__author__ = 'wszqkzqk' import os import json import sys import pygame as pg from .. import tool from .. import constants as c from ..component import map, plant, zombie, menubar class Level(tool.State): def __init__(self): tool.State.__init__(self) def startup(self, current_time, persist): self.game_info = persist self.persist = self.game_info self.game_info[c.CURRENT_TIME] = current_time self.map_y_len = c.GRID_Y_LEN self.map = map.Map(c.GRID_X_LEN, self.map_y_len) # 默认显然不用显示菜单 self.showLittleMenu = False self.loadMap() self.setupBackground() self.initState() def loadMap(self): modeList = ['adventure', 'littleGame'] if c.LITTLEGAME_BUTTON in self.game_info: map_file = 'littleGame_' + str(self.game_info[c.LEVEL_NUM]) + '.json' mode = 'adventure' else: map_file = 'level_' + str(self.game_info[c.LEVEL_NUM]) + '.json' mode = 'littleGame' file_path = os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))),'resources' , 'data', 'map', map_file) # 最后一关之后应该结束了 try: f = open(file_path) self.map_data = json.load(f) f.close() except Exception as e: print("游戏结束") self.done = True self.next = c.MAIN_MENU pg.mixer.music.stop() pg.mixer.music.load(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "music", "intro.opus")) pg.mixer.music.play(-1, 0) return if self.map_data[c.SHOVEL] == 0: self.hasShovel = False else: self.hasShovel = True # 同时播放音乐 global bgm if mode == modeList[1]: # 冒险模式 if self.game_info[c.LEVEL_NUM] in {0, 1, 2}: # 白天关卡 bgm = 'dayLevel.opus' elif self.game_info[c.LEVEL_NUM] in {3}: # 夜晚关卡 bgm = 'nightLevel.opus' elif mode == modeList[0]: # 小游戏模式 if self.game_info[c.LEVEL_NUM] in {1}: # 传送带大战 bgm = 'battle.opus' elif self.game_info[c.LEVEL_NUM] in {2}: # 坚果保龄球 bgm = 'bowling.opus' pg.mixer.music.stop() pg.mixer.music.load(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "music", bgm)) pg.mixer.music.play(-1, 0) def setupBackground(self): img_index = self.map_data[c.BACKGROUND_TYPE] self.background_type = img_index self.background = tool.GFX[c.BACKGROUND_NAME][img_index] self.bg_rect = self.background.get_rect() self.level = pg.Surface((self.bg_rect.w, self.bg_rect.h)).convert() self.viewport = tool.SCREEN.get_rect(bottom=self.bg_rect.bottom) self.viewport.x += c.BACKGROUND_OFFSET_X def setupGroups(self): self.sun_group = pg.sprite.Group() self.head_group = pg.sprite.Group() self.plant_groups = [] self.zombie_groups = [] self.hypno_zombie_groups = [] #zombies who are hypno after eating hypnoshroom self.bullet_groups = [] for i in range(self.map_y_len): self.plant_groups.append(pg.sprite.Group()) self.zombie_groups.append(pg.sprite.Group()) self.hypno_zombie_groups.append(pg.sprite.Group()) self.bullet_groups.append(pg.sprite.Group()) def setupZombies(self): def takeTime(element): return element[0] self.zombie_list = [] for data in self.map_data[c.ZOMBIE_LIST]: self.zombie_list.append((data['time'], data['name'], data['map_y'])) self.zombie_start_time = 0 self.zombie_list.sort(key=takeTime) def setupCars(self): self.cars = [] for i in range(self.map_y_len): _, y = self.map.getMapGridPos(0, i) self.cars.append(plant.Car(-25, y+20, i)) # 更新函数每帧被调用,将鼠标事件传入给状态处理函数 def update(self, surface, current_time, mouse_pos, mouse_click): self.current_time = self.game_info[c.CURRENT_TIME] = current_time if self.state == c.CHOOSE: self.choose(mouse_pos, mouse_click) elif self.state == c.PLAY: self.play(mouse_pos, mouse_click) self.draw(surface) def initBowlingMap(self): print('initBowlingMap') for x in range(3, self.map.width): for y in range(self.map.height): self.map.setMapGridType(x, y, c.MAP_EXIST) def initState(self): # 小游戏才有CHOOSEBAR_TYPE if c.CHOOSEBAR_TYPE in self.map_data: self.bar_type = self.map_data[c.CHOOSEBAR_TYPE] else: self.bar_type = c.CHOOSEBAR_STATIC if self.bar_type == c.CHOOSEBAR_STATIC: self.initChoose() else: card_pool = menubar.getCardPool(self.map_data[c.CARD_POOL]) self.initPlay(card_pool) if self.bar_type == c.CHOSSEBAR_BOWLING: self.initBowlingMap() def initChoose(self): self.state = c.CHOOSE self.panel = menubar.Panel(menubar.all_card_list, self.map_data[c.INIT_SUN_NAME]) def choose(self, mouse_pos, mouse_click): if mouse_pos and mouse_click[0]: self.panel.checkCardClick(mouse_pos) if self.panel.checkStartButtonClick(mouse_pos): self.initPlay(self.panel.getSelectedCards()) def initPlay(self, card_list): self.state = c.PLAY if self.bar_type == c.CHOOSEBAR_STATIC: self.menubar = menubar.MenuBar(card_list, self.map_data[c.INIT_SUN_NAME]) else: self.menubar = menubar.MoveBar(card_list) # 是否拖住植物或者铲子 self.drag_plant = False self.drag_shovel = False self.hint_image = None self.hint_plant = False if self.background_type == c.BACKGROUND_DAY and self.bar_type == c.CHOOSEBAR_STATIC: self.produce_sun = True else: self.produce_sun = False self.sun_timer = self.current_time self.removeMouseImage() self.setupGroups() self.setupZombies() self.setupCars() # 地图有铲子才添加铲子 if self.hasShovel: # 导入小铲子 frame_rect = [0, 0, 71, 67] self.shovel = tool.get_image_menu(tool.GFX[c.SHOVEL], *frame_rect, c.BLACK, 1.1) self.shovel_rect = self.shovel.get_rect() frame_rect = [0, 0, 77, 75] self.shovel_positon = (550, 2) self.shovel_box = tool.get_image_menu(tool.GFX[c.SHOVEL_BOX], *frame_rect, c.BLACK, 1.1) self.shovel_box_rect = self.shovel_box.get_rect() self.shovel_rect.x = self.shovel_box_rect.x = self.shovel_positon[0] self.shovel_rect.y = self.shovel_box_rect.y = self.shovel_positon[1] self.setupLittleMenu() # 小菜单 def setupLittleMenu(self): # 具体运行游戏必定有个小菜单, 导入菜单和选项 frame_rect = [0, 0, 108, 31] self.little_menu = tool.get_image_menu(tool.GFX[c.LITTLE_MENU], *frame_rect, c.BLACK, 1.1) self.little_menu_rect = self.little_menu.get_rect() self.little_menu_rect.x = 650 self.little_menu_rect.y = 0 frame_rect = [0, 0, 500, 500] self.big_menu = tool.get_image_menu(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 frame_rect = [0, 0, 342, 87] self.return_button = tool.get_image_menu(tool.GFX[c.RETURN_BUTTON], *frame_rect, c.BLACK, 1.1) self.return_button_rect = self.return_button.get_rect() self.return_button_rect.x = 220 self.return_button_rect.y = 440 frame_rect = [0, 0, 207, 45] self.restart_button = tool.get_image_menu(tool.GFX[c.RESTART_BUTTON], *frame_rect, c.BLACK, 1.1) self.restart_button_rect = self.restart_button.get_rect() self.restart_button_rect.x = 295 self.restart_button_rect.y = 325 frame_rect = [0, 0, 206, 43] self.mainMenu_button = tool.get_image_menu(tool.GFX[c.MAINMENU_BUTTON], *frame_rect, c.BLACK, 1.1) self.mainMenu_button_rect = self.mainMenu_button.get_rect() self.mainMenu_button_rect.x = 299 self.mainMenu_button_rect.y = 372 # 检查小菜单有没有被点击 def checkLittleMenuClick(self, mouse_pos): x, y = mouse_pos if(x >= self.little_menu_rect.x and x <= self.little_menu_rect.right and y >= self.little_menu_rect.y and y <= self.little_menu_rect.bottom): return True return False # 检查小菜单的返回有没有被点击 def checkReturnClick(self, mouse_pos): x, y = mouse_pos if(x >= self.return_button_rect.x and x <= self.return_button_rect.right and y >= self.return_button_rect.y and y <= self.return_button_rect.bottom): return True return False # 检查小菜单的重新开始有没有被点击 def checkRestartClick(self, mouse_pos): x, y = mouse_pos if(x >= self.restart_button_rect.x and x <= self.restart_button_rect.right and y >= self.restart_button_rect.y and y <= self.restart_button_rect.bottom): return True return False # 检查小菜单的主菜单有没有被点击 def checkMainMenuClick(self, mouse_pos): x, y = mouse_pos if(x >= self.mainMenu_button_rect.x and x <= self.mainMenu_button_rect.right and y >= self.mainMenu_button_rect.y and y <= self.mainMenu_button_rect.bottom): return True return False # 用小铲子移除植物 def shovelRemovePlant(self, mouse_pos): x, y = mouse_pos map_x, map_y = self.map.getMapIndex(x, y) for i in self.plant_groups[map_y]: if (x >= i.rect.x and x <= i.rect.right and y >= i.rect.y and y <= i.rect.bottom): self.killPlant(i) # 使用后默认铲子复原 self.drag_shovel = not self.drag_shovel self.removeMouseImagePlus() return # 检查小铲子的位置有没有被点击 # 方便放回去 def checkShovelClick(self, mouse_pos): x, y = mouse_pos if(x >= self.shovel_box_rect.x and x <= self.shovel_box_rect.right and y >= self.shovel_box_rect.y and y <= self.shovel_box_rect.bottom): return True return False def play(self, mouse_pos, mouse_click): # 如果暂停 if self.showLittleMenu: pg.mixer.music.pause() # 暂停播放音乐 if mouse_click[0]: if self.checkReturnClick(mouse_pos): # 暂停 显示菜单 self.showLittleMenu = False pg.mixer.music.unpause() elif self.checkRestartClick(mouse_pos): self.done = True self.next = c.LEVEL pg.mixer.music.stop() pg.mixer.music.load(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "music", bgm)) pg.mixer.music.play(-1, 0) elif self.checkMainMenuClick(mouse_pos): self.done = True self.next = c.MAIN_MENU self.persist = {c.CURRENT_TIME:0.0, c.LEVEL_NUM:c.START_LEVEL_NUM} pg.mixer.music.stop() pg.mixer.music.load(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "music", "intro.opus")) pg.mixer.music.play(-1, 0) return if self.zombie_start_time == 0: self.zombie_start_time = self.current_time elif len(self.zombie_list) > 0: data = self.zombie_list[0] if data[0] <= (self.current_time - self.zombie_start_time): self.createZombie(data[1], data[2]) self.zombie_list.remove(data) for i in range(self.map_y_len): self.bullet_groups[i].update(self.game_info) self.plant_groups[i].update(self.game_info) self.zombie_groups[i].update(self.game_info) self.hypno_zombie_groups[i].update(self.game_info) for zombie in self.hypno_zombie_groups[i]: if zombie.rect.x > c.SCREEN_WIDTH: zombie.kill() self.head_group.update(self.game_info) self.sun_group.update(self.game_info) # wcb 添加 # 检查是否点击菜单 if mouse_click[0]: if self.checkLittleMenuClick(mouse_pos): # 暂停 显示菜单 self.showLittleMenu = True elif self.checkShovelClick(mouse_pos): self.drag_shovel = not self.drag_shovel if self.drag_shovel: # 小铲子要隐藏鼠标 pg.mouse.set_visible(False) else: self.removeMouseImagePlus() elif self.drag_shovel: # 移出这地方的植物 self.shovelRemovePlant(mouse_pos) # 拖动植物或者铲子 if not self.drag_plant