import random import pygame as pg from .. import tool from .. import constants as c class Car(pg.sprite.Sprite): def __init__(self, x, y, map_y): pg.sprite.Sprite.__init__(self) rect = tool.GFX[c.CAR].get_rect() width, height = rect.w, rect.h self.image = tool.get_image(tool.GFX[c.CAR], 0, 0, width, height) self.rect = self.image.get_rect() self.rect.x = x self.rect.bottom = y self.map_y = map_y self.state = c.IDLE self.dead = False def update(self, game_info): self.current_time = game_info[c.CURRENT_TIME] if self.state == c.IDLE: pass elif self.state == c.WALK: self.rect.x += 4 if self.rect.x > c.SCREEN_WIDTH: self.dead = True def setWalk(self): if self.state == c.IDLE: self.state = c.WALK def draw(self, surface): surface.blit(self.image, self.rect) # 豌豆及孢子类普通子弹 class Bullet(pg.sprite.Sprite): def __init__(self, x, start_y, dest_y, name, damage, effect=False, passedTorchWood=None): pg.sprite.Sprite.__init__(self) self.name = name self.frames = [] self.frame_index = 0 self.load_images() self.image = self.frames[self.frame_index] self.rect = self.image.get_rect() self.rect.x = x self.rect.y = start_y self.dest_y = dest_y self.y_vel = 15 if (dest_y > start_y) else -15 self.x_vel = 10 self.damage = damage self.effect = effect self.state = c.FLY self.current_time = 0 self.passedTorchWood = passedTorchWood # 记录最近通过的火炬树横坐标,如果没有缺省为None def loadFrames(self, frames, name): frame_list = tool.GFX[name] if name in tool.PLANT_RECT: data = tool.PLANT_RECT[name] x, y, width, height = data['x'], data['y'], data['width'], data['height'] else: x, y = 0, 0 rect = frame_list[0].get_rect() width, height = rect.w, rect.h for frame in frame_list: frames.append(tool.get_image(frame, x, y, width, height)) def load_images(self): self.fly_frames = [] self.explode_frames = [] fly_name = self.name if self.name == c.BULLET_MUSHROOM: explode_name = 'BulletMushRoomExplode' elif self.name == c.BULLET_PEA_ICE: explode_name = 'PeaIceExplode' else: explode_name = 'PeaNormalExplode' self.loadFrames(self.fly_frames, fly_name) self.loadFrames(self.explode_frames, explode_name) self.frames = self.fly_frames def update(self, game_info): self.current_time = game_info[c.CURRENT_TIME] if self.state == c.FLY: if self.rect.y != self.dest_y: self.rect.y += self.y_vel if self.y_vel * (self.dest_y - self.rect.y) < 0: self.rect.y = self.dest_y self.rect.x += self.x_vel if self.rect.x > c.SCREEN_WIDTH: self.kill() elif self.state == c.EXPLODE: if (self.current_time - self.explode_timer) > 250: self.kill() def setExplode(self): self.state = c.EXPLODE self.explode_timer = self.current_time self.frames = self.explode_frames self.image = self.frames[self.frame_index] def draw(self, surface): surface.blit(self.image, self.rect) # 杨桃的子弹 class StarBullet(Bullet): def __init__(self, x, start_y, damage, direction, level): # direction指星星飞行方向 pg.sprite.Sprite.__init__(self) self.name = c.BULLET_STAR self.level = level self.frames = [] self.effect = False self.frame_index = 0 self.load_images() self.image = self.frames[self.frame_index] self.rect = self.image.get_rect() self.rect.x = x self.rect.y = start_y _, self.map_y = self.level.map.getMapIndex(self.rect.x, self.rect.centery) self.direction = direction self.damage = damage self.state = c.FLY self.current_time = 0 self.passedTorchWood = None def loadFrames(self, frames, name): frame_list = tool.GFX[name] if name in tool.PLANT_RECT: data = tool.PLANT_RECT[name] x, y, width, height = data['x'], data['y'], data['width'], data['height'] else: x, y = 0, 0 rect = frame_list[0].get_rect() width, height = rect.w, rect.h for frame in frame_list: frames.append(tool.get_image(frame, x, y, width, height)) def load_images(self): self.fly_frames = [] self.explode_frames = [] fly_name = self.name explode_name = 'StarBulletExplode' self.loadFrames(self.fly_frames, fly_name) self.loadFrames(self.explode_frames, explode_name) self.frames = self.fly_frames def update(self, game_info): self.current_time = game_info[c.CURRENT_TIME] if self.state == c.FLY: if self.direction == c.STAR_FORWARD_UP: self.rect.x += 8 