1876 lines
67 KiB
Python
Executable File
1876 lines
67 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.mask = pg.mask.from_surface(self.image)
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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.WALK:
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self.rect.x += 5
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if self.rect.x > c.SCREEN_WIDTH + 25:
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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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# 播放音效
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c.SOUND_CAR_WALKING.play()
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def draw(self, surface):
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surface.blit(self.image, self.rect)
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# 豌豆及孢子类普通子弹
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class Bullet(pg.sprite.Sprite):
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def __init__( self, x, start_y, dest_y, name, damage,
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effect=None, passed_torchwood_x=None,
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damage_type=c.ZOMBIE_DEAFULT_DAMAGE):
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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.frame_num = len(self.frames)
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self.image = self.frames[self.frame_index]
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self.mask = pg.mask.from_surface(self.image)
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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 = 15 if (dest_y > start_y) else -15
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self.x_vel = 10
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self.damage = damage
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self.damage_type = damage_type
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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.animate_timer = 0
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self.animate_interval = 70
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self.passed_torchwood_x = passed_torchwood_x # 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 c.PLANT_RECT:
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data = c.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 in c.BULLET_INDEPENDENT_BOOM_IMG:
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explode_name = f"{self.name}Explode"
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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 + 20:
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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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if self.current_time - self.animate_timer >= self.animate_interval:
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self.frame_index += 1
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self.animate_timer = self.current_time
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if self.frame_index >= self.frame_num:
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self.frame_index = 0
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self.image = self.frames[self.frame_index]
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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.frame_num = len(self.frames)
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self.image = self.frames[0]
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self.mask = pg.mask.from_surface(self.image)
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# 播放子弹爆炸音效
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if self.name == c.BULLET_FIREBALL:
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c.SOUND_FIREPEA_EXPLODE.play()
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else:
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c.SOUND_BULLET_EXPLODE.play()
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def draw(self, surface):
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surface.blit(self.image, self.rect)
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# 大喷菇的烟雾
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# 仅有动画效果,不参与攻击运算
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class Fume(pg.sprite.Sprite):
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def __init__(self, x, y):
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pg.sprite.Sprite.__init__(self)
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self.name = c.FUME
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self.timer = 0
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self.frame_index = 0
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self.load_images()
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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.mask = pg.mask.from_surface(self.image)
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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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def load_images(self):
