图标
ORIGINAL_LOGO = os.path.join(
os.path.dirname(os.path.dirname(__file__)), 'pypvz-exec-logo.png'
)
ORIGINAL_LOGO = os.path.join(os.path.dirname(os.path.dirname(__file__)), "pypvz-exec-logo.png")
# 字体路径
FONT_PATH = os.path.join(
os.path.dirname(os.path.dirname(__file__)),
'resources',
'DroidSansFallback.ttf',
)
FONT_PATH = os.path.join(os.path.dirname(os.path.dirname(__file__)), "resources", "DroidSansFallback.ttf")
# 窗口标题
ORIGINAL_CAPTION = 'pypvz'
ORIGINAL_CAPTION = "pypvz"
# 游戏模式
GAME_MODE = 'mode'
MODE_ADVENTURE = 'adventure'
MODE_LITTLEGAME = 'littleGame'
GAME_MODE = "mode"
MODE_ADVENTURE = "adventure"
MODE_LITTLEGAME = "littleGame"
# 窗口大小
SCREEN_WIDTH = 800
@ -89,63 +70,63 @@ LIGHTGRAY = (107, 108, 145)
PARCHMENT_YELLOW = (207, 146, 83)
# 退出游戏按钮
EXIT = 'exit'
HELP = 'help'
EXIT = "exit"
HELP = "help"
# 游戏界面可选的菜单
LITTLE_MENU = 'littleMenu'
BIG_MENU = 'bigMenu'
RESTART_BUTTON = 'restartButton'
MAINMENU_BUTTON = 'mainMenuButton'
LITTLEGAME_BUTTON = 'littleGameButton'
OPTION_BUTTON = 'optionButton'
SOUND_VOLUME_BUTTON = 'volumeButton'
UNIVERSAL_BUTTON = 'universalButton'
LITTLE_MENU = "littleMenu"
BIG_MENU = "bigMenu"
RESTART_BUTTON = "restartButton"
MAINMENU_BUTTON = "mainMenuButton"
LITTLEGAME_BUTTON = "littleGameButton"
OPTION_BUTTON = "optionButton"
SOUND_VOLUME_BUTTON = "volumeButton"
UNIVERSAL_BUTTON = "universalButton"
# 金银向日葵奖杯
TROPHY_SUNFLOWER = 'sunflowerTrophy'
TROPHY_SUNFLOWER = "sunflowerTrophy"
# 小铲子
SHOVEL = 'shovel'
SHOVEL_BOX = 'shovelBox'
SHOVEL = "shovel"
SHOVEL_BOX = "shovelBox"
# 一大波僵尸来袭图片
HUGE_WAVE_APPROCHING = 'Approching'
HUGE_WAVE_APPROCHING = "Approching"
# 关卡进程图片
LEVEL_PROGRESS_BAR = 'LevelProgressBar'
LEVEL_PROGRESS_ZOMBIE_HEAD = 'LevelProgressZombieHead'
LEVEL_PROGRESS_FLAG = 'LevelProgressFlag'
LEVEL_PROGRESS_BAR = "LevelProgressBar"
LEVEL_PROGRESS_ZOMBIE_HEAD = "LevelProgressZombieHead"
LEVEL_PROGRESS_FLAG = "LevelProgressFlag"
# GAME INFO字典键值
CURRENT_TIME = 'current time'
PASSED_ALL = 'passed all' # 已完成该模式下的所有游戏,应当显示向日葵奖杯获得界面
LEVEL_NUM = 'level num'
LITTLEGAME_NUM = 'littleGame num'
LEVEL_COMPLETIONS = 'level completions'
LITTLEGAME_COMPLETIONS = 'littleGame completions'
GAME_RATE = 'game rate'
SOUND_VOLUME = 'volume'
CURRENT_TIME = "current time"
PASSED_ALL = "passed all" # 已完成该模式下的所有游戏,应当显示向日葵奖杯获得界面
LEVEL_NUM = "level num"
LITTLEGAME_NUM = "littleGame num"
LEVEL_COMPLETIONS = "level completions"
LITTLEGAME_COMPLETIONS = "littleGame completions"
GAME_RATE = "game rate"
SOUND_VOLUME = "volume"
# 整个游戏的状态
MAIN_MENU = 'main menu'
LOAD_SCREEN = 'load screen'
GAME_LOSE = 'game lose'
GAME_VICTORY = 'game victory'
LEVEL = 'level'
AWARD_SCREEN = 'award screen'
HELP_SCREEN = 'help screen'
MAIN_MENU = "main menu"
LOAD_SCREEN = "load screen"
GAME_LOSE = "game lose"
GAME_VICTORY = "game victory"
LEVEL = "level"
AWARD_SCREEN = "award screen"
HELP_SCREEN = "help screen"
# 界面图片文件名
MAIN_MENU_IMAGE = 'MainMenu'
OPTION_ADVENTURE = 'Adventure'
GAME_LOSE_IMAGE = 'GameLose'
GAME_VICTORY_IMAGE = 'GameVictory'
AWARD_SCREEN_IMAGE = 'AwardScreen'
HELP_SCREEN_IMAGE = 'HelpScreen'
MAIN_MENU_IMAGE = "MainMenu"
OPTION_ADVENTURE = "Adventure"
GAME_LOSE_IMAGE = "GameLose"
GAME_VICTORY_IMAGE = "GameVictory"
AWARD_SCREEN_IMAGE = "AwardScreen"
HELP_SCREEN_IMAGE = "HelpScreen"
# 地图相关内容
BACKGROUND_NAME = 'Background'
BACKGROUND_TYPE = 'background_type'
INIT_SUN_NAME = 'init_sun_value'
ZOMBIE_LIST = 'zombie_list'
GAME_TITLE = 'title'
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
@ -161,56 +142,50 @@ BACKGROUND_TRIPLE = 8
# 地图类型集合
# 白天场地(泛指蘑菇睡觉的场地)
DAYTIME_BACKGROUNDS = {
BACKGROUND_DAY,
BACKGROUND_POOL,
BACKGROUND_ROOF,
BACKGROUND_WALLNUTBOWLING,
BACKGROUND_SINGLE,
BACKGROUND_TRIPLE,
BACKGROUND_DAY, BACKGROUND_POOL,
BACKGROUND_ROOF, BACKGROUND_WALLNUTBOWLING,
BACKGROUND_SINGLE, BACKGROUND_TRIPLE,
}
# 带有泳池的场地
POOL_EQUIPPED_BACKGROUNDS = {
BACKGROUND_POOL,
BACKGROUND_FOG,
BACKGROUND_POOL, BACKGROUND_FOG,
}
# 屋顶上的场地
ON_ROOF_BACKGROUNDS = {
BACKGROUND_ROOF,
BACKGROUND_ROOFNIGHT,
BACKGROUND_ROOF, BACKGROUND_ROOFNIGHT,
}
# BACKGROUND_DAY场地的变体
BACKGROUND_DAY_LIKE_BACKGROUNDS = {
BACKGROUND_DAY,
BACKGROUND_SINGLE,
BACKGROUND_DAY, BACKGROUND_SINGLE,
BACKGROUND_TRIPLE,
}
# 夜晚地图的墓碑数量等级
GRADE_GRAVES = 'grade_graves'
GRADE_GRAVES = "grade_graves"
# 不同墓碑等级对应的信息,列表位置对应的是墓碑等级
GRAVES_GRADE_INFO = (0, 4, 7, 11)
# 僵尸生成方式
SPAWN_ZOMBIES = 'spawn_zombies'
SPAWN_ZOMBIES = "spawn_zombies"
SPAWN_ZOMBIES_AUTO = 1
SPAWN_ZOMBIES_LIST = 0
INCLUDED_ZOMBIES = 'included_zombies'
NUM_FLAGS = 'num_flags'
INEVITABLE_ZOMBIE_DICT = 'inevitable_zombie_list'
SURVIVAL_ROUNDS = 'survival_rounds'
INCLUDED_ZOMBIES = "included_zombies"
NUM_FLAGS = "num_flags"
INEVITABLE_ZOMBIE_DICT = "inevitable_zombie_list"
SURVIVAL_ROUNDS = "survival_rounds"
# 地图单元格属性
MAP_PLANT = 'plantnames'
MAP_SLEEP = 'sleep' # 有没有休眠的蘑菇,作是否能种植咖啡豆的判断
MAP_PLOT_TYPE = 'plot_type'
MAP_PLANT = "plantnames"
MAP_SLEEP = "sleep" # 有没有休眠的蘑菇,作是否能种植咖啡豆的判断
MAP_PLOT_TYPE = "plot_type"
# 地图单元格区域类型
MAP_GRASS = 'grass'
MAP_WATER = 'water'
MAP_TILE = 'tile' # 指屋顶上的瓦片
MAP_UNAVAILABLE = 'unavailable' # 指完全不能种植物的地方,包括无草皮的荒地和坚果保龄球等红线右侧
MAP_GRASS = "grass"
MAP_WATER = "water"
MAP_TILE = "tile" # 指屋顶上的瓦片
MAP_UNAVAILABLE = "unavailable" # 指完全不能种植物的地方,包括无草皮的荒地和坚果保龄球等红线右侧
# 地图相关像素数据
BACKGROUND_OFFSET_X = 220
@ -225,15 +200,15 @@ MAP_ROOF_OFFSET_Y = 105 # 暂时还不清楚数据
MAP_POOL_FRONT_X = SCREEN_WIDTH - 15
# 植物选择菜单栏、传送带菜单栏等类型设定
CHOOSEBAR_TYPE = 'choosebar_type'
CHOOSEBAR_TYPE = "choosebar_type"
CHOOSEBAR_STATIC = 0
CHOOSEBAR_MOVE = 1
CHOOSEBAR_BOWLING = 2
MENUBAR_BACKGROUND = 'ChooserBackground'
MOVEBAR_BACKGROUND = 'MoveBackground'
PANEL_BACKGROUND = 'PanelBackground'
START_BUTTON = 'StartButton'
CARD_POOL = 'card_pool'
MENUBAR_BACKGROUND = "ChooserBackground"
MOVEBAR_BACKGROUND = "MoveBackground"
PANEL_BACKGROUND = "PanelBackground"
START_BUTTON = "StartButton"
CARD_POOL = "card_pool"
# 关于植物栏的像素设置
PANEL_Y_START = 87