self.rect.y -= 6 elif self.direction == c.STAR_FORWARD_DOWN: self.rect.x += 7 self.rect.y += 7 elif self.direction == c.STAR_UPWARD: self.rect.y -= 10 elif self.direction == c.STAR_DOWNWARD: self.rect.y += 10 else: self.rect.x -= 10 self.handleMapYPosition() if ((self.rect.x > c.SCREEN_WIDTH) or (self.rect.x < 0) or (self.rect.y > c.SCREEN_HEIGHT) or (self.rect.y < 0)): self.kill() elif self.state == c.EXPLODE: if (self.current_time - self.explode_timer) > 250: self.kill() def setExplode(self): self.state = c.EXPLODE self.explode_timer = self.current_time self.frames = self.explode_frames self.image = self.frames[self.frame_index] def draw(self, surface): surface.blit(self.image, self.rect) # 这里用的是坚果保龄球的代码改一下,实现子弹换行 def handleMapYPosition(self): _, map_y1 = self.level.map.getMapIndex(self.rect.x, self.rect.centery +20) # _, map_y2 = self.level.map.getMapIndex(self.rect.x, self.rect.bottom +20) if (self.map_y != map_y1) and (0 <= map_y1 <= self.level.map_y_len-1): # 换行 self.level.bullet_groups[self.map_y].remove(self) self.level.bullet_groups[map_y1].add(self) self.map_y = map_y1 class Plant(pg.sprite.Sprite): def __init__(self, x, y, name, health, bullet_group, scale=1): pg.sprite.Sprite.__init__(self) self.frames = [] self.frame_index = 0 self.loadImages(name, scale) self.frame_num = len(self.frames) self.image = self.frames[self.frame_index] self.rect = self.image.get_rect() self.rect.centerx = x self.rect.bottom = y self.name = name self.health = health self.state = c.IDLE self.bullet_group = bullet_group self.can_sleep = False self.animate_timer = 0 self.animate_interval = 70 # 帧播放间隔 self.hit_timer = 0 # 被铲子指向时间 self.highlightTime = 0 def loadFrames(self, frames, name, scale, color=c.BLACK): frame_list = tool.GFX[name] if name in tool.PLANT_RECT: data = tool.PLANT_RECT[name] x, y, width, height = data['x'], data['y'], data['width'], data['height'] else: x, y = 0, 0 rect = frame_list[0].get_rect() width, height = rect.w, rect.h for frame in frame_list: frames.append(tool.get_image(frame, x, y, width, height, color, scale)) def loadImages(self, name, scale): self.loadFrames(self.frames, name, scale) def changeFrames(self, frames): '''change image frames and modify rect position''' self.frames = frames self.frame_num = len(self.frames) self.frame_index = 0 bottom = self.rect.bottom x = self.rect.x self.image = self.frames[self.frame_index] self.rect = self.image.get_rect() self.rect.bottom = bottom self.rect.x = x def update(self, game_info): self.current_time = game_info[c.CURRENT_TIME] self.handleState() self.animation() def handleState(self): if self.state == c.IDLE: self.idling() elif self.state == c.ATTACK: self.attacking() elif self.state == c.DIGEST: self.digest() def idling(self): pass def attacking(self): pass def digest(self): pass def animation(self): if (self.current_time - self.animate_timer) > self.animate_interval: self.frame_index += 1 if self.frame_index >= self.frame_num: self.frame_index = 0 self.animate_timer = self.current_time self.image = self.frames[self.frame_index] if (self.current_time - self.highlightTime < 200): self.image.set_alpha(150) elif ((self.current_time - self.hit_timer) < 200): self.image.set_alpha(192) else: self.image.set_alpha(255) def canAttack(self, zombie): if (self.state != c.SLEEP and zombie.state != c.DIE and (not zombie.lostHead) and self.rect.x <= zombie.rect.right): return True return False def setAttack(self): self.state = c.ATTACK def setIdle(self): self.state = c.IDLE self.is_attacked = False def setSleep(self): self.state = c.SLEEP self.changeFrames(self.sleep_frames) def setDamage(self, damage, zombie): if not zombie.lostHead: self.health -= damage self.hit_timer = self.current_time if (self.health == 0) or (self.name == c.HYPNOSHROOM and self.state != c.SLEEP): # 魅惑菇触发同样会消失 self.kill_zombie = zombie def getPosition(self): return self.rect.centerx, self.rect.bottom class Sun(Plant): def __init__(self, x, y, dest_x, dest_y, is_big=True): if is_big: scale = 0.9 self.sun_value = c.SUN_VALUE else: scale = 0.6 self.sun_value = 15 Plant.