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self.fly_frames = []
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fly_name = self.name
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self.loadFrames(self.fly_frames, fly_name)
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self.frames = self.fly_frames
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def draw(self, surface):
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surface.blit(self.image, self.rect)
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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.current_time - self.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.frame_index = self.frame_num - 1
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self.kill()
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self.timer = self.current_time
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self.image = self.frames[self.frame_index]
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def loadFrames(self, frames, name):
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frame_list = tool.GFX[name]
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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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# 杨桃的子弹
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class StarBullet(Bullet):
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def __init__( self, x, start_y,
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damage, direction,
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level, damage_type = c.ZOMBIE_DEAFULT_DAMAGE): # direction指星星飞行方向
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Bullet.__init__( self, x, start_y,
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start_y, c.BULLET_STAR,
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damage, damage_type = damage_type)
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self.level = level
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self.map_y = self.level.map.getMapIndex(self.rect.x, self.rect.centery)[1]
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self.direction = direction
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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.direction == c.STAR_FORWARD_UP:
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self.rect.x += 8
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self.rect.y -= 6
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elif self.direction == c.STAR_FORWARD_DOWN:
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self.rect.x += 7
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self.rect.y += 7
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elif self.direction == c.STAR_UPWARD:
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self.rect.y -= 10
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elif self.direction == c.STAR_DOWNWARD:
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self.rect.y += 10
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else:
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self.rect.x -= 10
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self.handleMapYPosition()
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if ((self.rect.x > c.SCREEN_WIDTH + 20) or (self.rect.right < -20)
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or (self.rect.y > c.SCREEN_HEIGHT) or (self.rect.y < 0)):
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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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# 这里用的是坚果保龄球的代码改一下,实现子弹换行
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def handleMapYPosition(self):
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if self.direction == c.STAR_UPWARD:
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map_y1 = self.level.map.getMapIndex(self.rect.x, self.rect.centery + 40)[1]
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else:
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map_y1 = self.level.map.getMapIndex(self.rect.x, self.rect.centery + 20)[1]
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if (self.map_y != map_y1) and (0 <= map_y1 <= self.level.map_y_len-1): # 换行
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self.level.bullet_groups[self.map_y].remove(self)
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self.level.bullet_groups[map_y1].add(self)
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self.map_y = map_y1
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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.mask = pg.mask.from_surface(self.image)
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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.highlight_time = 0
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def loadFrames(self, frames, name, scale=1, color=c.BLACK):
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frame_list = tool.GFX[name]
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if name in c.PLANT_RECT:
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data = c.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.mask = pg.mask.from_surface(self.image)