@ -253,147 +228,155 @@ MOVEBAR_CARD_FRESH_TIME = 6000
CARD_MOVE_TIME = 60
# 其他显示物
CAR = 'car'
SUN = 'Sun'
CAR = "car"
SUN = "Sun"
# plant子类非植物对象这里的是不包括阳光、子弹的拟植物对象
NON_PLANT_OBJECTS = {
HOLE := 'Hole',
ICEFROZENPLOT := 'IceFrozenPlot',
GRAVE := 'Grave',
HOLE := "Hole",
ICEFROZENPLOT := "IceFrozenPlot",
GRAVE := "Grave",
}
# 植物相关信息
PLANT_IMAGE_RECT = 'plant_image_rect'
BOOM_IMAGE = 'Boom'
PLANT_IMAGE_RECT = "plant_image_rect"
BOOM_IMAGE = "Boom"
# 植物卡片信息汇总(包括植物名称, 卡片名称, 阳光, 冷却时间)
PLANT_CARD_INFO = (# 元组 (植物名称, 卡片名称, 阳光, 冷却时间)
(
PEASHOOTER := 'Peashooter',
CARD_PEASHOOTER := 'card_peashooter',
(PEASHOOTER := "Peashooter",
CARD_PEASHOOTER := "card_peashooter",
100,
7500,
),
(SUNFLOWER := 'SunFlower', CARD_SUNFLOWER := 'card_sunflower', 50, 7500),
(
CHERRYBOMB := 'CherryBomb',
CARD_CHERRYBOMB := 'card_cherrybomb',
7500),
(SUNFLOWER := "SunFlower",
CARD_SUNFLOWER := "card_sunflower",
50,
7500),
(CHERRYBOMB := "CherryBomb",
CARD_CHERRYBOMB := "card_cherrybomb",
150,
50000,
),
(WALLNUT := 'WallNut', CARD_WALLNUT := 'card_wallnut', 50, 30000),
(
POTATOMINE := 'PotatoMine',
CARD_POTATOMINE := 'card_potatomine',
50000),
(WALLNUT := "WallNut",
CARD_WALLNUT := "card_wallnut",
50,
30000),
(POTATOMINE := "PotatoMine",
CARD_POTATOMINE := "card_potatomine",
25,
30000,
),
(
SNOWPEASHOOTER := 'SnowPea',
CARD_SNOWPEASHOOTER := 'card_snowpea',
30000),
(SNOWPEASHOOTER := "SnowPea",
CARD_SNOWPEASHOOTER := "card_snowpea",
175,
7500,
),
(CHOMPER := 'Chomper', CARD_CHOMPER := 'card_chomper', 150, 7500),
(
REPEATERPEA := 'RepeaterPea',
CARD_REPEATERPEA := 'card_repeaterpea',
7500),
(CHOMPER := "Chomper",
CARD_CHOMPER := "card_chomper",
150,
7500),
(REPEATERPEA := "RepeaterPea",
CARD_REPEATERPEA := "card_repeaterpea",
200,
7500,
),
(
PUFFSHROOM := 'PuffShroom',
CARD_PUFFSHROOM := 'card_puffshroom',
7500),
(PUFFSHROOM := "PuffShroom",
CARD_PUFFSHROOM := "card_puffshroom",
0,
7500,
),
(SUNSHROOM := 'SunShroom', CARD_SUNSHROOM := 'card_sunshroom', 25, 7500),
(
FUMESHROOM := 'FumeShroom',
CARD_FUMESHROOM := 'card_fumeshroom',
75,
7500,
),
(
GRAVEBUSTER := 'GraveBuster',
CARD_GRAVEBUSTER := 'card_gravebuster',
75,
7500,
),
(
HYPNOSHROOM := 'HypnoShroom',
CARD_HYPNOSHROOM := 'card_hypnoshroom',
75,
30000,
),
(
SCAREDYSHROOM := 'ScaredyShroom',
CARD_SCAREDYSHROOM := 'card_scaredyshroom',
7500),
(SUNSHROOM := "SunShroom",
CARD_SUNSHROOM := "card_sunshroom",
25,
7500,
),
(ICESHROOM := 'IceShroom', CARD_ICESHROOM := 'card_iceshroom', 75, 50000),
(
DOOMSHROOM := 'DoomShroom',
CARD_DOOMSHROOM := 'card_doomshroom',
7500),
(FUMESHROOM := "FumeShroom",
CARD_FUMESHROOM := "card_fumeshroom",
75,
7500),
(GRAVEBUSTER := "GraveBuster",
CARD_GRAVEBUSTER := "card_gravebuster",
75,
7500),
(HYPNOSHROOM := "HypnoShroom",
CARD_HYPNOSHROOM := "card_hypnoshroom",
75,
30000),
(SCAREDYSHROOM := "ScaredyShroom",
CARD_SCAREDYSHROOM := "card_scaredyshroom",
25,
7500),
(ICESHROOM := "IceShroom",
CARD_ICESHROOM := "card_iceshroom",
75,
50000),
(DOOMSHROOM := "DoomShroom",
CARD_DOOMSHROOM := "card_doomshroom",
125,
50000,
),
(LILYPAD := 'LilyPad', CARD_LILYPAD := 'card_lilypad', 25, 7500),
(SQUASH := 'Squash', CARD_SQUASH := 'card_squash', 50, 30000),
(
TANGLEKLEP := 'TangleKlep',
CARD_TANGLEKLEP := 'card_tangleklep',
50000),
(LILYPAD := "LilyPad",
CARD_LILYPAD := "card_lilypad",
25,
30000,
),
(
THREEPEASHOOTER := 'Threepeater',
CARD_THREEPEASHOOTER := 'card_threepeashooter',
7500),
(SQUASH := "Squash",
CARD_SQUASH := "card_squash",
50,
30000),
(TANGLEKLEP := "TangleKlep",
CARD_TANGLEKLEP := "card_tangleklep",
25,
30000),
(THREEPEASHOOTER := "Threepeater",
CARD_THREEPEASHOOTER := "card_threepeashooter",
325,
7500,
),
(JALAPENO := 'Jalapeno', CARD_JALAPENO := 'card_jalapeno', 125, 50000),
(SPIKEWEED := 'Spikeweed', CARD_SPIKEWEED := 'card_spikeweed', 100, 7500),
(TORCHWOOD := 'TorchWood', CARD_TORCHWOOD := 'card_torchwood', 175, 7500),
(TALLNUT := 'TallNut', CARD_TALLNUT := 'card_tallnut', 125, 30000),
(SEASHROOM := 'SeaShroom', CARD_SEASHROOM := 'card_seashroom', 0, 30000),
(STARFRUIT := 'StarFruit', CARD_STARFRUIT := 'card_starfruit', 125, 7500),
(
PUMPKINHEAD := 'PumpkinHead',
CARD_PUMPKINHEAD := 'card_pumpkinhead',
7500),
(JALAPENO := "Jalapeno",
CARD_JALAPENO := "card_jalapeno",
125,
30000,
),
(
COFFEEBEAN := 'CoffeeBean',
CARD_COFFEEBEAN := 'card_coffeebean',
50000),
(SPIKEWEED := "Spikeweed",
CARD_SPIKEWEED := "card_spikeweed",
100,
7500),
(TORCHWOOD := "TorchWood",
CARD_TORCHWOOD := "card_torchwood",
175,
7500),
(TALLNUT := "TallNut",
CARD_TALLNUT := "card_tallnut",
125,
30000),
(SEASHROOM := "SeaShroom",
CARD_SEASHROOM := "card_seashroom",
0,
30000),
(STARFRUIT := "StarFruit",
CARD_STARFRUIT := "card_starfruit",
125,
7500),
(PUMPKINHEAD := "PumpkinHead",
CARD_PUMPKINHEAD := "card_pumpkinhead",
125,
30000),
(COFFEEBEAN := "CoffeeBean",
CARD_COFFEEBEAN := "card_coffeebean",
75,
7500,
),
(GARLIC := 'Garlic', CARD_GARLIC := 'card_garlic', 50, 7500),
7500),
(GARLIC := "Garlic",
CARD_GARLIC := "card_garlic",
50,
7500),
# 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, 0),
(
REDWALLNUTBOWLING := 'RedWallNutBowling',
CARD_REDWALLNUT := 'card_redwallnut',
(WALLNUTBOWLING := "WallNutBowling",
CARD_WALLNUT := "card_wallnut",
0,
0),
(REDWALLNUTBOWLING := "RedWallNutBowling",
CARD_REDWALLNUT := "card_redwallnut",
0,
),
(
GIANTWALLNUT := 'GiantWallNut',
CARD_GIANTWALLNUT := 'card_giantwallnut',
0),
(GIANTWALLNUT := "GiantWallNut",
CARD_GIANTWALLNUT := "card_giantwallnut",
0,
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
PLANT_CARD_INDEX = {
item[PLANT_NAME_INDEX]: index
for (index, item) in enumerate(PLANT_CARD_INFO)
}
PLANT_CARD_INDEX = {item[PLANT_NAME_INDEX]: index for (index, item) in enumerate(PLANT_CARD_INFO)}
# 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) - 3)
@ -404,12 +387,9 @@ CARDS_TO_CHOOSE = range(len(PLANT_CARD_INFO) - 3)