__init__(self, x, y, c.SUN, 0, None, scale) self.move_speed = 1 self.dest_x = dest_x self.dest_y = dest_y self.die_timer = 0 def handleState(self): if self.rect.centerx != self.dest_x: self.rect.centerx += self.move_speed if self.rect.centerx < self.dest_x else -self.move_speed if self.rect.bottom != self.dest_y: self.rect.bottom += self.move_speed if self.rect.bottom < self.dest_y else -self.move_speed if self.rect.centerx == self.dest_x and self.rect.bottom == self.dest_y: if self.die_timer == 0: self.die_timer = self.current_time elif (self.current_time - self.die_timer) > c.SUN_LIVE_TIME: self.state = c.DIE self.kill() def checkCollision(self, x, y): if self.state == c.DIE: return False if (x >= self.rect.x and x <= self.rect.right and y >= self.rect.y and y <= self.rect.bottom): self.state = c.DIE self.kill() return True return False class SunFlower(Plant): def __init__(self, x, y, sun_group): Plant.__init__(self, x, y, c.SUNFLOWER, c.PLANT_HEALTH, None) self.sun_timer = 0 self.sun_group = sun_group def idling(self): if self.sun_timer == 0: self.sun_timer = self.current_time - (c.FLOWER_SUN_INTERVAL - 6000) elif (self.current_time - self.sun_timer) > c.FLOWER_SUN_INTERVAL: self.sun_group.add( Sun(self.rect.centerx, self.rect.bottom, self.rect.right, self.rect.bottom + self.rect.h // 2)) self.sun_timer = self.current_time class PeaShooter(Plant): def __init__(self, x, y, bullet_group): Plant.__init__(self, x, y, c.PEASHOOTER, c.PLANT_HEALTH, bullet_group) self.shoot_timer = 0 def attacking(self): if (self.current_time - self.shoot_timer) > 1400: self.bullet_group.add(Bullet(self.rect.right - 15, self.rect.y, self.rect.y, c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, effect=False)) self.shoot_timer = self.current_time class RepeaterPea(Plant): def __init__(self, x, y, bullet_group): Plant.__init__(self, x, y, c.REPEATERPEA, c.PLANT_HEALTH, bullet_group) self.shoot_timer = 0 # 是否发射第一颗 self.firstShot = False def attacking(self): if (self.current_time - self.shoot_timer > 1400): self.firstShot = True self.bullet_group.add(Bullet(self.rect.right - 15, self.rect.y, self.rect.y, c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, effect=False)) self.shoot_timer = self.current_time elif self.firstShot and (self.current_time - self.shoot_timer) > 100: self.firstShot = False self.bullet_group.add(Bullet(self.rect.right - 15, self.rect.y, self.rect.y, c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, effect=False)) class ThreePeaShooter(Plant): def __init__(self, x, y, bullet_groups, map_y, background_type): Plant.__init__(self, x, y, c.THREEPEASHOOTER, c.PLANT_HEALTH, None) self.shoot_timer = 0 self.map_y = map_y self.bullet_groups = bullet_groups self.background_type = background_type def attacking(self): if (self.current_time - self.shoot_timer) > 1400: offset_y = 9 # modify bullet in the same y position with bullets of other plants for i in range(3): tmp_y = self.map_y + (i - 1) if tmp_y < 0 or tmp_y >= c.GRID_Y_LEN: continue if self.background_type in {c.BACKGROUND_POOL, c.BACKGROUND_FOG, c.BACKGROUND_ROOF, c.BACKGROUND_ROOFNIGHT}: dest_y = self.rect.y + (i - 1) * c.GRID_POOL_Y_SIZE + offset_y else: dest_y = self.rect.y + (i - 1) * c.GRID_Y_SIZE + offset_y self.bullet_groups[tmp_y].add(Bullet(self.rect.right - 15, self.rect.y, dest_y, c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, effect=False)) self.shoot_timer = self.current_time class SnowPeaShooter(Plant): def __init__(self, x, y, bullet_group): Plant.__init__(self, x, y, c.SNOWPEASHOOTER, c.PLANT_HEALTH, bullet_group) self.shoot_timer = 0 def attacking(self): if (self.current_time - self.shoot_timer) > 1400: self.bullet_group.add(Bullet(self.rect.right - 15, self.rect.y, self.rect.y, c.BULLET_PEA_ICE, c.BULLET_DAMAGE_NORMAL, effect=c.BULLET_EFFECT_ICE)) self.shoot_timer = self.current_time class WallNut(Plant): def __init__(self, x, y): Plant.