and mouse_pos and mouse_click[0]: result = self.menubar.checkCardClick(mouse_pos) if result: self.setupMouseImage(result[0], result[1]) elif self.drag_plant: if mouse_click[1]: self.removeMouseImage() elif mouse_click[0]: if self.menubar.checkMenuBarClick(mouse_pos): self.removeMouseImage() else: self.addPlant() elif mouse_pos is None: self.setupHintImage() elif self.drag_shovel: if mouse_click[1]: self.removeMouseImagePlus() if self.produce_sun: if(self.current_time - self.sun_timer) > c.PRODUCE_SUN_INTERVAL: self.sun_timer = self.current_time map_x, map_y = self.map.getRandomMapIndex() x, y = self.map.getMapGridPos(map_x, map_y) self.sun_group.add(plant.Sun(x, 0, x, y)) # 检查有没有捡到阳光 if not self.drag_plant and not self.drag_shovel and mouse_pos and mouse_click[0]: for sun in self.sun_group: if sun.checkCollision(mouse_pos[0], mouse_pos[1]): self.menubar.increaseSunValue(sun.sun_value) for car in self.cars: car.update(self.game_info) self.menubar.update(self.current_time) # 检查碰撞啥的 self.checkBulletCollisions() self.checkZombieCollisions() self.checkPlants() self.checkCarCollisions() self.checkGameState() def createZombie(self, name, map_y): x, y = self.map.getMapGridPos(0, map_y) if name == c.NORMAL_ZOMBIE: self.zombie_groups[map_y].add(zombie.NormalZombie(c.ZOMBIE_START_X, y, self.head_group)) elif name == c.CONEHEAD_ZOMBIE: self.zombie_groups[map_y].add(zombie.ConeHeadZombie(c.ZOMBIE_START_X, y, self.head_group)) elif name == c.BUCKETHEAD_ZOMBIE: self.zombie_groups[map_y].add(zombie.BucketHeadZombie(c.ZOMBIE_START_X, y, self.head_group)) elif name == c.FLAG_ZOMBIE: self.zombie_groups[map_y].add(zombie.FlagZombie(c.ZOMBIE_START_X, y, self.head_group)) elif name == c.NEWSPAPER_ZOMBIE: self.zombie_groups[map_y].add(zombie.NewspaperZombie(c.ZOMBIE_START_X, y, self.head_group)) def canSeedPlant(self): x, y = pg.mouse.get_pos() return self.map.showPlant(x, y) # 种植物 def addPlant(self): pos = self.canSeedPlant() if pos is None: return if self.hint_image is None: self.setupHintImage() x, y = self.hint_rect.centerx, self.hint_rect.bottom map_x, map_y = self.map.getMapIndex(x, y) if self.plant_name == c.SUNFLOWER: new_plant = plant.SunFlower(x, y, self.sun_group) elif self.plant_name == c.PEASHOOTER: new_plant = plant.PeaShooter(x, y, self.bullet_groups[map_y]) elif self.plant_name == c.SNOWPEASHOOTER: new_plant = plant.SnowPeaShooter(x, y, self.bullet_groups[map_y]) elif self.plant_name == c.WALLNUT: new_plant = plant.WallNut(x, y) elif self.plant_name == c.CHERRYBOMB: new_plant = plant.CherryBomb(x, y) elif self.plant_name == c.THREEPEASHOOTER: new_plant = plant.ThreePeaShooter(x, y, self.bullet_groups, map_y) elif self.plant_name == c.REPEATERPEA: new_plant = plant.RepeaterPea(x, y, self.bullet_groups[map_y]) elif self.plant_name == c.CHOMPER: new_plant = plant.Chomper(x, y) elif self.plant_name == c.PUFFSHROOM: new_plant = plant.PuffShroom(x, y, self.bullet_groups[map_y]) elif self.plant_name == c.POTATOMINE: new_plant = plant.PotatoMine(x, y) elif self.plant_name == c.SQUASH: new_plant = plant.Squash(x, y) elif self.plant_name == c.SPIKEWEED: new_plant = plant.Spikeweed(x, y) elif self.plant_name == c.JALAPENO: new_plant = plant.Jalapeno(x, y) elif self.plant_name == c.SCAREDYSHROOM: new_plant = plant.ScaredyShroom(x, y, self.bullet_groups[map_y]) elif