# 在生效时不用与僵尸进行碰撞检测的对象(即生效时不可发生被僵尸啃食的事件)
SKIP_ZOMBIE_COLLISION_CHECK_WHEN_WORKING = {
# 注意爆炸坚果的触发也是啃食类碰撞,因此只能算作爆炸后不检测
SQUASH,
ICESHROOM,
REDWALLNUTBOWLING,
CHERRYBOMB,
JALAPENO,
DOOMSHROOM,
SQUASH, ICESHROOM,
REDWALLNUTBOWLING, CHERRYBOMB,
JALAPENO, DOOMSHROOM,
POTATOMINE,
}
@ -417,35 +397,27 @@ SKIP_ZOMBIE_COLLISION_CHECK_WHEN_WORKING = {
CAN_SKIP_ZOMBIE_COLLISION_CHECK = ( # 这里运用了集合运算
# 注意这个外围的小括号是用来换行的
# 各个部分末!尾!千!万!不!能!加!逗!号!!!
# 生效时不检测的植物
SKIP_ZOMBIE_COLLISION_CHECK_WHEN_WORKING
|
SKIP_ZOMBIE_COLLISION_CHECK_WHEN_WORKING |
# 非植物对象
NON_PLANT_OBJECTS
|
NON_PLANT_OBJECTS |
# 地刺类
{
SPIKEWEED,
}
{SPIKEWEED, }
)
# 死亡时不触发音效的对象
PLANT_DIE_SOUND_EXCEPTIONS = {
WALLNUTBOWLING,
TANGLEKLEP,
ICEFROZENPLOT,
HOLE,
GRAVE,
JALAPENO,
REDWALLNUTBOWLING,
CHERRYBOMB,
WALLNUTBOWLING, TANGLEKLEP,
ICEFROZENPLOT, HOLE,
GRAVE, JALAPENO,
REDWALLNUTBOWLING, CHERRYBOMB,
GIANTWALLNUT,
}
# 直接水生植物
WATER_PLANTS = {
LILYPAD,
SEASHROOM,
LILYPAD, SEASHROOM,
TANGLEKLEP,
}
@ -455,23 +427,17 @@ CHECK_ATTACK_ALWAYS = 1
# 范围爆炸植物,即灰烬植物与寒冰菇
ASH_PLANTS_AND_ICESHROOM = {
REDWALLNUTBOWLING,
CHERRYBOMB,
JALAPENO,
DOOMSHROOM,
REDWALLNUTBOWLING, CHERRYBOMB,
JALAPENO, DOOMSHROOM,
ICESHROOM,
}
# 白天要睡觉的植物
CAN_SLEEP_PLANTS = {
PUFFSHROOM,
SUNSHROOM,
FUMESHROOM,
HYPNOSHROOM,
SCAREDYSHROOM,
ICESHROOM,
DOOMSHROOM,
SEASHROOM,
PUFFSHROOM, SUNSHROOM,
FUMESHROOM, HYPNOSHROOM,
SCAREDYSHROOM, ICESHROOM,
DOOMSHROOM, SEASHROOM,
}
# 选卡不推荐选择理由
@ -502,69 +468,65 @@ SUN_VALUE = 25
# 僵尸冷冻
ICE_SLOW_TIME = 10000
MIN_FREEZE_TIME = 4000
ICETRAP = 'IceTrap'
ICETRAP = "IceTrap"
# 子弹信息
# 子弹类型
BULLET_PEA = 'PeaNormal'
BULLET_PEA_ICE = 'PeaIce'
BULLET_FIREBALL = 'Fireball'
BULLET_MUSHROOM = 'BulletMushRoom'
BULLET_SEASHROOM = 'BulletSeaShroom'
FUME = 'Fume'
BULLET_PEA = "PeaNormal"
BULLET_PEA_ICE = "PeaIce"
BULLET_FIREBALL = "Fireball"
BULLET_MUSHROOM = "BulletMushRoom"
BULLET_SEASHROOM = "BulletSeaShroom"
FUME = "Fume"
# 子弹伤害
BULLET_DAMAGE_NORMAL = 20
BULLET_DAMAGE_FIREBALL_BODY = 27 # 这是火球本体的伤害注意不是40本体(27) + 溅射(13)才是40
BULLET_DAMAGE_FIREBALL_RANGE = 13 # 原版溅射伤害会随着僵尸数量增多而减少,这里相当于做了一个增强
# 子弹效果
BULLET_EFFECT_ICE = 'ice'
BULLET_EFFECT_UNICE = 'unice'
BULLET_EFFECT_ICE = "ice"
BULLET_EFFECT_UNICE = "unice"
# 特殊子弹
# 杨桃子弹
# 子弹名称
BULLET_STAR = 'StarBullet'
BULLET_STAR = "StarBullet"
# 子弹方向
STAR_FORWARD_UP = 'forwardUp' # 向前上方
STAR_FORWARD_DOWN = 'forwardDown' # 向前下方
STAR_BACKWARD = 'backward' # 向后
STAR_UPWARD = 'upward' # 向上
STAR_DOWNWARD = 'downward' # 向下
STAR_FORWARD_UP = "forwardUp" # 向前上方
STAR_FORWARD_DOWN = "forwardDown" #向前下方
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,
}
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'
NORMAL_ZOMBIE = 'Zombie'
CONEHEAD_ZOMBIE = 'ConeheadZombie'
BUCKETHEAD_ZOMBIE = 'BucketheadZombie'
FLAG_ZOMBIE = 'FlagZombie'
NEWSPAPER_ZOMBIE = 'NewspaperZombie'
FOOTBALL_ZOMBIE = 'FootballZombie'
DUCKY_TUBE_ZOMBIE = 'DuckyTubeZombie'
CONEHEAD_DUCKY_TUBE_ZOMBIE = 'ConeheadDuckyTubeZombie'
BUCKETHEAD_DUCKY_TUBE_ZOMBIE = 'BucketheadDuckyTubeZombie'
SCREEN_DOOR_ZOMBIE = 'ScreenDoorZombie'
POLE_VAULTING_ZOMBIE = 'PoleVaultingZombie'
ZOMBONI = 'Zomboni'
SNORKELZOMBIE = 'SnorkelZombie'
ZOMBIE_IMAGE_RECT = "zombie_image_rect"
ZOMBIE_HEAD = "ZombieHead"
NORMAL_ZOMBIE = "Zombie"
CONEHEAD_ZOMBIE = "ConeheadZombie"
BUCKETHEAD_ZOMBIE = "BucketheadZombie"
FLAG_ZOMBIE = "FlagZombie"
NEWSPAPER_ZOMBIE = "NewspaperZombie"
FOOTBALL_ZOMBIE = "FootballZombie"
DUCKY_TUBE_ZOMBIE = "DuckyTubeZombie"
CONEHEAD_DUCKY_TUBE_ZOMBIE = "ConeheadDuckyTubeZombie"
BUCKETHEAD_DUCKY_TUBE_ZOMBIE = "BucketheadDuckyTubeZombie"
SCREEN_DOOR_ZOMBIE = "ScreenDoorZombie"
POLE_VAULTING_ZOMBIE = "PoleVaultingZombie"
ZOMBONI = "Zomboni"
SNORKELZOMBIE = "SnorkelZombie"
BOOMDIE = 'BoomDie'
BOOMDIE = "BoomDie"
# 对僵尸的攻击类型设置
ZOMBIE_DEAFULT_DAMAGE = ZOMBIE_HELMET_2_FIRST = 'helmet2First' # 优先攻击二类防具
ZOMBIE_COMMON_DAMAGE = 'commonDamage' # 优先攻击僵尸与一类防具的整体
ZOMBIE_RANGE_DAMAGE = 'rangeDamage' # 范围攻击,同时伤害二类防具与(僵尸与一类防具的整体)
ZOMBIE_ASH_DAMAGE = 'ashDamage' # 灰烬植物攻击,直接伤害本体
ZOMBIE_WALLNUT_BOWLING_DANMAGE = 'wallnutBowlingDamage' # 坚果保龄球冲撞伤害
ZOMBIE_DEAFULT_DAMAGE = ZOMBIE_HELMET_2_FIRST = "helmet2First" # 优先攻击二类防具
ZOMBIE_COMMON_DAMAGE = "commonDamage" # 优先攻击僵尸与一类防具的整体
ZOMBIE_RANGE_DAMAGE = "rangeDamage" # 范围攻击,同时伤害二类防具与(僵尸与一类防具的整体)
ZOMBIE_ASH_DAMAGE = "ashDamage" # 灰烬植物攻击,直接伤害本体
ZOMBIE_WALLNUT_BOWLING_DANMAGE = "wallnutBowlingDamage" # 坚果保龄球冲撞伤害
# 僵尸生命值设置
# 有关本体
@ -621,143 +583,128 @@ CONVERT_ZOMBIE_IN_POOL = {
# 水上僵尸集合
WATER_ZOMBIE = {
DUCKY_TUBE_ZOMBIE,
CONEHEAD_DUCKY_TUBE_ZOMBIE,
BUCKETHEAD_DUCKY_TUBE_ZOMBIE,
SNORKELZOMBIE,
DUCKY_TUBE_ZOMBIE, CONEHEAD_DUCKY_TUBE_ZOMBIE,
BUCKETHEAD_DUCKY_TUBE_ZOMBIE, SNORKELZOMBIE,
}
# 状态类型
IDLE = 'idle'
FLY = 'fly'
EXPLODE = 'explode'
ATTACK = 'attack'
ATTACKED = 'attacked'
DIGEST = 'digest'
WALK = 'walk'
DIE = 'die'
CRY = 'cry'
FREEZE = 'freeze'
SLEEP = 'sleep'
IDLE = "idle"
FLY = "fly"
EXPLODE = "explode"
ATTACK = "attack"
ATTACKED = "attacked"
DIGEST = "digest"
WALK = "walk"
DIE = "die"
CRY = "cry"
FREEZE = "freeze"
SLEEP = "sleep"
# 关卡状态
CHOOSE = 'choose'
PLAY = 'play'
CHOOSE = "choose"
PLAY = "play"
# 加载矩形碰撞范围 用于消除文件边框影响
# 植物
PLANT_RECT = {
BULLET_PEA: {'x': 28, 'y': 0, 'width': 28, 'height': 34},
BULLET_PEA_ICE: {'x': 26, 'y': 0, 'width': 30, 'height': 34},
CHOMPER: {'x': 0, 'y': 0, 'width': 100, 'height': 114},
PUFFSHROOM: {'x': 0, 'y': 28, 'width': 35, 'height': 38},
f'{PUFFSHROOM}Sleep': {'x': 1, 'y': 0, 'width': 39, 'height': 65},
BULLET_MUSHROOM: {'x': 0, 'y': 1, 'width': 55, 'height': 21},
BULLET_SEASHROOM: {'x': 0, 'y': 1, 'width': 55, 'height': 21},
POTATOMINE: {'x': 0, 'y': 0, 'width': 75, 'height': 55},
SQUASH: {'x': 10, 'y': 140, 'width': 80, 'height': 86},
f'{SQUASH}Aim': {'x': 10, 'y': 140, 'width': 80, 'height': 86},
SPIKEWEED: {'x': 3, 'y': 0, 'width': 80, 'height': 35},
BULLET_PEA: {"x":28, "y":0, "width":28, "height":34},
BULLET_PEA_ICE: {"x":26, "y":0, "width":30, "height":34},
CHOMPER: {"x":0, "y":0, "width":100, "height":114},
PUFFSHROOM: {"x":0, "y":28, "width":35, "height":38},
f"{PUFFSHROOM}Sleep": {"x":1, "y":0, "width":39, "height":65},
BULLET_MUSHROOM: {"x":0, "y":1, "width":55, "height":21},
BULLET_SEASHROOM: {"x":0, "y":1, "width":55, "height":21},
POTATOMINE: {"x":0, "y":0, "width":75, "height":55},
SQUASH: {"x":10, "y":140, "width":80, "height":86},
f"{SQUASH}Aim": {"x":10, "y":140, "width":80, "height":86},
SPIKEWEED: {"x":3, "y":0, "width":80, "height":35}
}
# 僵尸
ZOMBIE_RECT = {
NORMAL_ZOMBIE: {'x': 62, 'width': 90},
f'{NORMAL_ZOMBIE}Attack': {'x': 62, 'width': 90},
f'{NORMAL_ZOMBIE}LostHead': {'x': 62, 'width': 90},
f'{NORMAL_ZOMBIE}LostHeadAttack': {'x': 62, 'width': 90},
f'{NORMAL_ZOMBIE}Die': {'x': 0, 'width': 164},
BOOMDIE: {'x': 68, 'width': 80},
CONEHEAD_ZOMBIE: {'x': 80, 'width': 80},
f'{CONEHEAD_ZOMBIE}Attack': {'x': 79, 'width': 87},
BUCKETHEAD_ZOMBIE: {'x': 54, 'width': 90},
f'{BUCKETHEAD_ZOMBIE}Attack': {'x': 46, 'width': 90},
FLAG_ZOMBIE: {'x': 56, 'width': 110},
f'{FLAG_ZOMBIE}Attack': {'x': 60, 'width': 100},
f'{FLAG_ZOMBIE}LostHead': {'x': 55, 'width': 110},
f'{FLAG_ZOMBIE}LostHeadAttack': {'x': 55, 'width': 110},
NEWSPAPER_ZOMBIE: {'x': 48, 'width': 92},
f'{NEWSPAPER_ZOMBIE}Attack': {'x': 48, 'width': 92},
f'{NEWSPAPER_ZOMBIE}NoPaper': {'x': 40, 'width': 98},
f'{NEWSPAPER_ZOMBIE}NoPaperAttack': {'x': 48, 'width': 92},
f'{NEWSPAPER_ZOMBIE}LostHead': {'x': 44, 'width': 96},
f'{NEWSPAPER_ZOMBIE}LostHeadAttack': {'x': 48, 'width': 92},
f'{NEWSPAPER_ZOMBIE}Die': {'x': 0, 'width': 100},
f'{DUCKY_TUBE_ZOMBIE}Die': {'x': 55, 'width': 105},
f'{DUCKY_TUBE_ZOMBIE}LostHead': {'x': 55, 'width': 105},
SCREEN_DOOR_ZOMBIE: {'x': 41, 'width': 100},
f'{SCREEN_DOOR_ZOMBIE}Attack': {'x': 41, 'width': 100},