__init__(self, x, y, c.WALLNUT, c.WALLNUT_HEALTH, None) self.load_images() self.cracked1 = False self.cracked2 = False def load_images(self): self.cracked1_frames = [] self.cracked2_frames = [] cracked1_frames_name = self.name + '_cracked1' cracked2_frames_name = self.name + '_cracked2' self.loadFrames(self.cracked1_frames, cracked1_frames_name, 1) self.loadFrames(self.cracked2_frames, cracked2_frames_name, 1) def idling(self): if not self.cracked1 and self.health <= c.WALLNUT_CRACKED1_HEALTH: self.changeFrames(self.cracked1_frames) self.cracked1 = True elif not self.cracked2 and self.health <= c.WALLNUT_CRACKED2_HEALTH: self.changeFrames(self.cracked2_frames) self.cracked2 = True class CherryBomb(Plant): def __init__(self, x, y): Plant.__init__(self, x, y, c.CHERRYBOMB, c.WALLNUT_HEALTH, None) self.state = c.ATTACK self.start_boom = False self.bomb_timer = 0 self.explode_y_range = 1 self.explode_x_range = c.GRID_X_SIZE * 1.5 def setBoom(self): frame = tool.GFX[c.CHERRY_BOOM_IMAGE] rect = frame.get_rect() width, height = rect.w, rect.h old_rect = self.rect image = tool.get_image(frame, 0, 0, width, height, c.BLACK, 1) self.image = image self.rect = image.get_rect() self.rect.centerx = old_rect.centerx self.rect.centery = old_rect.centery self.start_boom = True def animation(self): if self.start_boom: if self.bomb_timer == 0: self.bomb_timer = self.current_time elif (self.current_time - self.bomb_timer) > 500: self.health = 0 else: if (self.current_time - self.animate_timer) > 100: self.frame_index += 1 if self.frame_index >= self.frame_num: self.setBoom() return self.animate_timer = self.current_time self.image = self.frames[self.frame_index] class Chomper(Plant): def __init__(self, x, y): Plant.__init__(self, x, y, c.CHOMPER, c.PLANT_HEALTH, None) self.animate_interval = 140 self.digest_timer = 0 self.digest_interval = 15000 self.attack_zombie = None self.zombie_group = None def loadImages(self, name, scale): self.idle_frames = [] self.attack_frames = [] self.digest_frames = [] self.animate_interval = 100 # 本身动画播放较慢 idle_name = name attack_name = name + 'Attack' digest_name = name + 'Digest' frame_list = [self.idle_frames, self.attack_frames, self.digest_frames] name_list = [idle_name, attack_name, digest_name] scale_list = [1, 1, 1] rect_list = [(0, 0, 100, 114), None, None] for i, name in enumerate(name_list): self.loadFrames(frame_list[i], name, scale_list[i]) self.frames = self.idle_frames def canAttack(self, zombie): if (self.state == c.IDLE and zombie.state != c.DIGEST and self.rect.x <= zombie.rect.right and (not zombie.lostHead) and (self.rect.right + c.GRID_X_SIZE >= zombie.rect.x)): return True return False def setIdle(self): self.state = c.IDLE self.changeFrames(self.idle_frames) def setAttack(self, zombie, zombie_group): self.attack_zombie = zombie self.zombie_group = zombie_group self.state = c.ATTACK self.changeFrames(self.attack_frames) def setDigest(self): self.state = c.DIGEST self.changeFrames(self.digest_frames) def attacking(self): if self.frame_index == (self.frame_num - 3): self.zombie_group.remove(self.attack_zombie) if (self.frame_index + 1) == self.frame_num: self.setDigest() def digest(self): if self.digest_timer == 0: self.digest_timer = self.current_time elif (self.current_time - self.digest_timer) > self.digest_interval: self.digest_timer = 0 self.attack_zombie.kill() self.setIdle() class PuffShroom(Plant): def __init__(self, x, y, bullet_group): Plant.__init__(self, x, y, c.PUFFSHROOM, c.PLANT_HEALTH, bullet_group) self.can_sleep = True self.shoot_timer = 0 def loadImages(self, name, scale): self.idle_frames = [] self.sleep_frames = [] idle_name = name sleep_name = name + 'Sleep' frame_list = [self.idle_frames, self.sleep_frames] name_list = [idle_name, sleep_name] for i, name in enumerate(name_list): self.loadFrames(frame_list[i], name, 1) self.frames = self.idle_frames def attacking(self): if (self.current_time - self.shoot_timer) > 1400: self.bullet_group.add(Bullet(self.rect.right, self.rect.y + 10, self.rect.y + 10, c.BULLET_MUSHROOM, c.BULLET_DAMAGE_NORMAL, effect=False)) self.shoot_timer = self.current_time def canAttack(self, zombie): if (self.rect.x <= zombie.rect.right and (self.rect.x + c.GRID_X_SIZE * 3.5 >= zombie.rect.x)): return True return False class PotatoMine(Plant): def __init__(self, x, y): Plant.