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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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self.mask = pg.mask.from_surface(self.image)
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if (self.current_time - self.highlight_time < 100):
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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 (zombie.name == c.SNORKELZOMBIE) and (zombie.frames == zombie.swim_frames):
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return False
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if (self.state != c.SLEEP and zombie.state != c.DIE and
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self.rect.x <= zombie.rect.right and zombie.rect.x <= c.SCREEN_WIDTH - 24):
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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.name == c.HYPNOSHROOM) and
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(self.state != c.SLEEP) and
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(zombie.name not in {c.ZOMBONI, "投石车僵尸(未实现)", "加刚特尔(未实现)"})):
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self.zombie_to_hypno = 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,
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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.shoot_timer == 0:
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self.shoot_timer = self.current_time - 700
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elif (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=None))
|
||
self.shoot_timer = self.current_time
|
||
# 播放发射音效
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||
c.SOUND_SHOOT.play()
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||
|
||
def setAttack(self):
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self.state = c.ATTACK
|
||
if self.shoot_timer != 0:
|
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self.shoot_timer = self.current_time - 700
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|
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class RepeaterPea(Plant):
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||
def __init__(self, x, y, bullet_group):
|
||
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.first_shot = False
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||
def attacking(self):
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||
if self.shoot_timer == 0:
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self.shoot_timer = self.current_time - 700
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elif (self.current_time - self.shoot_timer >= 1400):
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||
self.first_shot = 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=None))
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self.shoot_timer = self.current_time
|
||
# 播放发射音效
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c.SOUND_SHOOT.play()
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||
elif self.first_shot and (self.current_time - self.shoot_timer) > 100:
|
||
self.first_shot = 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=None))
|
||
# 播放发射音效
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||
c.SOUND_SHOOT.play()
|
||
|
||
def setAttack(self):
|
||
self.state = c.ATTACK
|
||
if self.shoot_timer != 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
|
||
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.shoot_timer == 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
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 self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
|
||
if tmp_y < 0 or tmp_y >= c.GRID_POOL_Y_LEN:
|
||
continue
|
||
else:
|
||
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=None))
|
||
self.shoot_timer = self.current_time
|
||
# 播放发射音效
|
||
c.SOUND_SHOOT.play()
|
||
|
||
def setAttack(self):
|
||
self.state = c.ATTACK
|
||
if self.shoot_timer != 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
|
||
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.shoot_timer == 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
elif (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
|
||
# 播放发射音效
|
||
c.SOUND_SHOOT.play()
|
||
# 播放冰子弹音效
|
||
c.SOUND_SNOWPEA_SPARKLES.play()
|
||
|
||
def setAttack(self):
|
||
self.state = c.ATTACK
|
||
if self.shoot_timer != 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
|
||
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)
|
||
self.loadFrames(self.cracked2_frames, cracked2_frames_name)
|
||
|
||
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.INF, None)
|
||
self.state = c.ATTACK
|
||
self.start_boom = False
|
||
self.boomed = 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.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.mask = pg.mask.from_surface(self.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
|
||
# 播放爆炸音效
|
||
c.SOUND_BOMB.play()
|
||
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]
|
||
self.mask = pg.mask.from_surface(self.image)
|
||
|
||
if (self.current_time - self.highlight_time < 100):
|
||