NORMAL_ZOMBIE: {"x":62, "width":90},
f"{NORMAL_ZOMBIE}Attack": {"x":62, "width":90},
f"{NORMAL_ZOMBIE}LostHead": {"x":62, "width":90},
f"{NORMAL_ZOMBIE}LostHeadAttack":{"x":62, "width":90},
f"{NORMAL_ZOMBIE}Die": {"x":0, "width":164},
BOOMDIE: {"x":68, "width":80},
CONEHEAD_ZOMBIE: {"x":80, "width":80},
f"{CONEHEAD_ZOMBIE}Attack": {"x":79, "width":87},
BUCKETHEAD_ZOMBIE: {"x":54, "width":90},
f"{BUCKETHEAD_ZOMBIE}Attack": {"x":46, "width":90},
FLAG_ZOMBIE: {"x":56, "width":110},
f"{FLAG_ZOMBIE}Attack": {"x":60, "width":100},
f"{FLAG_ZOMBIE}LostHead": {"x":55, "width":110},
f"{FLAG_ZOMBIE}LostHeadAttack": {"x":55, "width":110},
NEWSPAPER_ZOMBIE: {"x":48, "width":92},
f"{NEWSPAPER_ZOMBIE}Attack": {"x":48, "width":92},
f"{NEWSPAPER_ZOMBIE}NoPaper": {"x":40, "width":98},
f"{NEWSPAPER_ZOMBIE}NoPaperAttack":{"x":48, "width":92},
f"{NEWSPAPER_ZOMBIE}LostHead": {"x":44, "width":96},
f"{NEWSPAPER_ZOMBIE}LostHeadAttack":{"x":48, "width":92},
f"{NEWSPAPER_ZOMBIE}Die": {"x":0, "width":100},
f"{DUCKY_TUBE_ZOMBIE}Die": {"x":55, "width":105},
f"{DUCKY_TUBE_ZOMBIE}LostHead": {"x":55, "width":105},
SCREEN_DOOR_ZOMBIE: {"x":41, "width":100},
f"{SCREEN_DOOR_ZOMBIE}Attack": {"x":41, "width":100},
} # 这里还有懒得写代码的补加,用循环实现
for _part1 in (
DUCKY_TUBE_ZOMBIE,
CONEHEAD_DUCKY_TUBE_ZOMBIE,
BUCKETHEAD_DUCKY_TUBE_ZOMBIE,
):
for _part2 in ('', 'Attack', 'Swim'):
ZOMBIE_RECT[f'{_part1}{_part2}'] = {'x': 55, 'width': 105}
for _part1 in (DUCKY_TUBE_ZOMBIE, CONEHEAD_DUCKY_TUBE_ZOMBIE, BUCKETHEAD_DUCKY_TUBE_ZOMBIE):
for _part2 in ("", "Attack", "Swim"):
ZOMBIE_RECT[f"{_part1}{_part2}"] = {"x":55, "width":105}
# 音效
def _getSound(filename):
return pg.mixer.Sound(
os.path.join(
os.path.dirname(os.path.dirname(__file__)),
'resources',
'sound',
filename,
)
)
# 所有音效的元组,用一波海象算子表达,免得要维护两个
return pg.mixer.Sound(os.path.join(os.path.dirname(os.path.dirname(__file__)) ,"resources", "sound", 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'),
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'),
SOUND_SHOOT := _getSound('shoot.ogg'),
SOUND_SNOWPEA_SPARKLES := _getSound('snowPeaSparkles.ogg'),
SOUND_BOMB := _getSound('bomb.ogg'),
SOUND_BIGCHOMP := _getSound('bigchomp.ogg'),
SOUND_PUFF := _getSound('puff.ogg'),
SOUND_POTATOMINE := _getSound('potatomine.ogg'),
SOUND_SQUASHING := _getSound('squashing.ogg'),
SOUND_SQUASH_HMM := _getSound('squashHmm.ogg'),
SOUND_PLANT_GROW := _getSound('plantGrow.ogg'),
SOUND_MUSHROOM_WAKEUP := _getSound('mushroomWakeup.ogg'),
SOUND_TANGLE_KELP_DRAG := _getSound('tangleKelpDrag.ogg'),
SOUND_DOOMSHROOM := _getSound('doomshroom.ogg'),
SOUND_GRAVEBUSTER_CHOMP := _getSound('gravebusterchomp.ogg'),
SOUND_FUME := _getSound('fume.ogg'),
SOUND_FIREPEA_EXPLODE := _getSound("firepea.ogg"),
SOUND_BULLET_EXPLODE := _getSound("bulletExplode.ogg"),
SOUND_SHOOT := _getSound("shoot.ogg"),
SOUND_SNOWPEA_SPARKLES := _getSound("snowPeaSparkles.ogg"),
SOUND_BOMB := _getSound("bomb.ogg"),
SOUND_BIGCHOMP := _getSound("bigchomp.ogg"),
SOUND_PUFF := _getSound("puff.ogg"),
SOUND_POTATOMINE := _getSound("potatomine.ogg"),
SOUND_SQUASHING := _getSound("squashing.ogg"),
SOUND_SQUASH_HMM := _getSound("squashHmm.ogg"),
SOUND_PLANT_GROW := _getSound("plantGrow.ogg"),
SOUND_MUSHROOM_WAKEUP := _getSound("mushroomWakeup.ogg"),
SOUND_TANGLE_KELP_DRAG := _getSound("tangleKelpDrag.ogg"),
SOUND_DOOMSHROOM := _getSound("doomshroom.ogg"),
SOUND_GRAVEBUSTER_CHOMP := _getSound("gravebusterchomp.ogg"),
SOUND_FUME := _getSound("fume.ogg"),
# 僵尸
SOUND_ZOMBIE_ENTERING_WATER := _getSound('zombieEnteringWater.ogg'),
SOUND_ZOMBIE_ATTACKING := _getSound('zombieAttack.ogg'),
SOUND_FREEZE := _getSound('freeze.ogg'),
SOUND_HYPNOED := _getSound('hypnoed.ogg'),
SOUND_NEWSPAPER_RIP := _getSound('newspaperRip.ogg'),
SOUND_NEWSPAPER_ZOMBIE_ANGRY := _getSound('newspaperZombieAngry.ogg'),
SOUND_POLEVAULT_JUMP := _getSound('polevaultjump.ogg'),
SOUND_ZOMBONI := _getSound('zomboni.ogg'),
SOUND_ZOMBONI_EXPLOSION := _getSound('zomboniExplosion.ogg'),
SOUND_ZOMBIE_ENTERING_WATER := _getSound("zombieEnteringWater.ogg"),
SOUND_ZOMBIE_ATTACKING := _getSound("zombieAttack.ogg"),
SOUND_FREEZE := _getSound("freeze.ogg"),
SOUND_HYPNOED := _getSound("hypnoed.ogg"),
SOUND_NEWSPAPER_RIP := _getSound("newspaperRip.ogg"),
SOUND_NEWSPAPER_ZOMBIE_ANGRY := _getSound("newspaperZombieAngry.ogg"),
SOUND_POLEVAULT_JUMP := _getSound("polevaultjump.ogg"),
SOUND_ZOMBONI := _getSound("zomboni.ogg"),
SOUND_ZOMBONI_EXPLOSION := _getSound("zomboniExplosion.ogg"),
# 关卡中
SOUND_CAR_WALKING := _getSound('carWalking.ogg'),
SOUND_ZOMBIE_COMING := _getSound('zombieComing.ogg'),
SOUND_ZOMBIE_VOICE := _getSound('zombieVoice.ogg'),
SOUND_HUGE_WAVE_APPROCHING := _getSound('hugeWaveApproching.ogg'),
SOUND_BUTTON_CLICK := _getSound('buttonclick.ogg'),
SOUND_COLLECT_SUN := _getSound('collectSun.ogg'),
SOUND_CLICK_CARD := _getSound('clickCard.ogg'),
SOUND_SHOVEL := _getSound('shovel.ogg'),
SOUND_PLANT := _getSound('plant.ogg'),
SOUND_BOWLING_IMPACT := _getSound('bowlingimpact.ogg'),
SOUND_PLANT_DIE := _getSound('plantDie.ogg'),
SOUND_EVILLAUGH := _getSound('evillaugh.ogg'),
SOUND_LOSE := _getSound('lose.ogg'),
SOUND_WIN := _getSound('win.ogg'),
SOUND_SCREAM := _getSound('scream.ogg'),
SOUND_CANNOT_CHOOSE_WARNING := _getSound('cannotChooseWarning.ogg'),
SOUND_FINAL_FANFARE := _getSound('finalfanfare.ogg'),
SOUND_CAR_WALKING := _getSound("carWalking.ogg"),
SOUND_ZOMBIE_COMING := _getSound("zombieComing.ogg"),
SOUND_ZOMBIE_VOICE := _getSound("zombieVoice.ogg"),
SOUND_HUGE_WAVE_APPROCHING := _getSound("hugeWaveApproching.ogg"),
SOUND_BUTTON_CLICK := _getSound("buttonclick.ogg"),
SOUND_COLLECT_SUN := _getSound("collectSun.ogg"),
SOUND_CLICK_CARD := _getSound("clickCard.ogg"),
SOUND_SHOVEL := _getSound("shovel.ogg"),
SOUND_PLANT := _getSound("plant.ogg"),
SOUND_BOWLING_IMPACT := _getSound("bowlingimpact.ogg"),
SOUND_PLANT_DIE := _getSound("plantDie.ogg"),
SOUND_EVILLAUGH := _getSound("evillaugh.ogg"),
SOUND_LOSE := _getSound("lose.ogg"),
SOUND_WIN := _getSound("win.ogg"),
SOUND_SCREAM := _getSound("scream.ogg"),
SOUND_CANNOT_CHOOSE_WARNING := _getSound("cannotChooseWarning.ogg"),
SOUND_FINAL_FANFARE := _getSound("finalfanfare.ogg"),
)
# 记录本地存储文件初始值
@ -771,4 +718,4 @@ INIT_USERDATA = {
}
# 无穷大常量
INF = float('inf') # python传递字符串性能较低故在这里对inf声明一次以后仅需调用即可虽然真正的用处是可以自动补全
INF = float("inf") # python传递字符串性能较低故在这里对inf声明一次以后仅需调用即可虽然真正的用处是可以自动补全

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@ -1,16 +1,14 @@
import os
import pygame as pg
from .. import constants as c
import os
from .. import tool
from .. import constants as c
class Menu(tool.State):
def __init__(self):
tool.State.__init__(self)
def startup(self, current_time: int, persist):
def startup(self, current_time, persist):
self.next = c.LEVEL
self.persist = persist
self.game_info = persist
@ -19,7 +17,7 @@ class Menu(tool.State):
self.setupOptionMenu()
self.setupSunflowerTrophy()
pg.mixer.music.stop()
pg.mixer.music.load(os.path.join(c.PATH_MUSIC_DIR, 'intro.opus'))
pg.mixer.music.load(os.path.join(c.PATH_MUSIC_DIR, "intro.opus"))
pg.mixer.music.play(-1, 0)
pg.display.set_caption(c.ORIGINAL_CAPTION)
pg.mixer.music.set_volume(self.game_info[c.SOUND_VOLUME])
@ -32,9 +30,7 @@ class Menu(tool.State):
# 2、双星号同上区别是x视为字典。
# 3、在变量前加单星号表示将元组列表、集合拆分为单个元素。
# 4、双星号同上区别是目标为字典字典前加单星号的话可以得到“键”。
self.bg_image = tool.get_image(
tool.GFX[c.MAIN_MENU_IMAGE], *frame_rect
)
self.bg_image = tool.get_image(tool.GFX[c.MAIN_MENU_IMAGE], *frame_rect)
self.bg_rect = self.bg_image.get_rect()
self.bg_rect.x = 0
self.bg_rect.y = 0
@ -43,12 +39,7 @@ class Menu(tool.State):
# 冒险模式
frame_rect = (0, 0, 330, 144)
