1057 lines
36 KiB
Python
Executable File
1057 lines
36 KiB
Python
Executable File
import random
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import pygame as pg
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from .. import tool
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from .. import constants as c
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class Car(pg.sprite.Sprite):
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def __init__(self, x, y, map_y):
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pg.sprite.Sprite.__init__(self)
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rect = tool.GFX[c.CAR].get_rect()
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width, height = rect.w, rect.h
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self.image = tool.get_image(tool.GFX[c.CAR], 0, 0, width, height)
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self.rect = self.image.get_rect()
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self.rect.x = x
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self.rect.bottom = y
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self.map_y = map_y
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self.state = c.IDLE
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self.dead = False
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def update(self, game_info):
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self.current_time = game_info[c.CURRENT_TIME]
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if self.state == c.IDLE:
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pass
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elif self.state == c.WALK:
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self.rect.x += 4
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if self.rect.x > c.SCREEN_WIDTH:
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self.dead = True
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def setWalk(self):
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if self.state == c.IDLE:
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self.state = c.WALK
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def draw(self, surface):
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surface.blit(self.image, self.rect)
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class Bullet(pg.sprite.Sprite):
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def __init__(self, x, start_y, dest_y, name, damage, effect=False, passedTorchWood=None):
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pg.sprite.Sprite.__init__(self)
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self.name = name
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self.frames = []
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self.frame_index = 0
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self.load_images()
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self.image = self.frames[self.frame_index]
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self.rect = self.image.get_rect()
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self.rect.x = x
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self.rect.y = start_y
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self.dest_y = dest_y
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self.y_vel = 4 if (dest_y > start_y) else -4
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self.x_vel = 10
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self.damage = damage
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self.effect = effect
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self.state = c.FLY
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self.current_time = 0
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self.passedTorchWood = passedTorchWood # 记录最近通过的火炬树横坐标,如果没有缺省为None
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def loadFrames(self, frames, name):
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frame_list = tool.GFX[name]
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if name in tool.PLANT_RECT:
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data = tool.PLANT_RECT[name]
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x, y, width, height = data['x'], data['y'], data['width'], data['height']
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else:
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x, y = 0, 0
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rect = frame_list[0].get_rect()
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width, height = rect.w, rect.h
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for frame in frame_list:
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frames.append(tool.get_image(frame, x, y, width, height))
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def load_images(self):
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self.fly_frames = []
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self.explode_frames = []
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fly_name = self.name
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if self.name == c.BULLET_MUSHROOM:
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explode_name = 'BulletMushRoomExplode'
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else:
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explode_name = 'PeaNormalExplode'
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self.loadFrames(self.fly_frames, fly_name)
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self.loadFrames(self.explode_frames, explode_name)
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self.frames = self.fly_frames
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def update(self, game_info):
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self.current_time = game_info[c.CURRENT_TIME]
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if self.state == c.FLY:
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if self.rect.y != self.dest_y:
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self.rect.y += self.y_vel
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if self.y_vel * (self.dest_y - self.rect.y) < 0:
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self.rect.y = self.dest_y
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self.rect.x += self.x_vel
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if self.rect.x > c.SCREEN_WIDTH:
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self.kill()
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elif self.state == c.EXPLODE:
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if (self.current_time - self.explode_timer) > 250:
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self.kill()
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def setExplode(self):
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self.state = c.EXPLODE
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self.explode_timer = self.current_time
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self.frames = self.explode_frames
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self.image = self.frames[self.frame_index]
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def draw(self, surface):
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surface.blit(self.image, self.rect)
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class StarBullet(Bullet):
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def __init__(self, x, y, name):
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self.name = name
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self.frames = []
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self.frame_index = 0
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self.load_images()
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self.image = self.frames[self.frame_index]
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self.rect = self.image.get_rect()
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self.rect.x = x
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self.rect.y = y
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class Plant(pg.sprite.Sprite):