self.image.set_alpha(150)
|
||
elif ((self.current_time - self.hit_timer) < 200):
|
||
self.image.set_alpha(192)
|
||
else:
|
||
self.image.set_alpha(255)
|
||
|
||
|
||
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
|
||
self.should_diggest = False
|
||
|
||
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 (zombie.name in {c.POLE_VAULTING_ZOMBIE}) and (not zombie.jumped):
|
||
return False
|
||
if (zombie.name == c.SNORKELZOMBIE) and (zombie.frames == zombie.swim_frames):
|
||
return False
|
||
elif (self.state == c.IDLE and zombie.state != c.DIGEST and
|
||
self.rect.x <= zombie.rect.centerx and (not zombie.losthead) and
|
||
(self.rect.x + c.GRID_X_SIZE*2.7 >= zombie.rect.centerx)):
|
||
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):
|
||
# 对活着的僵尸才需要吞下去消化
|
||
if self.attack_zombie.alive():
|
||
if not self.should_diggest:
|
||
# 播放吞的音效 由于一帧在这个循环中执行了若干次,可能被设置播放若干次导致声音重叠,所以用if保护
|
||
# 在尚未检测到需要消化时播放音效
|
||
c.SOUND_BIGCHOMP.play()
|
||
self.should_diggest = True
|
||
self.attack_zombie.kill()
|
||
if (self.frame_index + 1) == self.frame_num:
|
||
if self.should_diggest:
|
||
self.setDigest()
|
||
self.should_diggest = False
|
||
else:
|
||
self.setIdle()
|
||
|
||
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.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)
|
||
|
||
self.frames = self.idle_frames
|
||
|
||
def attacking(self):
|
||
if self.shoot_timer == 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
elif (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=None))
|
||
self.shoot_timer = self.current_time
|
||
# 播放音效
|
||
c.SOUND_PUFF.play()
|
||
|
||
def canAttack(self, zombie):
|
||
if (zombie.name == c.SNORKELZOMBIE) and (zombie.frames == zombie.swim_frames):
|
||
return False
|
||
if (self.rect.x <= zombie.rect.right
|
||
and (self.rect.x + c.GRID_X_SIZE * 4 >= zombie.rect.x)
|
||
and (zombie.rect.left <= c.SCREEN_WIDTH + 10)):
|
||
return True
|
||
return False
|
||
|
||
def setAttack(self):
|
||
self.state = c.ATTACK
|
||
if self.shoot_timer != 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
|
||
|
||
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_x_range = c.GRID_X_SIZE / 2
|
||
self.start_boom = False
|
||
self.boomed = False
|
||
|
||
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)
|
||
|
||
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): # 土豆雷不可能遇上潜水僵尸
|
||
if (zombie.name == c.POLE_VAULTING_ZOMBIE and (not zombie.jumped)):
|
||
return False
|
||
# 这里碰撞应当比碰撞一般更容易,就设置成圆形或矩形模式,不宜采用mask
|
||
elif (pg.sprite.collide_circle_ratio(0.7)(zombie, self) and
|
||
(not self.is_init) and (not zombie.losthead)):
|
||
return True
|
||
return False
|
||
|
||
def attacking(self):
|
||
if self.bomb_timer == 0:
|
||
self.bomb_timer = self.current_time
|
||
# 播放音效
|
||
c.SOUND_POTATOMINE.play()
|
||
self.changeFrames(self.explode_frames)
|
||
self.start_boom = True
|
||
elif (self.current_time - self.bomb_timer) > 500:
|
||
self.health = 0
|
||
|
||
|
||
class Squash(Plant):
|
||
def __init__(self, x, y, map_plant_set):
|
||
Plant.__init__(self, x, y, c.SQUASH, c.PLANT_HEALTH, None)
|
||
self.orig_pos = (x, y)
|
||
self.aim_timer = 0
|
||
self.start_boom = False # 和灰烬等植物统一变量名,在这里表示倭瓜是否跳起
|
||
self.map_plant_set = map_plant_set
|
||
|
||
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)
|
||
|
||
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):
|
||
if (pg.sprite.collide_rect_ratio(0.5)(zombie, self)
|
||
or pg.sprite.collide_mask(zombie, self)):
|
||
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 = c.INF
|
||
|
||
def attacking(self):
|
||
if self.start_boom:
|
||
if (self.frame_index + 1) == self.frame_num:
|
||
for zombie in self.zombie_group:
|
||
if self.canAttack(zombie):
|
||
zombie.setDamage(1800, damage_type=c.ZOMBIE_RANGE_DAMAGE)
|
||
self.health = 0 # 避免僵尸在原位啃食
|
||
self.map_plant_set.remove(c.SQUASH)
|
||
self.kill()
|
||
# 播放碾压音效
|
||
c.SOUND_SQUASHING.play()
|
||
elif self.aim_timer == 0:
|
||
# 锁定目标时播放音效
|
||
c.SOUND_SQUASH_HMM.play()
|
||
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.start_boom = 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, scale=0.9)
|
||
self.animate_interval = 70
|
||
self.attack_timer = 0
|
||
|
||
def setIdle(self):
|
||
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)
|
||
# 暂时不能用碰撞判断,平衡性不好
|
||
if ((-40 <= zombie.rect.centerx - self.rect.centerx <= 40)
|
||
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
|
||
if self.hit_timer != 0:
|
||
self.hit_timer = self.current_time - 500
|
||
|
||
def attacking(self):
|
||
if self.hit_timer == 0:
|
||
self.hit_timer = self.current_time - 500
|
||
elif (self.current_time - self.attack_timer) >= 700:
|
||
self.attack_timer = self.current_time
|
||
# 最后再来判断攻击是否要杀死自己
|
||
killSelf = False
|
||
for zombie in self.zombie_group:
|
||
if self.canAttack(zombie):
|
||
# 有车的僵尸
|
||
if zombie.name in {c.ZOMBONI}:
|
||
zombie.health = zombie.losthead_health
|
||
killSelf = True
|
||
else:
|
||
zombie.setDamage(20, damage_type=c.ZOMBIE_COMMON_DAMAGE)
|
||
if killSelf:
|
||
self.health = 0
|
||
# 播放攻击音效,同子弹打击
|
||
c.SOUND_BULLET_EXPLODE.play()
|
||
|
||
|
||
class Jalapeno(Plant):
|
||
def __init__(self, x, y):
|
||