__init__(self, x, y, c.POTATOMINE, c.PLANT_HEALTH, None) self.animate_interval = 300 self.is_init = True self.init_timer = 0 self.bomb_timer = 0 self.explode_y_range = 0 self.explode_x_range = c.GRID_X_SIZE def loadImages(self, name, scale): self.init_frames = [] self.idle_frames = [] self.explode_frames = [] init_name = name + 'Init' idle_name = name explode_name = name + 'Explode' frame_list = [self.init_frames, self.idle_frames, self.explode_frames] name_list = [init_name, idle_name, explode_name] for i, name in enumerate(name_list): self.loadFrames(frame_list[i], name, 1, c.WHITE) self.frames = self.init_frames def idling(self): if self.is_init: if self.init_timer == 0: self.init_timer = self.current_time elif (self.current_time - self.init_timer) > 15000: self.changeFrames(self.idle_frames) self.is_init = False def canAttack(self, zombie): if (not self.is_init and zombie.rect.right >= self.rect.x and (not zombie.lostHead) and (abs(zombie.rect.x - self.rect.x) <= self.explode_x_range * 0.7)): return True return False def attacking(self): if self.bomb_timer == 0: self.bomb_timer = self.current_time self.changeFrames(self.explode_frames) elif (self.current_time - self.bomb_timer) > 500: self.health = 0 class Squash(Plant): def __init__(self, x, y, mapObjSet): Plant.__init__(self, x, y, c.SQUASH, c.PLANT_HEALTH, None) self.orig_pos = (x, y) self.aim_timer = 0 self.squashing = False self.mapObjSet = mapObjSet def loadImages(self, name, scale): self.idle_frames = [] self.aim_frames = [] self.attack_frames = [] idle_name = name aim_name = name + 'Aim' attack_name = name + 'Attack' frame_list = [self.idle_frames, self.aim_frames, self.attack_frames] name_list = [idle_name, aim_name, attack_name] for i, name in enumerate(name_list): self.loadFrames(frame_list[i], name, 1, c.WHITE) self.frames = self.idle_frames def canAttack(self, zombie): # 普通状态 if (self.state == c.IDLE and self.rect.x <= zombie.rect.right and (self.rect.right + c.GRID_X_SIZE >= zombie.rect.x)): return True # 攻击状态 elif (self.state == c.ATTACK): # 僵尸在倭瓜右侧 if zombie.rect.x >= self.rect.x: # 重叠20个像素或15%判断为可以攻击 if (self.rect.right - zombie.rect.left >= 20) or (self.rect.right - zombie.rect.left >= 0.15*zombie.rect.width): return True # 僵尸在倭瓜右侧 else: if (zombie.rect.right - self.rect.left >= 20) or (zombie.rect.right - self.rect.left >= 0.15*zombie.rect.width): return True return False def setAttack(self, zombie, zombie_group): self.attack_zombie = zombie self.zombie_group = zombie_group self.state = c.ATTACK # 攻击状态下生命值无敌 self.health = float('inf') def attacking(self): if self.squashing: if (self.frame_index + 1) == self.frame_num: for zombie in self.zombie_group: if self.canAttack(zombie): zombie.setDamage(1800, damageType=c.ZOMBIE_RANGE_DAMAGE) self.health = 0 # 避免僵尸在原位啃食 self.mapObjSet.remove(c.SQUASH) self.kill() elif self.aim_timer == 0: self.aim_timer = self.current_time self.changeFrames(self.aim_frames) elif (self.current_time - self.aim_timer) > 1000: self.changeFrames(self.attack_frames) self.rect.centerx = self.attack_zombie.rect.centerx self.squashing = True self.animate_interval = 300 def getPosition(self): return self.orig_pos class Spikeweed(Plant): def __init__(self, x, y): Plant.__init__(self, x, y, c.SPIKEWEED, c.PLANT_HEALTH, None) self.animate_interval = 70 self.attack_timer = 0 def loadImages(self, name, scale): self.loadFrames(self.frames, name, 0.9, c.WHITE) def setIdle(self): print('spikeweed idle') self.animate_interval = 70 self.state = c.IDLE def canAttack(self, zombie): # 地刺能不能扎的判据:僵尸中心与地刺中心的距离或僵尸包括了地刺中心和右端(平衡得到合理的攻击范围,"僵尸包括了地刺中心和右端"是为以后巨人做准备) if ((-45 <= zombie.rect.x - self.rect.x <= 30) or (zombie.rect.left <= self.rect.x <= zombie.rect.right and zombie.rect.left <= self.rect.right <= zombie.rect.right)): return True return False def setAttack(self, zombie_group): self.zombie_group = zombie_group self.animate_interval = 35 self.state = c.ATTACK def attacking(self): if (self.current_time - self.attack_timer) > 700: self.attack_timer = self.current_time for zombie in self.zombie_group: if self.canAttack(zombie): zombie.setDamage(20, damageType=c.ZOMBIE_COMMON_DAMAGE) class Jalapeno(Plant): def __init__(self, x, y): Plant.