self.plant_name == c.SUNSHROOM: new_plant = plant.SunShroom(x, y, self.sun_group) elif self.plant_name == c.ICESHROOM: new_plant = plant.IceShroom(x, y) elif self.plant_name == c.HYPNOSHROOM: new_plant = plant.HypnoShroom(x, y) elif self.plant_name == c.WALLNUTBOWLING: new_plant = plant.WallNutBowling(x, y, map_y, self) elif self.plant_name == c.REDWALLNUTBOWLING: new_plant = plant.RedWallNutBowling(x, y) if new_plant.can_sleep and self.background_type == c.BACKGROUND_DAY: new_plant.setSleep() self.plant_groups[map_y].add(new_plant) if self.bar_type == c.CHOOSEBAR_STATIC: self.menubar.decreaseSunValue(self.select_plant.sun_cost) self.menubar.setCardFrozenTime(self.plant_name) else: self.menubar.deleateCard(self.select_plant) if self.bar_type != c.CHOSSEBAR_BOWLING: self.map.setMapGridType(map_x, map_y, c.MAP_EXIST) self.removeMouseImage() #print('addPlant map[%d,%d], grid pos[%d, %d] pos[%d, %d]' % (map_x, map_y, x, y, pos[0], pos[1])) def setupHintImage(self): pos = self.canSeedPlant() if pos and self.mouse_image: if (self.hint_image and pos[0] == self.hint_rect.x and pos[1] == self.hint_rect.y): return width, height = self.mouse_rect.w, self.mouse_rect.h image = pg.Surface([width, height]) image.blit(self.mouse_image, (0, 0), (0, 0, width, height)) image.set_colorkey(c.BLACK) image.set_alpha(128) self.hint_image = image self.hint_rect = image.get_rect() self.hint_rect.centerx = pos[0] self.hint_rect.bottom = pos[1] self.hint_plant = True else: self.hint_plant = False def setupMouseImage(self, plant_name, select_plant): frame_list = tool.GFX[plant_name] if plant_name in tool.PLANT_RECT: data = tool.PLANT_RECT[plant_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 if (plant_name == c.POTATOMINE or plant_name == c.SQUASH or plant_name == c.SPIKEWEED or plant_name == c.JALAPENO or plant_name == c.SCAREDYSHROOM or plant_name == c.SUNSHROOM or plant_name == c.ICESHROOM or plant_name == c.HYPNOSHROOM or plant_name == c.WALLNUTBOWLING or plant_name == c.REDWALLNUTBOWLING): color = c.WHITE else: color = c.BLACK self.mouse_image = tool.get_image(frame_list[0], x, y, width, height, color, 1) self.mouse_rect = self.mouse_image.get_rect() pg.mouse.set_visible(False) self.drag_plant = True self.plant_name = plant_name self.select_plant = select_plant def removeMouseImage(self): pg.mouse.set_visible(True) self.drag_plant = False self.mouse_image = None self.hint_image = None self.hint_plant = False # 移除小铲子 def removeMouseImagePlus(self): pg.mouse.set_visible(True) self.drag_shovel = False self.shovel_rect.x = self.shovel_positon[0] self.shovel_rect.y = self.shovel_positon[1] def checkBulletCollisions(self): collided_func = pg.sprite.collide_circle_ratio(0.7) for i in range(self.map_y_len): for bullet in self.bullet_groups[i]: if bullet.state == c.FLY: zombie = pg.sprite.spritecollideany(bullet, self.zombie_groups[i], collided_func) if zombie and zombie.state != c.DIE: zombie.setDamage(bullet.damage, bullet.ice) bullet.setExplode() def checkZombieCollisions(self): if self.bar_type == c.CHOSSEBAR_BOWLING: ratio = 0.6 else: ratio = 0.5 collided_func = pg.sprite.collide_circle_ratio(ratio) for i in range(self.map_y_len): hypo_zombies = [] for zombie in self.zombie_groups[i]: if zombie.state != c.WALK: continue plant = pg.sprite.spritecollideany(zombie, self.plant_groups[i], collided_func) if plant: if plant.name == c.WALLNUTBOWLING: if plant.canHit(i): zombie.setDamage(c.WALLNUT_BOWLING_DAMAGE) plant.changeDirection(i) elif plant.name == c.REDWALLNUTBOWLING: if plant.state == c.IDLE: plant.setAttack() elif plant.name != c.SPIKEWEED: zombie.setAttack(plant) for hypno_zombie in self.hypno_zombie_groups[i]: if hypno_zombie.health <= 0: continue zombie_list = pg.sprite.spritecollide(hypno_zombie, self.zombie_groups[i], False,collided_func) for zombie in zombie_list: if zombie.state == c.DIE: continue if zombie.state == c.WALK: zombie.setAttack(hypno_zombie, False) if hypno_zombie.state == c.WALK: hypno_zombie.setAttack(zombie, False) def checkCarCollisions(self): collided_func = pg.sprite.collide_circle_ratio(0.8) for car in self.cars: zombies = pg.sprite.spritecollide(car, self.zombie_groups[car.map_y], False, collided_func) for zombie in zombies: if zombie and zombie.state != c.DIE and (not zombie.lostHead): car.setWalk() zombie.setDie() if car.dead: self.cars.remove(car) def boomZombies(self, x, map_y, y_range, x_range): for i in range(self.map_y_len): if abs(i - map_y) > y_range: continue for zombie in self.zombie_groups[i]: if abs(zombie.rect.centerx - x) <= x_range: zombie.health -= 1800 if zombie.health <= 0: zombie.setBoomDie() def freezeZombies(self, plant): for i in range(self.map_y_len): for zombie in self.zombie_groups[i]: if zombie.rect.centerx < c.SCREEN_WIDTH: zombie.setFreeze(plant.trap_frames[0]) def killPlant(self, plant): x, y = plant.getPosition() map_x, map_y = self.map.getMapIndex(x, y) if self.bar_type != c.CHOSSEBAR_BOWLING: self.map.setMapGridType(map_x, map_y, c.MAP_EMPTY) if (plant.name == c.CHERRYBOMB or plant.name == c.JALAPENO or (plant.name == c.POTATOMINE and not plant.is_init) or plant.name == c.REDWALLNUTBOWLING): self.boomZombies(plant.rect.centerx, map_y, plant.explode_y_range, plant.explode_x_range) elif plant.name == c.ICESHROOM and plant.state != c.SLEEP: self.freezeZombies(plant) elif plant.name == c.HYPNOSHROOM and plant.state != c.SLEEP: zombie = plant.kill_zombie zombie.setHypno() _, map_y = self.map.getMapIndex(zombie.rect.centerx, zombie.rect.bottom) self.zombie_groups[map_y].remove(zombie) self.hypno_zombie_groups[map_y].add(zombie) # 避免僵尸在用铲子移除植物后还在原位啃食 plant.health = 0 plant.kill() def checkPlant(self, plant, i): zombie_len = len(self.zombie_groups[i]) if plant.name == c.THREEPEASHOOTER: if plant.state == c.IDLE: if zombie_len > 0: plant.setAttack() elif (i-1) >= 0 and len(self.zombie_groups[i-1]) > 0: plant.setAttack() elif (i+1) < self.map_y_len and len(self.zombie_groups[i+1]) > 0: plant.setAttack() elif plant.state == c.ATTACK: if zombie_len > 0: pass elif (i-1) >= 0 and len(self.zombie_groups[i-1]) > 0: pass elif (i+1) < self.map_y_len and len(self.zombie_groups[i+1]) > 0: pass else: plant.setIdle() elif plant.name == c.CHOMPER: for zombie in self.zombie_groups[i]: if plant.canAttack(zombie): plant.setAttack(zombie, self.zombie_groups[i]) break elif plant.name == c.POTATOMINE: for zombie in self.zombie_groups[i]: if plant.canAttack(zombie): plant.setAttack() break elif plant.name == c.SQUASH: for zombie in self.zombie_groups[i]: if plant.canAttack(zombie): plant.setAttack(zombie, self.zombie_groups[i]) break elif plant.name == c.SPIKEWEED: can_attack = False for zombie in self.zombie_groups[i]: if plant.canAttack(zombie): can_attack = True break if plant.state == c.IDLE and can_attack: plant.setAttack(self.zombie_groups[i]) elif plant.state == c.ATTACK and not can_attack: plant.setIdle() elif plant.name == c.SCAREDYSHROOM: need_cry = False can_attack = False for zombie in self.zombie_groups[i]: if plant.needCry(zombie): need_cry = True break elif plant.canAttack(zombie): can_attack = True if need_cry: if plant.state != c.CRY: plant.setCry() elif can_attack: if plant.state != c.ATTACK: plant.setAttack() elif plant.state != c.IDLE: plant.setIdle() elif(plant.name == c.WALLNUTBOWLING or plant.name == c.REDWALLNUTBOWLING): pass else: can_attack = False if (plant.state == c.IDLE and zombie_len > 0): for zombie in self.zombie_groups[i]: if plant.canAttack(zombie): can_attack = True break if plant.state == c.IDLE and can_attack: plant.setAttack() elif (plant.state == c.ATTACK and not can_attack): plant.setIdle() def checkPlants(self): for i in range(self.map_y_len): for plant in self.plant_groups[i]: if plant.state != c.SLEEP: self.checkPlant(plant, i) if plant.health <= 0: self.killPlant(plant) def checkVictory(self): if len(self.zombie_list) > 0: return False for i in range(self.map_y_len): if len(self.zombie_groups[i]) > 0: return False return True def checkLose(self): for i in range(self.map_y_len): for zombie in self.zombie_groups[i]: if zombie.rect.right < 0 and (not zombie.lostHead): return True return False def checkGameState(self): if self.checkVictory(): self.game_info[c.LEVEL_NUM] += 1 self.next = c.GAME_VICTORY self.done = True elif self.checkLose(): self.next = c.GAME_LOSE self.done = True def drawMouseShow(self, surface): if self.hint_plant: surface.blit(self.hint_image, self.hint_rect) x, y = pg.mouse.get_pos() self.mouse_rect.centerx = x self.mouse_rect.centery = y surface.blit(self.mouse_image, self.mouse_rect) def drawMouseShowPlus(self, surface): x, y = pg.mouse.get_pos() self.shovel_rect.centerx = x self.shovel_rect.centery = y surface.blit(self.shovel, self.shovel_rect) def drawZombieFreezeTrap(self, i, surface): for zombie in self.zombie_groups[i]: zombie.drawFreezeTrap(surface) def draw(self, surface): self.level.blit(self.background, self.viewport, self.viewport) surface.blit(self.level, (0,0), self.viewport) if self.state == c.CHOOSE: self.panel.draw(surface) elif self.state == c.PLAY: if self.hasShovel: # 画铲子 surface.blit(self.shovel_box, self.shovel_box_rect) surface.blit(self.shovel, self.shovel_rect) # 画小菜单 surface.blit(self.little_menu, self.little_menu_rect) self.menubar.draw(surface) for i in range(self.map_y_len): self.plant_groups[i].draw(surface) self.zombie_groups[i].draw(surface) self.hypno_zombie_groups[i].draw(surface) self.bullet_groups[i].draw(surface) self.drawZombieFreezeTrap(i, surface) for car in self.cars: car.draw(surface) self.head_group.draw(surface) self.sun_group.draw(surface) if self.drag_plant: self.drawMouseShow(surface) if self.hasShovel and self.drag_shovel: self.drawMouseShowPlus(surface) if self.showLittleMenu: surface.blit(self.big_menu, self.big_menu_rect) surface.blit(self.return_button, self.return_button_rect) surface.blit(self.restart_button, self.restart_button_rect) surface.blit(self.mainMenu_button, self.mainMenu_button_rect)