Plant.__init__(self, x, y, c.JALAPENO, c.INF, None)
|
||
self.orig_pos = (x, y)
|
||
self.state = c.ATTACK
|
||
self.start_boom = False
|
||
self.boomed = 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)
|
||
|
||
self.loadFrames(self.frames, name)
|
||
|
||
def setExplode(self):
|
||
self.changeFrames(self.explode_frames)
|
||
self.animate_timer = self.current_time
|
||
self.rect.x = c.MAP_OFFSET_X
|
||
self.start_boom = True
|
||
|
||
def animation(self):
|
||
if self.start_boom:
|
||
if (self.current_time - self.animate_timer) > 100:
|
||
if self.frame_index == 1:
|
||
# 播放爆炸音效
|
||
c.SOUND_BOMB.play()
|
||
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]
|
||
self.mask = pg.mask.from_surface(self.image)
|
||
|
||
if (self.current_time - self.highlight_time < 100):
|
||
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 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 * 1.5
|
||
|
||
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)
|
||
|
||
self.frames = self.idle_frames
|
||
|
||
def needCry(self, zombie):
|
||
if (zombie.state != c.DIE and abs(self.rect.x - zombie.rect.x) < self.cry_x_range):
|
||
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)
|
||
if self.shoot_timer != 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
|
||
def setIdle(self):
|
||
self.state = c.IDLE
|
||
self.changeFrames(self.idle_frames)
|
||
|
||
def attacking(self):
|
||
if self.shoot_timer == 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
elif (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=None))
|
||
self.shoot_timer = self.current_time
|
||
# 播放音效
|
||
c.SOUND_PUFF.play()
|
||
|
||
|
||
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 = 140
|
||
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)
|
||
|
||
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
|
||
# 播放长大音效
|
||
c.SOUND_PLANT_GROW.play()
|
||
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_boom = False
|
||
self.boomed = 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])
|
||
|
||
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_boom = True
|
||
|
||
def animation(self):
|
||
if self.start_boom:
|
||
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.state != c.SLEEP:
|
||
self.health = c.INF
|
||
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]
|
||
self.mask = pg.mask.from_surface(self.image)
|
||
|
||
if (self.current_time - self.highlight_time < 100):
|
||
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 getPosition(self):
|
||
return self.orig_pos
|
||
|
||
|
||
class HypnoShroom(Plant):
|
||
def __init__(self, x, y):
|
||
Plant.__init__(self, x, y, c.HYPNOSHROOM, c.PLANT_HEALTH, None)
|
||
self.can_sleep = True
|
||
self.animate_interval = 80
|
||
self.zombie_to_hypno = None
|
||
|
||
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)
|
||
|
||
self.frames = self.idle_frames
|
||
|
||
def idling(self):
|
||
if self.health < c.PLANT_HEALTH and self.zombie_to_hypno:
|
||
self.health = 0
|
||
|
||
|
||
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)
|
||
|
||
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 + 25:
|
||
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)[1]
|
||
map_y2 = self.level.map.getMapIndex(self.init_rect.x, self.init_rect.bottom)[1]
|
||
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:
|
||
self.vel_y = self.vel_x
|
||
elif self.map_y == (c.GRID_Y_LEN - 1): # 坚果保龄球显然没有泳池的6行情形
|
||
self.vel_y = -self.vel_x
|
||
else:
|
||
if random.randint(0, 1):
|
||
self.vel_y = self.vel_x
|
||
else:
|
||
self.vel_y = -self.vel_x
|
||
else:
|
||
self.vel_y = -self.vel_y
|
||
|
||
self.disable_hit_y = map_y
|
||
|
||
def animation(self):
|
||
image = self.frames[self.frame_index]
|
||
self.image = pg.transform.rotate(image, self.rotate_degree)
|
||
self.mask = pg.mask.from_surface(self.image)
|
||
# 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)
|
||
self.start_boom = False
|
||
self.boomed = False
|
||
|
||
def loadImages(self, name, scale):
|
||
self.idle_frames = []
|
||
self.loadFrames(self.idle_frames, name, 1)
|
||
|
||
frame = tool.GFX[c.BOOM_IMAGE]
|
||
rect = frame.get_rect()
|
||
image = tool.get_image(frame, 0, 0, rect.w, rect.h)
|
||
self.explode_frames = (image, )
|
||
|
||
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 + 25:
|
||
self.health = 0
|
||
self.move_timer += self.move_interval
|
||
|
||
def attacking(self):
|
||
if self.explode_timer == 0:
|
||
self.start_boom = True
|
||
self.explode_timer = self.current_time
|
||
self.changeFrames(self.explode_frames)
|
||
# 播放爆炸音效
|
||
c.SOUND_BOMB.play()
|
||
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
|
||
self.mask = pg.mask.from_surface(self.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.name == c.BULLET_PEA
|
||
and i.passed_torchwood_x != self.rect.centerx
|
||
and abs(i.rect.centerx - self.rect.centerx) <= 20):
|
||
self.bullet_group.add(Bullet(i.rect.x, i.rect.y, i.dest_y,
|
||
c.BULLET_FIREBALL, c.BULLET_DAMAGE_FIREBALL_BODY,
|
||
effect=c.BULLET_EFFECT_UNICE, passed_torchwood_x=self.rect.centerx))
|
||
i.kill()
|
||
elif (i.name == c.BULLET_PEA_ICE
|
||
and i.passed_torchwood_x != self.rect.centerx
|
||
and abs(i.rect.centerx - self.rect.centerx)):
|
||