# 写成列表生成器方便IDE识别与自动补全
self.adventure_frames = [
tool.get_image_alpha(
tool.GFX[f'{c.OPTION_ADVENTURE}_{i}'], *frame_rect
)
for i in range(2)
]
self.adventure_frames = [tool.get_image_alpha(tool.GFX[f"{c.OPTION_ADVENTURE}_{i}"], *frame_rect) for i in range(2)]
self.adventure_image = self.adventure_frames[0]
self.adventure_rect = self.adventure_image.get_rect()
self.adventure_rect.x = 400
@ -57,12 +48,7 @@ class Menu(tool.State):
# 小游戏
littleGame_frame_rect = (0, 7, 317, 135)
self.littleGame_frames = [
tool.get_image_alpha(
tool.GFX[f'{c.LITTLEGAME_BUTTON}_{i}'], *littleGame_frame_rect
)
for i in range(2)
]
self.littleGame_frames = [tool.get_image_alpha(tool.GFX[f"{c.LITTLEGAME_BUTTON}_{i}"], *littleGame_frame_rect) for i in range(2)]
self.littleGame_image = self.littleGame_frames[0]
self.littleGame_rect = self.littleGame_image.get_rect()
self.littleGame_rect.x = 397
@ -71,12 +57,7 @@ class Menu(tool.State):
# 退出按钮
exit_frame_rect = (0, 0, 47, 27)
self.exit_frames = [
tool.get_image_alpha(
tool.GFX[f'{c.EXIT}_{i}'], *exit_frame_rect, scale=1.1
)
for i in range(2)
]
self.exit_frames = [tool.get_image_alpha(tool.GFX[f"{c.EXIT}_{i}"], *exit_frame_rect, scale=1.1) for i in range(2)]
self.exit_image = self.exit_frames[0]
self.exit_rect = self.exit_image.get_rect()
self.exit_rect.x = 730
@ -85,12 +66,7 @@ class Menu(tool.State):
# 选项按钮
option_button_frame_rect = (0, 0, 81, 31)
self.option_button_frames = [
tool.get_image_alpha(
tool.GFX[f'{c.OPTION_BUTTON}_{i}'], *option_button_frame_rect
)
for i in range(2)
]
self.option_button_frames = [tool.get_image_alpha(tool.GFX[f"{c.OPTION_BUTTON}_{i}"], *option_button_frame_rect) for i in range(2)]
self.option_button_image = self.option_button_frames[0]
self.option_button_rect = self.option_button_image.get_rect()
self.option_button_rect.x = 560
@ -99,10 +75,7 @@ class Menu(tool.State):
# 帮助菜单
help_frame_rect = (0, 0, 48, 22)
self.help_frames = [
tool.get_image_alpha(tool.GFX[f'{c.HELP}_{i}'], *help_frame_rect)
for i in range(2)
]
self.help_frames = [tool.get_image_alpha(tool.GFX[f"{c.HELP}_{i}"], *help_frame_rect) for i in range(2)]
self.help_image = self.help_frames[0]
self.help_rect = self.help_image.get_rect()
self.help_rect.x = 653
@ -115,7 +88,7 @@ class Menu(tool.State):
self.adventure_clicked = False
self.option_button_clicked = False
def checkHilight(self, x: int, y: int):
def checkHilight(self, x, y):
# 高亮冒险模式按钮
if self.inArea(self.adventure_rect, x, y):
self.adventure_highlight_time = self.current_time
@ -133,23 +106,13 @@ class Menu(tool.State):
self.help_hilight_time = self.current_time
# 处理按钮高亮情况
self.adventure_image = self.chooseHilightImage(
self.adventure_highlight_time, self.adventure_frames
)
self.exit_image = self.chooseHilightImage(
self.exit_highlight_time, self.exit_frames
)
self.option_button_image = self.chooseHilightImage(
self.option_button_highlight_time, self.option_button_frames
)
self.littleGame_image = self.chooseHilightImage(
self.littleGame_highlight_time, self.littleGame_frames
)
self.help_image = self.chooseHilightImage(
self.help_hilight_time, self.help_frames
)
self.adventure_image = self.chooseHilightImage(self.adventure_highlight_time, self.adventure_frames)
self.exit_image = self.chooseHilightImage(self.exit_highlight_time, self.exit_frames)
self.option_button_image = self.chooseHilightImage(self.option_button_highlight_time, self.option_button_frames)
self.littleGame_image = self.chooseHilightImage(self.littleGame_highlight_time, self.littleGame_frames)
self.help_image = self.chooseHilightImage(self.help_hilight_time, self.help_frames)
def chooseHilightImage(self, hilightTime: int, frames):
def chooseHilightImage(self, hilightTime, frames):
if (self.current_time - hilightTime) < 80:
index= 1
else:
@ -185,9 +148,7 @@ class Menu(tool.State):
def setupOptionMenu(self):
# 选项菜单框
frame_rect = (0, 0, 500, 500)
self.big_menu = tool.get_image_alpha(
tool.GFX[c.BIG_MENU], *frame_rect, c.BLACK, 1.1
)
self.big_menu = tool.get_image_alpha(tool.GFX[c.BIG_MENU], *frame_rect, c.BLACK, 1.1)
self.big_menu_rect = self.big_menu.get_rect()
self.big_menu_rect.x = 150
self.big_menu_rect.y = 0
@ -201,7 +162,7 @@ class Menu(tool.State):
self.return_button_rect.y = 440
font = pg.font.Font(c.FONT_PATH, 40)
font.bold = True
text = font.render('返回游戏', True, c.YELLOWGREEN)
text = font.render("返回游戏", True, c.YELLOWGREEN)
text_rect = text.get_rect()
text_rect.x = 105
text_rect.y = 18
@ -212,71 +173,50 @@ class Menu(tool.State):
font = pg.font.Font(c.FONT_PATH, 35)
font.bold = True
# 音量+
self.sound_volume_plus_button = tool.get_image_alpha(
tool.GFX[c.SOUND_VOLUME_BUTTON], *frame_rect, c.BLACK
)
sign = font.render('+', True, c.YELLOWGREEN)
self.sound_volume_plus_button = tool.get_image_alpha(tool.GFX[c.SOUND_VOLUME_BUTTON], *frame_rect, c.BLACK)
sign = font.render("+", True, c.YELLOWGREEN)
sign_rect = sign.get_rect()
sign_rect.x = 8
sign_rect.y = -4
self.sound_volume_plus_button.blit(sign, sign_rect)
self.sound_volume_plus_button_rect = (
self.sound_volume_plus_button.get_rect()
)
self.sound_volume_plus_button_rect = self.sound_volume_plus_button.get_rect()
self.sound_volume_plus_button_rect.x = 500
# 音量-
self.sound_volume_minus_button = tool.get_image_alpha(
tool.GFX[c.SOUND_VOLUME_BUTTON], *frame_rect, c.BLACK
)
sign = font.render('-', True, c.YELLOWGREEN)
self.sound_volume_minus_button = tool.get_image_alpha(tool.GFX[c.SOUND_VOLUME_BUTTON], *frame_rect, c.BLACK)
sign = font.render("-", True, c.YELLOWGREEN)
sign_rect = sign.get_rect()
sign_rect.x = 12
sign_rect.y = -6
self.sound_volume_minus_button.blit(sign, sign_rect)
self.sound_volume_minus_button_rect = (
self.sound_volume_minus_button.get_rect()
)
self.sound_volume_minus_button_rect = self.sound_volume_minus_button.get_rect()
self.sound_volume_minus_button_rect.x = 450
# 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
self.sound_volume_minus_button_rect.y = self.sound_volume_plus_button_rect.y = 250
def setupSunflowerTrophy(self):
# 设置金银向日葵图片信息
if (
self.game_info[c.LEVEL_COMPLETIONS]
or self.game_info[c.LITTLEGAME_COMPLETIONS]
):
if (
self.game_info[c.LEVEL_COMPLETIONS]
and self.game_info[c.LITTLEGAME_COMPLETIONS]
):
if (self.game_info[c.LEVEL_COMPLETIONS] or self.game_info[c.LITTLEGAME_COMPLETIONS]):
if (self.game_info[c.LEVEL_COMPLETIONS] and self.game_info[c.LITTLEGAME_COMPLETIONS]):
frame_rect = (157, 0, 157, 269)
else:
frame_rect = (0, 0, 157, 269)
self.sunflower_trophy = tool.get_image_alpha(
tool.GFX[c.TROPHY_SUNFLOWER], *frame_rect, c.BLACK
)
self.sunflower_trophy = tool.get_image_alpha(tool.GFX[c.TROPHY_SUNFLOWER], *frame_rect, c.BLACK)
self.sunflower_trophy_rect = self.sunflower_trophy.get_rect()
self.sunflower_trophy_rect.x = 0
self.sunflower_trophy_rect.y = 280
self.sunflower_trophy_show_info_time = 0
def checkSunflowerTrophyInfo(self, surface: pg.Surface, x: int, y: int):
def checkSunflowerTrophyInfo(self, surface, x, y):
if self.inArea(self.sunflower_trophy_rect, x, y):
self.sunflower_trophy_show_info_time = self.current_time
if (self.current_time - self.sunflower_trophy_show_info_time) < 80:
font = pg.font.Font(c.FONT_PATH, 14)
if (
self.game_info[c.LEVEL_COMPLETIONS]
and self.game_info[c.LITTLEGAME_COMPLETIONS]
):
infoText = f'目前您一共完成了:冒险模式{self.game_info[c.LEVEL_COMPLETIONS]}轮,玩玩小游戏{self.game_info[c.LITTLEGAME_COMPLETIONS]}'
if (self.game_info[c.LEVEL_COMPLETIONS] and self.game_info[c.LITTLEGAME_COMPLETIONS]):
infoText = f"目前您一共完成了:冒险模式{self.game_info[c.LEVEL_COMPLETIONS]}轮,玩玩小游戏{self.game_info[c.LITTLEGAME_COMPLETIONS]}"
elif self.game_info[c.LEVEL_COMPLETIONS]:
infoText = f'目前您一共完成了:冒险模式{self.game_info[c.LEVEL_COMPLETIONS]}轮;完成其他所有游戏模式以获得金向日葵奖杯!'