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def __init__(self, x, y, name, health, bullet_group, scale=1):
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pg.sprite.Sprite.__init__(self)
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self.frames = []
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self.frame_index = 0
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self.loadImages(name, scale)
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self.frame_num = len(self.frames)
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self.image = self.frames[self.frame_index]
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self.rect = self.image.get_rect()
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self.rect.centerx = x
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self.rect.bottom = y
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self.name = name
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self.health = health
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self.state = c.IDLE
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self.bullet_group = bullet_group
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self.can_sleep = False
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self.animate_timer = 0
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self.animate_interval = 70 # 帧播放间隔
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self.hit_timer = 0
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# 被铲子指向时间
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self.highlightTime = 0
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def loadFrames(self, frames, name, scale, color=c.BLACK):
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frame_list = tool.GFX[name]
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if name in tool.PLANT_RECT:
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data = tool.PLANT_RECT[name]
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x, y, width, height = data['x'], data['y'], data['width'], data['height']
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else:
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x, y = 0, 0
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rect = frame_list[0].get_rect()
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width, height = rect.w, rect.h
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for frame in frame_list:
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frames.append(tool.get_image(frame, x, y, width, height, color, scale))
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def loadImages(self, name, scale):
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self.loadFrames(self.frames, name, scale)
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def changeFrames(self, frames):
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'''change image frames and modify rect position'''
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self.frames = frames
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self.frame_num = len(self.frames)
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self.frame_index = 0
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bottom = self.rect.bottom
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x = self.rect.x
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self.image = self.frames[self.frame_index]
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self.rect = self.image.get_rect()
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self.rect.bottom = bottom
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self.rect.x = x
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def update(self, game_info):
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self.current_time = game_info[c.CURRENT_TIME]
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self.handleState()
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self.animation()
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def handleState(self):
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if self.state == c.IDLE:
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self.idling()
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elif self.state == c.ATTACK:
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self.attacking()
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elif self.state == c.DIGEST:
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self.digest()
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def idling(self):
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pass
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def attacking(self):
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pass
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def digest(self):
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pass
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def animation(self):
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if (self.current_time - self.animate_timer) > self.animate_interval:
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self.frame_index += 1
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if self.frame_index >= self.frame_num:
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self.frame_index = 0
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self.animate_timer = self.current_time
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self.image = self.frames[self.frame_index]
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if (self.current_time - self.highlightTime < 200):
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self.image.set_alpha(150)
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elif ((self.current_time - self.hit_timer) < 200):
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self.image.set_alpha(192)
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else:
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self.image.set_alpha(255)
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def canAttack(self, zombie):
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if (self.state != c.SLEEP and zombie.state != c.DIE and (not zombie.lostHead) and
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self.rect.x <= zombie.rect.right):
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return True
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return False
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def setAttack(self):
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self.state = c.ATTACK
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def setIdle(self):
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self.state = c.IDLE
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self.is_attacked = False
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def setSleep(self):
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self.state = c.SLEEP
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self.changeFrames(self.sleep_frames)
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def setDamage(self, damage, zombie):
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if not zombie.lostHead:
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self.health -= damage
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self.hit_timer = self.current_time
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if (self.health == 0) or (self.name == c.HYPNOSHROOM and self.state != c.SLEEP): # 魅惑菇触发同样会消失
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self.kill_zombie = zombie
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def getPosition(self):
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return self.rect.centerx, self.rect.bottom
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class Sun(Plant):
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def __init__(self, x, y, dest_x, dest_y, is_big=True):
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if is_big:
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scale = 0.9
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self.sun_value = c.SUN_VALUE
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else:
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scale = 0.6
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self.sun_value = 15
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Plant.__init__(self, x, y, c.SUN, 0, None, scale)
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self.move_speed = 1
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self.dest_x = dest_x
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self.dest_y = dest_y
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self.die_timer = 0
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def handleState(self):
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if self.rect.centerx != self.dest_x:
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self.rect.centerx += self.move_speed if self.rect.centerx < self.dest_x else -self.move_speed
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if self.rect.bottom != self.dest_y:
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self.rect.bottom += self.move_speed if self.rect.bottom < self.dest_y else -self.move_speed
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if self.rect.centerx == self.dest_x and self.rect.bottom == self.dest_y:
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if self.die_timer == 0:
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self.die_timer = self.current_time
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elif (self.current_time - self.die_timer) > c.SUN_LIVE_TIME:
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self.state = c.DIE
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self.kill()
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def checkCollision(self, x, y):
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if self.state == c.DIE:
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return False
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if (x >= self.rect.x and x <= self.rect.right and
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y >= self.rect.y and y <= self.rect.bottom):
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self.state = c.DIE
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self.kill()
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return True
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return False
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class SunFlower(Plant):
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def __init__(self, x, y, sun_group):
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Plant.__init__(self, x, y, c.SUNFLOWER, c.PLANT_HEALTH, None)
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self.sun_timer = 0
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self.sun_group = sun_group
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def idling(self):
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if self.sun_timer == 0:
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self.sun_timer = self.current_time - (c.FLOWER_SUN_INTERVAL - 6000)
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elif (self.current_time - self.sun_timer) > c.FLOWER_SUN_INTERVAL:
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self.sun_group.add(
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Sun(self.rect.centerx, self.rect.bottom, self.rect.right, self.rect.bottom + self.rect.h // 2))
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self.sun_timer = self.current_time
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class PeaShooter(Plant):
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def __init__(self, x, y, bullet_group):
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Plant.__init__(self, x, y, c.PEASHOOTER, c.PLANT_HEALTH, bullet_group)
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self.shoot_timer = 0
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def attacking(self):
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if (self.current_time - self.shoot_timer) > 1400:
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self.bullet_group.add(Bullet(self.rect.right - 15, self.rect.y, self.rect.y,
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c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, effect=False))
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self.shoot_timer = self.current_time
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class RepeaterPea(Plant):
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def __init__(self, x, y, bullet_group):
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Plant.__init__(self, x, y, c.REPEATERPEA, c.PLANT_HEALTH, bullet_group)
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self.shoot_timer = 0
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# 是否发射第一颗
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self.firstShot = False
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def attacking(self):
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if (self.current_time - self.shoot_timer > 1400):
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self.firstShot = True
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self.bullet_group.add(Bullet(self.rect.right - 15, self.rect.y, self.rect.y,
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c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, effect=False))
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self.shoot_timer = self.current_time
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elif self.firstShot and (self.current_time - self.shoot_timer) > 100:
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self.firstShot = False
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self.bullet_group.add(Bullet(self.rect.right - 15, self.rect.y, self.rect.y,
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c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, effect=False))
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class ThreePeaShooter(Plant):
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def __init__(self, x, y, bullet_groups, map_y):
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Plant.__init__(self, x, y, c.THREEPEASHOOTER, c.PLANT_HEALTH, None)
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self.shoot_timer = 0
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self.map_y = map_y
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self.bullet_groups = bullet_groups
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def attacking(self):
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if (self.current_time - self.shoot_timer) > 1400:
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offset_y = 9 # modify bullet in the same y position with bullets of other plants
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for i in range(3):
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tmp_y = self.map_y + (i - 1)
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if tmp_y < 0 or tmp_y >= c.GRID_Y_LEN:
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continue
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dest_y = self.rect.y + (i - 1) * c.GRID_Y_SIZE + offset_y
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self.bullet_groups[tmp_y].add(Bullet(self.rect.right - 15, self.rect.y, dest_y,
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c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL, effect=False))
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self.shoot_timer = self.current_time
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class SnowPeaShooter(Plant):
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def __init__(self, x, y, bullet_group):
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Plant.__init__(self, x, y, c.SNOWPEASHOOTER, c.PLANT_HEALTH, bullet_group)
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self.shoot_timer = 0
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def attacking(self):
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if (self.current_time - self.shoot_timer) > 1400:
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self.bullet_group.add(Bullet(self.rect.right - 15, self.rect.y, self.rect.y,
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c.BULLET_PEA_ICE, c.BULLET_DAMAGE_NORMAL, effect=c.BULLET_EFFECT_ICE))