self.bullet_group.add(Bullet(i.rect.x, i.rect.y, i.dest_y,
|
||
c.BULLET_PEA, c.BULLET_DAMAGE_NORMAL,
|
||
effect=None, passed_torchwood_x=self.rect.centerx))
|
||
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.name == c.SNORKELZOMBIE) and (zombie.frames == zombie.swim_frames):
|
||
return False
|
||
if zombie.state != c.DIE:
|
||
zombie_map_y = self.level.map.getMapIndex(zombie.rect.centerx, zombie.rect.bottom)[1]
|
||
if (self.rect.x >= zombie.rect.x) and (self.map_y == zombie_map_y): # 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
|
||
# 注意实际上为射线
|
||
elif (-100 <= (zombie.rect.y - (-0.75*(zombie.rect.x - (self.rect.right - 5)) + self.rect.y - 10)) <= 70
|
||
and (zombie.rect.left <= c.SCREEN_WIDTH) and (zombie.rect.x >= self.rect.x)):
|
||
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
|
||
# 注意实际上为射线
|
||
elif (abs(zombie.rect.y - (zombie.rect.x + self.rect.y - self.rect.right - 15)) <= 70
|
||
and (zombie.rect.left <= c.SCREEN_WIDTH)
|
||
and (zombie.rect.x >= self.rect.x)):
|
||
return True
|
||
elif zombie.rect.left <= self.rect.x <= zombie.rect.right:
|
||
return True
|
||
return False
|
||
|
||
def attacking(self):
|
||
if self.shoot_timer == 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
elif (self.current_time - self.shoot_timer) >= 1400:
|
||
# pypvz特有设定:向后打的杨桃子弹无视铁门与报纸防具
|
||
self.bullet_group.add(StarBullet( self.rect.left - 10, self.rect.y + 15,
|
||
c.BULLET_DAMAGE_NORMAL, c.STAR_BACKWARD,
|
||
self.level, damage_type = c.ZOMBIE_COMMON_DAMAGE))
|
||
# 其他方向的杨桃子弹伤害效果与豌豆等同
|
||
self.bullet_group.add(StarBullet( self.rect.centerx - 20, self.rect.bottom - self.rect.h - 15,
|
||
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
|
||
# 播放发射音效
|
||
c.SOUND_SHOOT.play()
|
||
|
||
def setAttack(self):
|
||
self.state = c.ATTACK
|
||
if self.shoot_timer != 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
|
||
|
||
class CoffeeBean(Plant):
|
||
def __init__(self, x, y, plant_group, map_content, map, map_x):
|
||
Plant.__init__(self, x, y, c.COFFEEBEAN, c.PLANT_HEALTH, None)
|
||
self.plant_group = plant_group
|
||
self.map_content = map_content
|
||
self.map = map
|
||
self.map_x = map_x
|
||
|
||
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.map_content[c.MAP_SLEEP] = False
|
||
for plant in self.plant_group:
|
||
if plant.can_sleep:
|
||
if plant.state == c.SLEEP:
|
||
plant_map_x, _ = self.map.getMapIndex(plant.rect.centerx, plant.rect.bottom)
|
||
if plant_map_x == self.map_x:
|
||
plant.state = c.IDLE
|
||
plant.setIdle()
|
||
plant.changeFrames(plant.idle_frames)
|
||
# 播放唤醒音效
|
||
c.SOUND_MUSHROOM_WAKEUP.play()
|
||
self.map_content[c.MAP_PLANT].remove(self.name)
|
||
self.kill()
|
||
self.frame_index = self.frame_num - 1
|
||
|
||
self.animate_timer = self.current_time
|
||
|
||
self.image = self.frames[self.frame_index]
|
||
self.mask = pg.mask.from_surface(self.image)
|
||
if (self.current_time - self.highlight_time < 100):
|
||
self.image.set_alpha(150)
|
||
elif ((self.current_time - self.hit_timer) < 200):
|
||
self.image.set_alpha(192)
|
||
else:
|
||
self.image.set_alpha(255)
|
||
|
||
|
||
class SeaShroom(Plant):
|
||
def __init__(self, x, y, bullet_group):
|
||
Plant.__init__(self, x, y, c.SEASHROOM, 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)
|
||
|
||
self.frames = self.idle_frames
|
||
|
||
def attacking(self):
|
||
if self.shoot_timer == 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
elif (self.current_time - self.shoot_timer) >= 1400:
|
||
self.bullet_group.add(Bullet(self.rect.right, self.rect.y + 50, self.rect.y + 50,
|
||
c.BULLET_SEASHROOM, c.BULLET_DAMAGE_NORMAL, effect=None))
|
||
self.shoot_timer = self.current_time
|
||
# 播放发射音效
|
||
c.SOUND_PUFF.play()
|
||
|
||
def canAttack(self, zombie):
|
||
if (zombie.name == c.SNORKELZOMBIE) and (zombie.frames == zombie.swim_frames):
|
||
return False
|
||
if (self.rect.x <= zombie.rect.right
|
||
and (self.rect.x + c.GRID_X_SIZE * 4 >= zombie.rect.x)
|
||
and (zombie.rect.left <= c.SCREEN_WIDTH + 10)):
|
||
return True
|
||
return False
|
||
|
||
def setAttack(self):
|
||
self.state = c.ATTACK
|
||
if self.shoot_timer != 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
|
||
|
||
class TallNut(Plant):
|
||
def __init__(self, x, y):
|
||
Plant.__init__(self, x, y, c.TALLNUT, c.TALLNUT_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)
|
||
self.loadFrames(self.cracked2_frames, cracked2_frames_name)
|
||
|
||
def idling(self):
|
||
if not self.cracked1 and self.health <= c.TALLNUT_CRACKED1_HEALTH:
|
||
self.changeFrames(self.cracked1_frames)
|
||
self.cracked1 = True
|
||
elif not self.cracked2 and self.health <= c.TALLNUT_CRACKED2_HEALTH:
|
||
self.changeFrames(self.cracked2_frames)
|
||
self.cracked2 = True
|
||
|
||
|
||
class TangleKlep(Plant):
|
||
def __init__(self, x, y):
|
||
Plant.__init__(self, x, y, c.TANGLEKLEP, c.PLANT_HEALTH, None)
|
||
self.load_images()
|
||
self.splashing = False
|
||
|
||
def load_images(self):
|
||
self.idle_frames = []
|
||
self.splash_frames = []
|
||
|
||
idle_name = self.name
|
||
splash_name = self.name + "Splash"
|
||
|
||
frame_list = [self.idle_frames, self.splash_frames]
|
||
name_list = [idle_name, splash_name]
|
||
|