infoText = f"目前您一共完成了:冒险模式{self.game_info[c.LEVEL_COMPLETIONS]}轮;完成其他所有游戏模式以获得金向日葵奖杯!"
else:
infoText = f'目前您一共完成了:玩玩小游戏{self.game_info[c.LITTLEGAME_COMPLETIONS]}轮;完成其他所有游戏模式以获得金向日葵奖杯!'
infoText = f"目前您一共完成了:玩玩小游戏{self.game_info[c.LITTLEGAME_COMPLETIONS]}轮;完成其他所有游戏模式以获得金向日葵奖杯!"
infoImg = font.render(infoText , True, c.BLACK, c.LIGHTYELLOW)
infoImg_rect = infoImg.get_rect()
infoImg_rect.x = self.sunflower_trophy_rect.x
@ -288,26 +228,16 @@ class Menu(tool.State):
# 播放点击音效
c.SOUND_BUTTON_CLICK.play()
def showCurrentVolumeImage(self, surface: pg.Surface):
def showCurrentVolumeImage(self, surface):
# 由于音量可变,因此这一内容不能在一开始就结束加载,而应当不断刷新不断显示
font = pg.font.Font(c.FONT_PATH, 30)
volume_tips = font.render(
f'音量:{round(self.game_info[c.SOUND_VOLUME]*100):3}%',
True,
c.LIGHTGRAY,
)
volume_tips = font.render(f"音量:{round(self.game_info[c.SOUND_VOLUME]*100):3}%", True, c.LIGHTGRAY)
volume_tips_rect = volume_tips.get_rect()
volume_tips_rect.x = 275
volume_tips_rect.y = 247
surface.blit(volume_tips, volume_tips_rect)
def update(
self,
surface: pg.Surface,
current_time: int,
mouse_pos: list,
mouse_click,
):
def update(self, surface, current_time, mouse_pos, mouse_click):
self.current_time = self.game_info[c.CURRENT_TIME] = current_time
surface.blit(self.bg_image, self.bg_rect)
@ -316,10 +246,7 @@ class Menu(tool.State):
surface.blit(self.exit_image, self.exit_rect)
surface.blit(self.option_button_image, self.option_button_rect)
surface.blit(self.help_image, self.help_rect)
if (
self.game_info[c.LEVEL_COMPLETIONS]
or self.game_info[c.LITTLEGAME_COMPLETIONS]
):
if self.game_info[c.LEVEL_COMPLETIONS] or self.game_info[c.LITTLEGAME_COMPLETIONS]:
surface.blit(self.sunflower_trophy, self.sunflower_trophy_rect)
# 点到冒险模式后播放动画
@ -335,14 +262,8 @@ class Menu(tool.State):
elif self.option_button_clicked:
surface.blit(self.big_menu, self.big_menu_rect)
surface.blit(self.return_button, self.return_button_rect)
surface.blit(
self.sound_volume_plus_button,
self.sound_volume_plus_button_rect,
)
surface.blit(
self.sound_volume_minus_button,
self.sound_volume_minus_button_rect,
)
surface.blit(self.sound_volume_plus_button, self.sound_volume_plus_button_rect)
surface.blit(self.sound_volume_minus_button, self.sound_volume_minus_button_rect)
self.showCurrentVolumeImage(surface)
if mouse_pos:
# 返回
@ -350,12 +271,8 @@ class Menu(tool.State):
self.option_button_clicked = False
c.SOUND_BUTTON_CLICK.play()
# 音量+
elif self.inArea(
self.sound_volume_plus_button_rect, *mouse_pos
):
self.game_info[c.SOUND_VOLUME] = round(
min(self.game_info[c.SOUND_VOLUME] + 0.05, 1), 2
)
elif self.inArea(self.sound_volume_plus_button_rect, *mouse_pos):
self.game_info[c.SOUND_VOLUME] = round(min(self.game_info[c.SOUND_VOLUME] + 0.05, 1), 2)
# 一般不会有人想把音乐和音效分开设置故pg.mixer.Sound.set_volume()和pg.mixer.music.set_volume()需要一起用
pg.mixer.music.set_volume(self.game_info[c.SOUND_VOLUME])
for i in c.SOUNDS:
@ -363,12 +280,8 @@ class Menu(tool.State):
c.SOUND_BUTTON_CLICK.play()
self.saveUserData()
# 音量-
elif self.inArea(
self.sound_volume_minus_button_rect, *mouse_pos
):
self.game_info[c.SOUND_VOLUME] = round(
max(self.game_info[c.SOUND_VOLUME] - 0.05, 0), 2
)
elif self.inArea(self.sound_volume_minus_button_rect, *mouse_pos):
self.game_info[c.SOUND_VOLUME] = round(max(self.game_info[c.SOUND_VOLUME] - 0.05, 0), 2)
# 一般不会有人想把音乐和音效分开设置故pg.mixer.Sound.set_volume()和pg.mixer.music.set_volume()需要一起用
pg.mixer.music.set_volume(self.game_info[c.SOUND_VOLUME])
for i in c.SOUNDS:
@ -380,10 +293,7 @@ class Menu(tool.State):
# 先检查选项高亮预览
x, y = pg.mouse.get_pos()
self.checkHilight(x, y)
if (
self.game_info[c.LEVEL_COMPLETIONS]
or self.game_info[c.LITTLEGAME_COMPLETIONS]
):
if (self.game_info[c.LEVEL_COMPLETIONS] or self.game_info[c.LITTLEGAME_COMPLETIONS]):
self.checkSunflowerTrophyInfo(surface, x, y)
if mouse_pos:
if self.inArea(self.adventure_rect, *mouse_pos):

View File

@ -1,11 +1,8 @@
import os
from abc import abstractmethod
import pygame as pg
from .. import constants as c
from abc import abstractmethod
from .. import tool
from .. import constants as c
class Screen(tool.State):
def __init__(self):
@ -17,9 +14,7 @@ class Screen(tool.State):
def setupImage(self, name, frame_rect=(0, 0, 800, 600), color_key=c.BLACK):
# 背景图本身
self.image = tool.get_image(
tool.GFX[name], *frame_rect, colorkey=color_key
)
self.image = tool.get_image(tool.GFX[name], *frame_rect, colorkey=color_key)
self.rect = self.image.get_rect()
self.rect.x = 0
self.rect.y = 0
@ -27,45 +22,33 @@ class Screen(tool.State):
# 按钮
frame_rect = (0, 0, 111, 26)
## 主菜单按钮
self.main_menu_button_image = tool.get_image_alpha(
tool.GFX[c.UNIVERSAL_BUTTON], *frame_rect
)
self.main_menu_button_image_rect = (
self.main_menu_button_image.get_rect()
)
self.main_menu_button_image = tool.get_image_alpha(tool.GFX[c.UNIVERSAL_BUTTON], *frame_rect)
self.main_menu_button_image_rect = self.main_menu_button_image.get_rect()
self.main_menu_button_image_rect.x = 620
### 主菜单按钮上的文字
font = pg.font.Font(c.FONT_PATH, 18)
main_menu_text = font.render('主菜单', True, c.NAVYBLUE)
main_menu_text = font.render("主菜单", True, c.NAVYBLUE)
main_menu_text_rect = main_menu_text.get_rect()
main_menu_text_rect.x = 29
## 继续按钮
self.next_button_image = tool.get_image_alpha(
tool.GFX[c.UNIVERSAL_BUTTON], *frame_rect
)
self.next_button_image = tool.get_image_alpha(tool.GFX[c.UNIVERSAL_BUTTON], *frame_rect)
self.next_button_image_rect = self.next_button_image.get_rect()
self.next_button_image_rect.x = 70
### 继续按钮上的文字
if name == c.GAME_VICTORY_IMAGE:
next_text = font.render('下一关', True, c.NAVYBLUE)
next_text = font.render("下一关", True, c.NAVYBLUE)
next_text_rect = next_text.get_rect()
next_text_rect.x = 29
self.next_button_image_rect.y = (
self.main_menu_button_image_rect.y
) = 555
self.next_button_image_rect.y = self.main_menu_button_image_rect.y = 555
else:
next_text = font.render('重新开始', True, c.NAVYBLUE)
next_text = font.render("重新开始", True, c.NAVYBLUE)
next_text_rect = next_text.get_rect()
next_text_rect.x = 21
self.next_button_image_rect.y = (
self.main_menu_button_image_rect.y
) = 530
self.next_button_image_rect.y = self.main_menu_button_image_rect.y = 530
self.next_button_image.blit(next_text, next_text_rect)
self.main_menu_button_image.blit(main_menu_text, main_menu_text_rect)
self.image.blit(self.next_button_image, self.next_button_image_rect)
self.image.blit(
self.main_menu_button_image, self.main_menu_button_image_rect
)
self.image.blit(self.main_menu_button_image, self.main_menu_button_image_rect)
def update(self, surface, current_time, mouse_pos, mouse_click):
surface.fill(c.WHITE)
@ -80,7 +63,6 @@ class Screen(tool.State):
self.next = c.MAIN_MENU
self.done = True
class GameVictoryScreen(Screen):
def __init__(self):
Screen.__init__(self)
@ -91,13 +73,12 @@ class GameVictoryScreen(Screen):
self.persist = persist
self.game_info = persist
self.setupImage(self.image_name)
pg.display.set_caption('pypvz: 战斗胜利!')
pg.display.set_caption("pypvz: 战斗胜利!")
pg.mixer.music.stop()
pg.mixer.music.load(os.path.join(c.PATH_MUSIC_DIR, 'zenGarden.opus'))
pg.mixer.music.load(os.path.join(c.PATH_MUSIC_DIR, "zenGarden.opus"))
pg.mixer.music.play(-1, 0)
pg.mixer.music.set_volume(self.game_info[c.SOUND_VOLUME])
class GameLoseScreen(Screen):
def __init__(self):
Screen.__init__(self)
@ -108,11 +89,10 @@ class GameLoseScreen(Screen):
self.persist = persist
self.game_info = persist
self.setupImage(self.image_name, (-118, -40, 800, 600), c.WHITE)
pg.display.set_caption('pypvz: 战斗失败!')
pg.display.set_caption("pypvz: 战斗失败!")