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self.shoot_timer = self.current_time
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class WallNut(Plant):
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def __init__(self, x, y):
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Plant.__init__(self, x, y, c.WALLNUT, c.WALLNUT_HEALTH, None)
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self.load_images()
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self.cracked1 = False
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self.cracked2 = False
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def load_images(self):
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self.cracked1_frames = []
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self.cracked2_frames = []
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cracked1_frames_name = self.name + '_cracked1'
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cracked2_frames_name = self.name + '_cracked2'
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self.loadFrames(self.cracked1_frames, cracked1_frames_name, 1)
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self.loadFrames(self.cracked2_frames, cracked2_frames_name, 1)
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def idling(self):
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if not self.cracked1 and self.health <= c.WALLNUT_CRACKED1_HEALTH:
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self.changeFrames(self.cracked1_frames)
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self.cracked1 = True
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elif not self.cracked2 and self.health <= c.WALLNUT_CRACKED2_HEALTH:
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self.changeFrames(self.cracked2_frames)
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self.cracked2 = True
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class CherryBomb(Plant):
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def __init__(self, x, y):
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Plant.__init__(self, x, y, c.CHERRYBOMB, c.WALLNUT_HEALTH, None)
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self.state = c.ATTACK
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self.start_boom = False
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self.bomb_timer = 0
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self.explode_y_range = 1
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self.explode_x_range = c.GRID_X_SIZE * 1.5
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def setBoom(self):
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frame = tool.GFX[c.CHERRY_BOOM_IMAGE]
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rect = frame.get_rect()
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width, height = rect.w, rect.h
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old_rect = self.rect
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image = tool.get_image(frame, 0, 0, width, height, c.BLACK, 1)
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self.image = image
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self.rect = image.get_rect()
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self.rect.centerx = old_rect.centerx
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self.rect.centery = old_rect.centery
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self.start_boom = True
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def animation(self):
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if self.start_boom:
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if self.bomb_timer == 0:
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self.bomb_timer = self.current_time
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elif (self.current_time - self.bomb_timer) > 500:
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self.health = 0
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else:
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if (self.current_time - self.animate_timer) > 100:
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self.frame_index += 1
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if self.frame_index >= self.frame_num:
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self.setBoom()
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return
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self.animate_timer = self.current_time
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self.image = self.frames[self.frame_index]
|
||
|
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|
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class Chomper(Plant):
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def __init__(self, x, y):
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Plant.__init__(self, x, y, c.CHOMPER, c.PLANT_HEALTH, None)
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self.animate_interval = 140
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self.digest_timer = 0
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self.digest_interval = 15000
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self.attack_zombie = None
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self.zombie_group = None
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def loadImages(self, name, scale):
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self.idle_frames = []
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self.attack_frames = []
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self.digest_frames = []
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self.animate_interval = 100 # 本身动画播放较慢
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idle_name = name
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attack_name = name + 'Attack'
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digest_name = name + 'Digest'
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frame_list = [self.idle_frames, self.attack_frames, self.digest_frames]
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name_list = [idle_name, attack_name, digest_name]
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scale_list = [1, 1, 1]
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rect_list = [(0, 0, 100, 114), None, None]
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for i, name in enumerate(name_list):
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self.loadFrames(frame_list[i], name, scale_list[i])
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||
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||
self.frames = self.idle_frames
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||
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||
def canAttack(self, zombie):
|
||
if (self.state == c.IDLE and zombie.state != c.DIGEST and
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self.rect.x <= zombie.rect.right and (not zombie.lostHead) and
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||
(self.rect.right + c.GRID_X_SIZE >= zombie.rect.x)):
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||
return True
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||
return False
|
||
|
||
def setIdle(self):
|
||
self.state = c.IDLE
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||
self.changeFrames(self.idle_frames)
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|
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def setAttack(self, zombie, zombie_group):
|
||
self.attack_zombie = zombie
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||
self.zombie_group = zombie_group
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||
self.state = c.ATTACK
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||
self.changeFrames(self.attack_frames)
|
||
|
||
def setDigest(self):
|
||
self.state = c.DIGEST
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||
self.changeFrames(self.digest_frames)
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||
|
||
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
|
||
print(self.orig_pos)
|
||
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()
|