__init__(self, x, y, c.JALAPENO, c.PLANT_HEALTH, None) self.orig_pos = (x, y) self.state = c.ATTACK self.start_explode = False self.explode_y_range = 0 self.explode_x_range = 500 def loadImages(self, name, scale): self.explode_frames = [] explode_name = name + 'Explode' self.loadFrames(self.explode_frames, explode_name, 1, c.WHITE) self.loadFrames(self.frames, name, 1, c.WHITE) def setExplode(self): self.changeFrames(self.explode_frames) self.animate_timer = self.current_time self.rect.x = c.MAP_OFFSET_X self.start_explode = True def animation(self): if self.start_explode: if (self.current_time - self.animate_timer) > 100: self.frame_index += 1 if self.frame_index >= self.frame_num: self.health = 0 return self.animate_timer = self.current_time else: if (self.current_time - self.animate_timer) > 100: self.frame_index += 1 if self.frame_index >= self.frame_num: self.setExplode() return self.animate_timer = self.current_time self.image = self.frames[self.frame_index] def getPosition(self): return self.orig_pos class ScaredyShroom(Plant): def __init__(self, x, y, bullet_group): Plant.__init__(self, x, y, c.SCAREDYSHROOM, c.PLANT_HEALTH, bullet_group) self.can_sleep = True self.shoot_timer = 0 self.cry_x_range = c.GRID_X_SIZE * 2 def loadImages(self, name, scale): self.idle_frames = [] self.cry_frames = [] self.sleep_frames = [] idle_name = name cry_name = name + 'Cry' sleep_name = name + 'Sleep' frame_list = [self.idle_frames, self.cry_frames, self.sleep_frames] name_list = [idle_name, cry_name, sleep_name] for i, name in enumerate(name_list): self.loadFrames(frame_list[i], name, 1, c.WHITE) self.frames = self.idle_frames def needCry(self, zombie): if (zombie.state != c.DIE and self.rect.x <= zombie.rect.right and self.rect.x + self.cry_x_range > zombie.rect.x): return True return False def setCry(self): self.state = c.CRY self.changeFrames(self.cry_frames) def setAttack(self): self.state = c.ATTACK self.changeFrames(self.idle_frames) def setIdle(self): self.state = c.IDLE self.changeFrames(self.idle_frames) def attacking(self): if (self.current_time - self.shoot_timer) > 1400: self.bullet_group.add(Bullet(self.rect.right - 15, self.rect.y + 40, self.rect.y + 40, c.BULLET_MUSHROOM, c.BULLET_DAMAGE_NORMAL, effect=False)) self.shoot_timer = self.current_time class SunShroom(Plant): def __init__(self, x, y, sun_group): Plant.__init__(self, x, y, c.SUNSHROOM, c.PLANT_HEALTH, None) self.can_sleep = True self.animate_interval = 200 self.sun_timer = 0 self.sun_group = sun_group self.is_big = False self.change_timer = 0 def loadImages(self, name, scale): self.idle_frames = [] self.big_frames = [] self.sleep_frames = [] idle_name = name big_name = name + 'Big' sleep_name = name + 'Sleep' frame_list = [self.idle_frames, self.big_frames, self.sleep_frames] name_list = [idle_name, big_name, sleep_name] for i, name in enumerate(name_list): self.loadFrames(frame_list[i], name, 1, c.WHITE) self.frames = self.idle_frames def idling(self): if not self.is_big: if self.change_timer == 0: self.change_timer = self.current_time elif (self.current_time - self.change_timer) > 100000: self.changeFrames(self.big_frames) self.is_big = True if self.sun_timer == 0: self.sun_timer = self.current_time - (c.FLOWER_SUN_INTERVAL - 6000) elif (self.current_time - self.sun_timer) > c.FLOWER_SUN_INTERVAL: self.sun_group.add(Sun(self.rect.centerx, self.rect.bottom, self.rect.right, self.rect.bottom + self.rect.h // 2, self.is_big)) self.sun_timer = self.current_time class IceShroom(Plant): def __init__(self, x, y): Plant.