# 停止播放原来关卡中的音乐
pg.mixer.music.stop()
class AwardScreen(tool.State):
def __init__(self):
tool.State.__init__(self)
@ -120,9 +100,7 @@ class AwardScreen(tool.State):
def setupImage(self):
# 主体
frame_rect = (0, 0, 800, 600)
self.image = tool.get_image(
tool.GFX[c.AWARD_SCREEN_IMAGE], *frame_rect
)
self.image = tool.get_image(tool.GFX[c.AWARD_SCREEN_IMAGE], *frame_rect)
self.rect = self.image.get_rect()
self.rect.x = 0
self.rect.y = 0
@ -130,7 +108,7 @@ class AwardScreen(tool.State):
# 文字
# 标题处文字
font = pg.font.Font(c.FONT_PATH, 37)
title_text = font.render('您获得了新的战利品!', True, c.PARCHMENT_YELLOW)
title_text = font.render("您获得了新的战利品!", True, c.PARCHMENT_YELLOW)
title_text_rect = title_text.get_rect()
title_text_rect.x = 220
title_text_rect.y = 23
@ -140,44 +118,31 @@ class AwardScreen(tool.State):
frame_rect = (0, 0, 111, 26)
if self.show_only_one_option:
## 主菜单按钮
self.main_menu_button_image = tool.get_image_alpha(
tool.GFX[c.UNIVERSAL_BUTTON], *frame_rect
)
self.main_menu_button_image_rect = (
self.main_menu_button_image.get_rect()
)
self.main_menu_button_image = tool.get_image_alpha(tool.GFX[c.UNIVERSAL_BUTTON], *frame_rect)
self.main_menu_button_image_rect = self.main_menu_button_image.get_rect()
self.main_menu_button_image_rect.x = 343
self.main_menu_button_image_rect.y = 520
### 主菜单按钮上的文字
font = pg.font.Font(c.FONT_PATH, 18)
main_menu_text = font.render('主菜单', True, c.NAVYBLUE)
main_menu_text = font.render("主菜单", True, c.NAVYBLUE)
main_menu_text_rect = main_menu_text.get_rect()
main_menu_text_rect.x = 29
self.main_menu_button_image.blit(
main_menu_text, main_menu_text_rect
)
self.image.blit(
self.main_menu_button_image, self.main_menu_button_image_rect
)
self.main_menu_button_image.blit(main_menu_text, main_menu_text_rect)
self.image.blit(self.main_menu_button_image, self.main_menu_button_image_rect)
# 绘制向日葵奖杯
if (
self.game_info[c.LEVEL_COMPLETIONS]
and self.game_info[c.LITTLEGAME_COMPLETIONS]
):
if (self.game_info[c.LEVEL_COMPLETIONS] and self.game_info[c.LITTLEGAME_COMPLETIONS]):
frame_rect = (157, 0, 157, 269)
intro_title = '金向日葵奖杯'
intro_content = '您已通过所有关卡,获得此奖励!'
intro_title = "金向日葵奖杯"
intro_content = "您已通过所有关卡,获得此奖励!"
else:
frame_rect = (0, 0, 157, 269)
intro_title = '银向日葵奖杯'
intro_title = "银向日葵奖杯"
if self.game_info[c.LEVEL_COMPLETIONS]:
intro_content = '您已完成冒险模式,获得此奖励!'
intro_content = "您已完成冒险模式,获得此奖励!"
else:
intro_content = '您已完成玩玩小游戏,获得此奖励!'
sunflower_trophy_image = tool.get_image_alpha(
tool.GFX[c.TROPHY_SUNFLOWER], *frame_rect, scale=0.7
)
intro_content = "您已完成玩玩小游戏,获得此奖励!"
sunflower_trophy_image = tool.get_image_alpha(tool.GFX[c.TROPHY_SUNFLOWER], *frame_rect, scale=0.7)
sunflower_trophy_rect = sunflower_trophy_image.get_rect()
sunflower_trophy_rect.x = 348
sunflower_trophy_rect.y = 108
@ -185,9 +150,7 @@ class AwardScreen(tool.State):
# 绘制介绍标题
font = pg.font.Font(c.FONT_PATH, 22)
intro_title_img = font.render(
intro_title, True, c.PARCHMENT_YELLOW
)
intro_title_img = font.render(intro_title, True, c.PARCHMENT_YELLOW)
intro_title_rect = intro_title_img.get_rect()
intro_title_rect.x = 333
intro_title_rect.y = 305
@ -202,56 +165,40 @@ class AwardScreen(tool.State):
self.image.blit(intro_content_img, intro_content_rect)
else:
## 继续按钮
self.next_button_image = tool.get_image_alpha(
tool.GFX[c.UNIVERSAL_BUTTON], *frame_rect
)
self.next_button_image = tool.get_image_alpha(tool.GFX[c.UNIVERSAL_BUTTON], *frame_rect)
self.next_button_image_rect = self.next_button_image.get_rect()
self.next_button_image_rect.x = 70
### 继续按钮上的文字
font = pg.font.Font(c.FONT_PATH, 18)
next_text = font.render('继续', True, c.NAVYBLUE)
next_text = font.render("继续", True, c.NAVYBLUE)
next_text_rect = next_text.get_rect()
next_text_rect.x = 37
## 主菜单按钮
self.main_menu_button_image = tool.get_image_alpha(
tool.GFX[c.UNIVERSAL_BUTTON], *frame_rect
)
self.main_menu_button_image_rect = (
self.main_menu_button_image.get_rect()
)
self.main_menu_button_image = tool.get_image_alpha(tool.GFX[c.UNIVERSAL_BUTTON], *frame_rect)
self.main_menu_button_image_rect = self.main_menu_button_image.get_rect()
self.main_menu_button_image_rect.x = 620
self.next_button_image_rect.y = (
self.main_menu_button_image_rect.y
) = 540
self.next_button_image_rect.y = self.main_menu_button_image_rect.y = 540
### 主菜单按钮上的文字
main_menu_text = font.render('主菜单', True, c.NAVYBLUE)
main_menu_text = font.render("主菜单", True, c.NAVYBLUE)
main_menu_text_rect = main_menu_text.get_rect()
main_menu_text_rect.x = 29
self.next_button_image.blit(next_text, next_text_rect)
self.main_menu_button_image.blit(
main_menu_text, main_menu_text_rect
)
self.image.blit(
self.next_button_image, self.next_button_image_rect
)
self.image.blit(
self.main_menu_button_image, self.main_menu_button_image_rect
)
self.main_menu_button_image.blit(main_menu_text, main_menu_text_rect)
self.image.blit(self.next_button_image, self.next_button_image_rect)
self.image.blit(self.main_menu_button_image, self.main_menu_button_image_rect)
def startup(self, current_time, persist):
self.start_time = current_time
self.persist = persist
self.game_info = persist
if (c.PASSED_ALL in self.game_info) and (
not self.game_info[c.PASSED_ALL]
):
if (c.PASSED_ALL in self.game_info) and (not self.game_info[c.PASSED_ALL]):
self.show_only_one_option = False
else:
self.show_only_one_option = True
self.setupImage()
pg.display.set_caption('pypvz: 您获得了新的战利品!')
pg.display.set_caption("pypvz: 您获得了新的战利品!")