||
for i, name in enumerate(name_list):
|
||
self.loadFrames(frame_list[i], name)
|
||
|
||
self.frames = self.idle_frames
|
||
|
||
def canAttack(self, zombie):
|
||
if zombie.state != c.DIE and (not zombie.losthead):
|
||
# 这里碰撞应当比碰撞一般更容易,就设置成圆形或矩形模式,不宜采用mask
|
||
if pg.sprite.collide_rect_ratio(1)(zombie, self):
|
||
return True
|
||
return False
|
||
|
||
def setAttack(self, zombie, zombie_group):
|
||
self.attack_zombie = zombie
|
||
self.zombie_group = zombie_group
|
||
self.state = c.ATTACK
|
||
|
||
def attacking(self):
|
||
if not self.splashing:
|
||
self.splashing = True
|
||
self.changeFrames(self.splash_frames)
|
||
self.attack_zombie.kill()
|
||
# 播放拖拽音效
|
||
c.SOUND_TANGLE_KELP_DRAG.play()
|
||
# 这里必须用elif排除尚未进入splash阶段,以免误触
|
||
elif (self.frame_index + 1) >= self.frame_num:
|
||
self.health = 0
|
||
|
||
|
||
# 毁灭菇的处理办法:
|
||
# 爆炸后留下的坑看作另一种形态的毁灭菇
|
||
# 当存在这种形态的毁灭菇时不可以种植物
|
||
# 坑形态的毁灭菇存在时不可种植物
|
||
# 坑形态的毁灭菇同地刺一样不可以被啃食
|
||
# 爆炸时杀死同一格的所有植物
|
||
class DoomShroom(Plant):
|
||
def __init__(self, x, y, map_plant_set, explode_y_range):
|
||
Plant.__init__(self, x, y, c.DOOMSHROOM, c.PLANT_HEALTH, None)
|
||
self.can_sleep = True
|
||
self.map_plant_set = map_plant_set
|
||
self.bomb_timer = 0
|
||
self.explode_y_range = explode_y_range
|
||
self.explode_x_range = 250
|
||
self.start_boom = False
|
||
self.boomed = False
|
||
self.original_x = x
|
||
self.original_y = y
|
||
|
||
def loadImages(self, name, scale):
|
||
self.idle_frames = []
|
||
self.sleep_frames = []
|
||
self.boom_frames = []
|
||
|
||
idle_name = name
|
||
sleep_name = name + "Sleep"
|
||
boom_name = name + "Boom"
|
||
|
||
frame_list = [self.idle_frames, self.sleep_frames, self.boom_frames]
|
||
name_list = [idle_name, sleep_name, boom_name]
|
||
|
||
for i, name in enumerate(name_list):
|
||
self.loadFrames(frame_list[i], name)
|
||
|
||
self.frames = self.idle_frames
|
||
|
||
def setBoom(self):
|
||
self.changeFrames(self.boom_frames)
|
||
self.start_boom = True
|
||
|
||
def animation(self):
|
||
# 发生了爆炸
|
||
if self.start_boom:
|
||
if self.frame_index == 1:
|
||
self.rect.x -= 80
|
||
self.rect.y += 30
|
||
# 播放爆炸音效
|
||
c.SOUND_DOOMSHROOM.play()
|
||
if (self.current_time - self.animate_timer) > self.animate_interval:
|
||
self.frame_index += 1
|
||
if self.frame_index >= self.frame_num:
|
||
self.health = 0
|
||
self.frame_index = self.frame_num - 1
|
||
self.map_plant_set.add(c.HOLE)
|
||
# 睡觉状态
|
||
elif self.state == c.SLEEP:
|
||
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
|
||
# 正常状态
|
||
else:
|
||
self.health = c.INF
|
||
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]
|
||
self.mask = pg.mask.from_surface(self.image)
|
||
|
||
if (self.current_time - self.highlight_time < 100):
|
||
self.image.set_alpha(150)
|
||
elif ((self.current_time - self.hit_timer) < 200):
|
||
self.image.set_alpha(192)
|
||
else:
|
||
self.image.set_alpha(255)
|
||
|
||
|
||
# 用于描述毁灭菇的坑
|
||
class Hole(Plant):
|
||
def __init__(self, x, y, plot_type):
|
||
# 指定区域类型这一句必须放在前面,否则加载图片判断将会失败
|
||
self.plot_type = plot_type
|
||
Plant.__init__(self, x, y, c.HOLE, c.INF, None)
|
||
self.timer = 0
|
||
self.shallow = False
|
||
|
||
def loadImages(self, name, scale):
|
||
self.idle_frames = []
|
||
self.idle2_frames = []
|
||
self.water_frames = []
|
||
self.water2_frames = []
|
||
self.roof_frames = []
|
||
self.roof2_frames = []
|
||
|
||
idle_name = name
|
||
idle2_name = name + "Shallow"
|
||
water_name = name + "Water"
|
||
water2_name = name + "WaterShallow"
|
||
roof_name = name + "Roof"
|
||
roof2_name = name + "RoofShallow"
|
||
|
||
frame_list = [ self.idle_frames, self.idle2_frames,
|
||
self.water_frames, self.water2_frames,
|
||
self.roof_frames, self.roof2_frames]
|
||
name_list = [ idle_name, idle2_name,
|
||
water_name, water2_name,
|
||
roof_name, roof2_name]
|
||
|
||
for i, name in enumerate(name_list):
|
||
self.loadFrames(frame_list[i], name)
|
||
|
||
if self.plot_type == c.MAP_TILE:
|
||
self.frames = self.roof_frames
|
||
elif self.plot_type == c.MAP_WATER:
|
||
self.frames = self.water_frames
|
||
else:
|
||
self.frames = self.idle_frames
|
||
|
||
def idling(self):
|
||
if self.timer == 0:
|
||
self.timer = self.current_time
|
||
elif (not self.shallow) and (self.current_time - self.timer >= 90000):
|
||
if self.plot_type == c.MAP_TILE:
|
||
self.frames = self.roof2_frames
|
||
elif self.plot_type == c.MAP_WATER:
|
||
self.frames = self.water2_frames
|
||
else:
|
||
self.frames = self.idle2_frames
|
||
self.shallow = True
|
||
elif self.current_time - self.timer >= 180000:
|
||
self.health = 0
|
||
|
||
|
||
class Grave(Plant):
|
||
def __init__(self, x, y):
|
||
Plant.__init__(self, x, y, c.GRAVE, c.INF, None)
|
||
self.frame_index = random.randint(0, self.frame_num - 1)
|
||
self.image = self.frames[self.frame_index]
|
||
self.mask = pg.mask.from_surface(self.image)
|
||
|
||
def animation(self):
|
||
pass
|
||
|
||
|
||
class GraveBuster(Plant):
|
||
def __init__(self, x, y, plant_group, map, map_x):
|
||
Plant.__init__(self, x, y, c.GRAVEBUSTER, c.PLANT_HEALTH, None)
|
||
self.map = map
|
||
self.map_x = map_x
|
||
self.plant_group = plant_group
|
||
self.animate_interval = 100
|
||
# 播放吞噬音效
|
||