__init__(self, x, y, c.ICESHROOM, c.PLANT_HEALTH, None) self.can_sleep = True self.orig_pos = (x, y) self.start_freeze = False def loadImages(self, name, scale): self.idle_frames = [] self.snow_frames = [] self.sleep_frames = [] self.trap_frames = [] idle_name = name snow_name = name + 'Snow' sleep_name = name + 'Sleep' trap_name = name + 'Trap' frame_list = [self.idle_frames, self.snow_frames, self.sleep_frames, self.trap_frames] name_list = [idle_name, snow_name, sleep_name, trap_name] scale_list = [1, 1.5, 1, 1] for i, name in enumerate(name_list): self.loadFrames(frame_list[i], name, scale_list[i], c.WHITE) self.frames = self.idle_frames def setFreeze(self): self.changeFrames(self.snow_frames) self.animate_timer = self.current_time self.rect.x = c.MAP_OFFSET_X self.rect.y = c.MAP_OFFSET_Y self.start_freeze = True def animation(self): if self.start_freeze: if (self.current_time - self.animate_timer) > 500: self.frame_index += 1 if self.frame_index >= self.frame_num: self.health = 0 return self.animate_timer = self.current_time else: if (self.current_time - self.animate_timer) > 100: self.frame_index += 1 if self.frame_index >= self.frame_num: if self.state == c.SLEEP: self.frame_index = 0 else: self.setFreeze() return self.animate_timer = self.current_time self.image = self.frames[self.frame_index] def getPosition(self): return self.orig_pos class HypnoShroom(Plant): def __init__(self, x, y): Plant.__init__(self, x, y, c.HYPNOSHROOM, 1, None) self.can_sleep = True self.animate_interval = 200 def loadImages(self, name, scale): self.idle_frames = [] self.sleep_frames = [] idle_name = name sleep_name = name + 'Sleep' frame_list = [self.idle_frames, self.sleep_frames] name_list = [idle_name, sleep_name] for i, name in enumerate(name_list): self.loadFrames(frame_list[i], name, 1, c.WHITE) self.frames = self.idle_frames class WallNutBowling(Plant): def __init__(self, x, y, map_y, level): Plant.__init__(self, x, y, c.WALLNUTBOWLING, 1, None) self.map_y = map_y self.level = level self.init_rect = self.rect.copy() self.rotate_degree = 0 self.animate_interval = 200 self.move_timer = 0 self.move_interval = 70 self.vel_x = random.randint(12, 15) self.vel_y = 0 self.disable_hit_y = -1 def loadImages(self, name, scale): self.loadFrames(self.frames, name, 1, c.WHITE) def idling(self): if self.move_timer == 0: self.move_timer = self.current_time elif (self.current_time - self.move_timer) >= self.move_interval: self.rotate_degree = (self.rotate_degree - 30) % 360 self.init_rect.x += self.vel_x self.init_rect.y += self.vel_y self.handleMapYPosition() if self.shouldChangeDirection(): self.changeDirection(-1) if self.init_rect.x > c.SCREEN_WIDTH: self.health = 0 self.move_timer += self.move_interval def canHit(self, map_y): if self.disable_hit_y == map_y: return False return True def handleMapYPosition(self): _, map_y1 = self.level.map.getMapIndex(self.init_rect.x, self.init_rect.centery) _, map_y2 = self.level.map.getMapIndex(self.init_rect.x, self.init_rect.bottom) if self.map_y != map_y1 and map_y1 == map_y2: # wallnut bowls to another row, should modify which plant group it belongs to self.level.plant_groups[self.map_y].remove(self) self.level.plant_groups[map_y1].add(self) self.map_y = map_y1 def shouldChangeDirection(self): if self.init_rect.centery <= c.MAP_OFFSET_Y: return True elif self.init_rect.bottom + 20 >= c.SCREEN_HEIGHT: return True return False def changeDirection(self, map_y): if self.vel_y == 0: if self.map_y == 0: direc = 1 elif self.map_y == (c.GRID_Y_LEN - 1): direc = -1 else: if random.randint(0, 1) == 0: direc = 1 else: direc = -1 self.vel_y = self.vel_x * direc else: self.vel_y = - self.vel_y self.disable_hit_y = map_y def animation(self): if (self.current_time - self.animate_timer) > self.animate_interval: self.frame_index += 1 if self.frame_index >= self.frame_num: self.frame_index = 0 self.animate_timer = self.current_time image = self.frames[self.frame_index] self.image = pg.transform.rotate(image, self.rotate_degree) # must keep the center postion of image when rotate self.rect = self.image.get_rect(center=self.init_rect.center) class RedWallNutBowling(Plant): def __init__(self, x, y): Plant.