pg.mixer.music.stop()
pg.mixer.music.load(os.path.join(c.PATH_MUSIC_DIR, 'zenGarden.opus'))
pg.mixer.music.load(os.path.join(c.PATH_MUSIC_DIR, "zenGarden.opus"))
pg.mixer.music.play(-1, 0)
pg.mixer.music.set_volume(self.game_info[c.SOUND_VOLUME])
@ -267,7 +214,6 @@ class AwardScreen(tool.State):
self.next = c.LEVEL
self.done = True
class HelpScreen(tool.State):
def __init__(self):
tool.State.__init__(self)
@ -277,39 +223,31 @@ class HelpScreen(tool.State):
self.persist = persist
self.game_info = persist
self.setupImage()
pg.display.set_caption('pypvz: 帮助')
pg.display.set_caption("pypvz: 帮助")
pg.mixer.music.stop()
c.SOUND_HELP_SCREEN.play()
def setupImage(self):
# 主体
frame_rect = (-100, -50, 800, 600)
self.image = tool.get_image(
tool.GFX[c.HELP_SCREEN_IMAGE], *frame_rect, colorkey=(0, 255, 255)
)
self.image = tool.get_image(tool.GFX[c.HELP_SCREEN_IMAGE], *frame_rect, colorkey=(0, 255, 255))
self.rect = self.image.get_rect()
self.rect.x = 0
self.rect.y = 0
# 主菜单按钮
frame_rect = (0, 0, 111, 26)
self.main_menu_button_image = tool.get_image_alpha(
tool.GFX[c.UNIVERSAL_BUTTON], *frame_rect
)
self.main_menu_button_image_rect = (
self.main_menu_button_image.get_rect()
)
self.main_menu_button_image = tool.get_image_alpha(tool.GFX[c.UNIVERSAL_BUTTON], *frame_rect)
self.main_menu_button_image_rect = self.main_menu_button_image.get_rect()
self.main_menu_button_image_rect.x = 343
self.main_menu_button_image_rect.y = 500
### 主菜单按钮上的文字
font = pg.font.Font(c.FONT_PATH, 18)
main_menu_text = font.render('主菜单', True, c.NAVYBLUE)
main_menu_text = font.render("主菜单", True, c.NAVYBLUE)
main_menu_text_rect = main_menu_text.get_rect()
main_menu_text_rect.x = 29
self.main_menu_button_image.blit(main_menu_text, main_menu_text_rect)
self.image.blit(
self.main_menu_button_image, self.main_menu_button_image_rect
)
self.image.blit(self.main_menu_button_image, self.main_menu_button_image_rect)
def update(self, surface, current_time, mouse_pos, mouse_click):
surface.fill(c.BLACK)

View File

@ -1,17 +1,14 @@
import json
import logging
import os
import json
from abc import abstractmethod
import pygame as pg
from pygame.locals import *
from . import constants as c
logger = logging.getLogger('main')
logger = logging.getLogger("main")
# 状态机 抽象基类
class State:
class State():
def __init__(self):
self.start_time = 0
self.current_time = 0
@ -21,31 +18,30 @@ class State:
# 当从其他状态进入这个状态时,需要进行的初始化操作
@abstractmethod
def startup(self, current_time: int, persist: dict):
def startup(self, current_time, persist):
# 前面加了@abstractmethod表示抽象基类中必须要重新定义的methodmethod是对象和函数的结合
pass
# 当从这个状态退出时,需要进行的清除操作
def cleanup(self):
self.done = False
return self.persist
# 在这个状态运行时进行的更新操作
@abstractmethod
def update(self, surface: pg.Surface, keys, current_time: int):
def update(self, surface, keys, current_time):
# 前面加了@abstractmethod表示抽象基类中必须要重新定义的method
pass
# 工具:范围判断函数,用于判断点击
def inArea(self, rect: pg.Rect, x: int, y: int):
if rect.x <= x <= rect.right and rect.y <= y <= rect.bottom:
def inArea(self, rect, x, y):
if (rect.x <= x <= rect.right and
rect.y <= y <= rect.bottom):
return True
else:
return False
# 工具:用户数据保存函数
def saveUserData(self):
with open(c.USERDATA_PATH, 'w', encoding='utf-8') as f:
with open(c.USERDATA_PATH, "w", encoding="utf-8") as f:
userdata = {}
for i in self.game_info:
if i in c.INIT_USERDATA:
@ -53,19 +49,15 @@ class State:
data_to_save = json.dumps(userdata, sort_keys=True, indent=4)
f.write(data_to_save)
# 进行游戏控制 循环 事件响应
class Control:
class Control():
def __init__(self):
self.screen = pg.display.get_surface()
self.done = False
self.clock = pg.time.Clock() # 创建一个对象来帮助跟踪时间
self.keys = pg.key.get_pressed()
self.mouse_pos = None
self.mouse_click = [
False,
False,
] # value:[left mouse click, right mouse click]
self.mouse_click = [False, False] # value:[left mouse click, right mouse click]
self.current_time = 0.0
self.state_dict = {}
self.state_name = None
@ -74,12 +66,12 @@ class Control:
# 存在存档即导入
# 先自动修复读写权限(Python权限规则和Unix不一样420表示unix的644Windows自动忽略不支持项)
os.chmod(c.USERDATA_PATH, 420)
with open(c.USERDATA_PATH, encoding='utf-8') as f:
with open(c.USERDATA_PATH, encoding="utf-8") as f:
userdata = json.load(f)
except FileNotFoundError:
self.setupUserData()
except json.JSONDecodeError:
logger.warning('用户存档解码错误!程序将新建初始存档!\n')
logger.warning("用户存档解码错误!程序将新建初始存档!\n")
self.setupUserData()
else: # 没有引发异常才执行
self.game_info = {}
@ -92,10 +84,8 @@ class Control:
self.game_info[key] = c.INIT_USERDATA[key]
need_to_rewrite = True
if need_to_rewrite:
with open(c.USERDATA_PATH, 'w', encoding='utf-8') as f:
savedata = json.dumps(
self.game_info, sort_keys=True, indent=4
)
with open(c.USERDATA_PATH, "w", encoding="utf-8") as f:
savedata = json.dumps(self.game_info, sort_keys=True, indent=4)
f.write(savedata)
# 存档内不包含即时游戏时间信息,需要新建
self.game_info[c.CURRENT_TIME] = 0
@ -106,12 +96,12 @@ class Control:
def setupUserData(self):
if not os.path.exists(os.path.dirname(c.USERDATA_PATH)):
os.makedirs(os.path.dirname(c.USERDATA_PATH))
with open(c.USERDATA_PATH, 'w', encoding='utf-8') as f:
with open(c.USERDATA_PATH, "w", encoding="utf-8") as f:
savedata = json.dumps(c.INIT_USERDATA, sort_keys=True, indent=4)
f.write(savedata)
self.game_info = c.INIT_USERDATA.copy() # 内部全是不可变对象,浅拷贝即可
def setup_states(self, state_dict: dict, start_state):
def setup_states(self, state_dict, start_state):
self.state_dict = state_dict
self.state_name = start_state
self.state = self.state_dict[self.state_name]
@ -124,9 +114,7 @@ class Control:
if self.state.done:
self.flip_state()
self.state.update(
self.screen, self.current_time, self.mouse_pos, self.mouse_click
)
self.state.update(self.screen, self.current_time, self.mouse_pos, self.mouse_click)
self.mouse_pos = None
self.mouse_click[0] = False
self.mouse_click[1] = False
@ -148,24 +136,17 @@ class Control:
elif event.type == pg.KEYDOWN:
self.keys = pg.key.get_pressed()
if event.key == pg.K_f:
pg.display.set_mode(
c.SCREEN_SIZE, pg.HWSURFACE | pg.FULLSCREEN
)
pg.display.set_mode(c.SCREEN_SIZE, pg.HWSURFACE|pg.FULLSCREEN)
elif event.key == pg.K_u:
pg.display.set_mode(c.SCREEN_SIZE)
elif event.type == pg.KEYUP:
self.keys = pg.key.get_pressed()
elif event.type == pg.MOUSEBUTTONDOWN:
self.mouse_pos = pg.mouse.get_pos()
(
self.mouse_click[0],
_,
self.mouse_click[1],
) = pg.mouse.get_pressed()
self.mouse_click[0], _, self.mouse_click[1] = pg.mouse.get_pressed()
# self.mouse_click[0]表示左键self.mouse_click[1]表示右键
print(
f'点击位置: ({self.mouse_pos[0]:3}, {self.mouse_pos[1]:3}) 左右键点击情况: {self.mouse_click}'
)
print(f"点击位置: ({self.mouse_pos[0]:3}, {self.mouse_pos[1]:3}) 左右键点击情况: {self.mouse_click}")
def run(self):
while not self.done:
@ -174,16 +155,7 @@ class Control:
pg.display.update()
self.clock.tick(self.fps)
def get_image(
sheet: pg.Surface,
x: int,
y: int,
width: int,
height: int,
colorkey: tuple[int] = c.BLACK,
scale: int = 1,
) -> pg.Surface:
def get_image(sheet, x, y, width, height, colorkey=c.BLACK, scale=1):
# 不保留alpha通道的图片导入
image = pg.Surface([width, height])
rect = image.get_rect()
@ -191,36 +163,24 @@ def get_image(
image.blit(sheet, (0, 0), (x, y, width, height))
if colorkey:
image.set_colorkey(colorkey)
image = pg.transform.scale(
image, (int(rect.width * scale), int(rect.height * scale))
)
image = pg.transform.scale(image,
(int(rect.width*scale),
int(rect.height*scale)))
return image
def get_image_alpha(
sheet: pg.Surface,
x: int,
y: int,
width: int,
height: int,
colorkey: tuple[int] = c.BLACK,
scale: int = 1,
) -> pg.Surface:
def get_image_alpha(sheet, x, y, width, height, colorkey=c.BLACK, scale=1):
# 保留alpha通道的图片导入
image = pg.Surface([width, height], SRCALPHA)
rect = image.get_rect()
image.blit(sheet, (0, 0), (x, y, width, height))
image.set_colorkey(colorkey)
image = pg.transform.scale(
image, (int(rect.width * scale), int(rect.height * scale))
)
image = pg.transform.scale(image,
(int(rect.width*scale),
int(rect.height*scale)))
return image
def load_image_frames(
directory: str, image_name: str, colorkey: tuple[int], accept: tuple[str]
) -> list[pg.Surface]:
def load_image_frames(directory, image_name, colorkey, accept):
frame_list = []
tmp = {}
# image_name is "Peashooter", pic name is "Peashooter_1", get the index 1
@ -243,13 +203,8 @@ def load_image_frames(
frame_list.append(tmp[i])
return frame_list
# colorkeys 是设置图像中的某个颜色值为透明,这里用来消除白边
def load_all_gfx(
directory: str,
colorkey: tuple[int] = c.WHITE,
accept: tuple[str] = ('.png', '.jpg', '.bmp', '.gif', '.webp'),
) -> dict[str : pg.Surface]:
def load_all_gfx(directory, colorkey=c.WHITE, accept=(".png", ".jpg", ".bmp", ".gif", ".webp")):
graphics = {}
for name1 in os.listdir(directory):
# subfolders under the folder resources\graphics
@ -265,15 +220,11 @@ def load_all_gfx(
if os.path.isdir(dir3):
# e.g. it"s the folder resources\graphics\Zombies\ConeheadZombie\ConeheadZombieAttack
image_name, _ = os.path.splitext(name3)
graphics[image_name] = load_image_frames(
dir3, image_name, colorkey, accept
)
graphics[image_name] = load_image_frames(dir3, image_name, colorkey, accept)
else:
# e.g. pics under the folder resources\graphics\Plants\Peashooter
image_name, _ = os.path.splitext(name2)
graphics[image_name] = load_image_frames(
dir2, image_name, colorkey, accept
)
graphics[image_name] = load_image_frames(dir2, image_name, colorkey, accept)
break
else:
# e.g. pics under the folder resources\graphics\Screen
@ -288,13 +239,10 @@ def load_all_gfx(
graphics[name] = img
return graphics
pg.display.set_caption(c.ORIGINAL_CAPTION) # 设置标题
SCREEN = pg.display.set_mode(c.SCREEN_SIZE, pg.SCALED) # 设置初始屏幕
SCREEN = pg.display.set_mode(c.SCREEN_SIZE) # 设置初始屏幕
pg.mixer.set_num_channels(255) # 设置可以同时播放的音频数量默认为8经常不够用
if os.path.exists(
c.ORIGINAL_LOGO
): # 设置窗口图标仅对非Nuitka时生效Nuitka不需要包括额外的图标文件自动跳过这一过程即可
if os.path.exists(c.ORIGINAL_LOGO): # 设置窗口图标仅对非Nuitka时生效Nuitka不需要包括额外的图标文件自动跳过这一过程即可
pg.display.set_icon(pg.image.load(c.ORIGINAL_LOGO))
GFX = load_all_gfx(c.PATH_IMG_DIR)

209
uv.lock generated
View File

@ -1,209 +0,0 @@
version = 1
revision = 2
requires-python = ">=3.12"
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