c.SOUND_GRAVEBUSTER_CHOMP.play()
|
||
|
||
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 = self.frame_num - 1
|
||
for item in self.plant_group:
|
||
if item.name == c.GRAVE:
|
||
item_map_x, _ = self.map.getMapIndex(item.rect.centerx, item.rect.bottom)
|
||
if item_map_x == self.map_x:
|
||
item.health = 0
|
||
self.health = 0
|
||
self.animate_timer = self.current_time
|
||
|
||
self.image = self.frames[self.frame_index]
|
||
self.mask = pg.mask.from_surface(self.image)
|
||
|
||
if (self.current_time - self.highlight_time < 100):
|
||
self.image.set_alpha(150)
|
||
elif ((self.current_time - self.hit_timer) < 200):
|
||
self.image.set_alpha(192)
|
||
else:
|
||
self.image.set_alpha(255)
|
||
|
||
class FumeShroom(Plant):
|
||
def __init__(self, x, y, bullet_group, zombie_group):
|
||
Plant.__init__(self, x, y, c.FUMESHROOM, c.PLANT_HEALTH, bullet_group)
|
||
self.can_sleep = True
|
||
self.shoot_timer = 0
|
||
self.show_attack_frames = True
|
||
self.zombie_group = zombie_group
|
||
|
||
def loadImages(self, name, scale):
|
||
self.idle_frames = []
|
||
self.sleep_frames = []
|
||
self.attack_frames = []
|
||
|
||
idle_name = name
|
||
sleep_name = name + "Sleep"
|
||
attack_name = name + "Attack"
|
||
|
||
frame_list = [self.idle_frames, self.sleep_frames, self.attack_frames]
|
||
name_list = [idle_name, sleep_name, attack_name]
|
||
|
||
for i, name in enumerate(name_list):
|
||
self.loadFrames(frame_list[i], name)
|
||
|
||
self.frames = self.idle_frames
|
||
|
||
def canAttack(self, zombie):
|
||
if (zombie.name == c.SNORKELZOMBIE) and (zombie.frames == zombie.swim_frames):
|
||
return False
|
||
if (self.rect.x <= zombie.rect.right
|
||
and (self.rect.x + c.GRID_X_SIZE * 5 >= zombie.rect.x)
|
||
and (zombie.rect.left <= c.SCREEN_WIDTH + 10)):
|
||
return True
|
||
return False
|
||
|
||
def setAttack(self):
|
||
self.state = c.ATTACK
|
||
if self.shoot_timer != 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
|
||
def attacking(self):
|
||
if self.shoot_timer == 0:
|
||
self.shoot_timer = self.current_time - 700
|
||
elif self.current_time - self.shoot_timer >= 1100:
|
||
if self.show_attack_frames:
|
||
self.show_attack_frames = False
|
||
self.changeFrames(self.attack_frames)
|
||
|
||
if self.current_time - self.shoot_timer >= 1400:
|
||
self.bullet_group.add(Fume(self.rect.right - 35, self.rect.y))
|
||
# 烟雾只是个动画,实际伤害由本身完成
|
||
for target_zombie in self.zombie_group:
|
||
if self.canAttack(target_zombie):
|
||
target_zombie.setDamage(c.BULLET_DAMAGE_NORMAL, damage_type=c.ZOMBIE_RANGE_DAMAGE)
|
||
self.shoot_timer = self.current_time
|
||
self.show_attack_frames = True
|
||
# 播放发射音效
|
||
c.SOUND_FUME.play()
|
||
|
||
def animation(self):
|
||
if (self.current_time - self.animate_timer) > self.animate_interval:
|
||
self.frame_index += 1
|
||
if self.frame_index >= self.frame_num:
|
||
if self.frames == self.attack_frames:
|
||
self.changeFrames(self.idle_frames)
|
||
else:
|
||
self.frame_index = 0
|
||
self.animate_timer = self.current_time
|
||
|
||
self.image = self.frames[self.frame_index]
|
||
self.mask = pg.mask.from_surface(self.image)
|
||
|
||
if (self.current_time - self.highlight_time < 100):
|
||
self.image.set_alpha(150)
|
||
elif ((self.current_time - self.hit_timer) < 200):
|
||
self.image.set_alpha(192)
|
||
else:
|
||
self.image.set_alpha(255)
|
||
|
||
|
||
class IceFrozenPlot(Plant):
|
||
def __init__(self, x, y):
|
||
Plant.__init__(self, x, y, c.ICEFROZENPLOT, c.INF, None)
|
||
self.timer = 0
|
||
|
||
def idling(self):
|
||
if self.timer == 0:
|
||
self.timer = self.current_time
|
||
elif self.current_time - self.timer >= 30000:
|
||
self.health = 0
|
||
|
||
|
||
class Garlic(Plant):
|
||
def __init__(self, x, y):
|
||
Plant.__init__(self, x, y, c.GARLIC, c.GARLIC_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)
|
||
self.loadFrames(self.cracked2_frames, cracked2_frames_name)
|
||
|
||
def idling(self):
|
||
if (not self.cracked1) and self.health <= c.GARLIC_CRACKED1_HEALTH:
|
||
self.changeFrames(self.cracked1_frames)
|
||
self.cracked1 = True
|
||
elif (not self.cracked2) and self.health <= c.GARLIC_CRACKED2_HEALTH:
|
||
self.changeFrames(self.cracked2_frames)
|
||
self.cracked2 = True
|
||
|
||
class PumpkinHead(Plant):
|
||
def __init__(self, x, y):
|
||
Plant.__init__(self, x, y, c.PUMPKINHEAD, c.WALLNUT_HEALTH, None)
|
||
self.load_images()
|
||
self.cracked1 = False
|
||
self.cracked2 = False
|
||
self.animate_interval = 160
|
||
|
||
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)
|
||
self.loadFrames(self.cracked2_frames, cracked2_frames_name)
|
||
|
||
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 GiantWallNut(Plant):
|
||
def __init__(self, x, y):
|
||
Plant.__init__(self, x, y, c.GIANTWALLNUT, 1, None)
|
||
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(15, 18)
|
||
|
||
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 animation(self):
|
||
image = self.frames[self.frame_index]
|
||
self.image = pg.transform.rotate(image, self.rotate_degree)
|
||
self.mask = pg.mask.from_surface(self.image)
|
||
# must keep the center postion of image when rotate
|
||
self.rect = self.image.get_rect(center=self.init_rect.center)
|