__init__(self, x, y, c.REDWALLNUTBOWLING, 1, None) self.orig_y = y self.explode_timer = 0 self.explode_y_range = 1 self.explode_x_range = c.GRID_X_SIZE * 1.5 self.init_rect = self.rect.copy() self.rotate_degree = 0 self.animate_interval = 200 self.move_timer = 0 self.move_interval = 70 self.vel_x = random.randint(12, 15) def loadImages(self, name, scale): self.idle_frames = [] self.explode_frames = [] idle_name = name explode_name = name + 'Explode' frame_list = [self.idle_frames, self.explode_frames] name_list = [idle_name, explode_name] for i, name in enumerate(name_list): self.loadFrames(frame_list[i], name, 1, c.WHITE) self.frames = self.idle_frames def idling(self): if self.move_timer == 0: self.move_timer = self.current_time elif (self.current_time - self.move_timer) >= self.move_interval: self.rotate_degree = (self.rotate_degree - 30) % 360 self.init_rect.x += self.vel_x if self.init_rect.x > c.SCREEN_WIDTH: self.health = 0 self.move_timer += self.move_interval def attacking(self): if self.explode_timer == 0: self.explode_timer = self.current_time self.changeFrames(self.explode_frames) elif (self.current_time - self.explode_timer) > 500: self.health = 0 def animation(self): if (self.current_time - self.animate_timer) > self.animate_interval: self.frame_index += 1 if self.frame_index >= self.frame_num: self.frame_index = 0 self.animate_timer = self.current_time image = self.frames[self.frame_index] if self.state == c.IDLE: self.image = pg.transform.rotate(image, self.rotate_degree) else: self.image = image # must keep the center postion of image when rotate self.rect = self.image.get_rect(center=self.init_rect.center) def getPosition(self): return (self.rect.centerx, self.orig_y) class LilyPad(Plant): def __init__(self, x, y): Plant.__init__(self, x, y, c.LILYPAD, c.PLANT_HEALTH, None) class TorchWood(Plant): def __init__(self, x, y, bullet_group): Plant.__init__(self, x, y, c.TORCHWOOD, c.PLANT_HEALTH, bullet_group) def idling(self): for i in self.bullet_group: if i.passedTorchWood != self.rect.x: if -10 <= i.rect.x - self.rect.x <= 20: if i.name == c.BULLET_PEA: self.bullet_group.add(Bullet(i.rect.x, i.rect.y, i.rect.y, c.BULLET_FIREBALL, c.BULLET_DAMAGE_FIREBALL_BODY, effect=c.BULLET_EFFECT_UNICE, passedTorchWood=self.rect.x)) i.kill() elif i.name == c.BULLET_PEA_ICE: self.bullet_group.add(Bullet(i.rect.x, i.rect.y, i.rect.y, c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, effect=False, passedTorchWood=self.rect.x)) i.kill() class StarFruit(Plant): def __init__(self, x, y, bullet_group, level): Plant.__init__(self, x, y, c.STARFRUIT, c.PLANT_HEALTH, bullet_group) self.shoot_timer = 0 self.level = level self.map_x, self.map_y = self.level.map.getMapIndex(x, y) def canAttack(self, zombie): if zombie.state != c.DIE: _, zombieMapY = self.level.map.getMapIndex(zombie.rect.centerx, zombie.rect.bottom) if (self.rect.x >= zombie.rect.x) and (self.map_y == zombieMapY): # 对于同行且在杨桃后的僵尸 return True # 斜向上,理想直线方程为:f(zombie.rect.x) = -0.75*(zombie.rect.x - (self.rect.right - 5)) + self.rect.y - 10 elif -100 <= (zombie.rect.y - (-0.75*(zombie.rect.x - (self.rect.right - 5)) + self.rect.y - 10)) <= 70: return True # 斜向下,理想直线方程为:f(zombie.rect.x) = zombie.rect.x + self.rect.y - self.rect.right - 15 elif abs(zombie.rect.y - (zombie.rect.x + self.rect.y - self.rect.right - 15)) <= 70: return True elif zombie.rect.left <= self.rect.x <= zombie.rect.right: return True return False def attacking(self): if (self.current_time - self.shoot_timer) > 1400: self.bullet_group.add(StarBullet(self.rect.left + 10, self.rect.y + 15, c.BULLET_DAMAGE_NORMAL, c.STAR_BACKWARD, self.level)) self.bullet_group.add(StarBullet(self.rect.centerx - 20, self.rect.bottom - self.rect.h + 5, c.BULLET_DAMAGE_NORMAL, c.STAR_UPWARD, self.level)) self.bullet_group.add(StarBullet(self.rect.centerx - 20, self.rect.bottom - 5, c.BULLET_DAMAGE_NORMAL, c.STAR_DOWNWARD, self.level)) self.bullet_group.add(StarBullet(self.rect.right - 5, self.rect.bottom - 20, c.BULLET_DAMAGE_NORMAL, c.STAR_FORWARD_DOWN, self.level)) self.bullet_group.add(StarBullet(self.rect.right - 5, self.rect.y - 10, c.BULLET_DAMAGE_NORMAL, c.STAR_FORWARD_UP, self.level)) self.shoot_timer = self.current_time