pypvz/source/state/level.py
2022-04-08 15:56:03 +08:00

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__author__ = 'wszqkzqk'
import os
import json
import sys
import pygame as pg
from random import randint
from .. import tool
from .. import constants as c
from ..component import map, plant, zombie, menubar
class Level(tool.State):
def __init__(self):
tool.State.__init__(self)
def startup(self, current_time, persist):
self.game_info = persist
self.persist = self.game_info
self.game_info[c.CURRENT_TIME] = current_time
self.map_y_len = c.GRID_Y_LEN
self.map = map.Map(c.GRID_X_LEN, self.map_y_len)
# 暂停状态
self.pause = False
self.pauseTime = 0
# 默认显然不用显示菜单
self.showLittleMenu = False
self.loadMap()
self.setupBackground()
self.initState()
def loadMap(self):
modeList = ['adventure', 'littleGame']
if c.LITTLEGAME_BUTTON in self.game_info:
map_file = 'littleGame_' + str(self.game_info[c.LEVEL_NUM]) + '.json'
mode = 'littleGame'
else:
map_file = 'level_' + str(self.game_info[c.LEVEL_NUM]) + '.json'
mode = 'adventure'
file_path = os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))),'resources' , 'data', 'map', map_file)
# 最后一关之后应该结束了
try:
f = open(file_path)
self.map_data = json.load(f)
f.close()
except Exception as e:
print("游戏结束")
self.done = True
self.next = c.MAIN_MENU
pg.mixer.music.stop()
pg.mixer.music.load(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "music", "intro.opus"))
pg.mixer.music.play(-1, 0)
return
if self.map_data[c.SHOVEL] == 0:
self.hasShovel = False
else:
self.hasShovel = True
# 同时播放音乐
global bgm
if mode == modeList[0]: # 冒险模式
if self.game_info[c.LEVEL_NUM] in {0, 1, 2}: # 白天关卡
bgm = 'dayLevel.opus'
elif self.game_info[c.LEVEL_NUM] in {3}: # 夜晚关卡
bgm = 'nightLevel.opus'
elif mode == modeList[1]: # 小游戏模式
if self.game_info[c.LEVEL_NUM] in {1}: # 传送带大战
bgm = 'battle.opus'
elif self.game_info[c.LEVEL_NUM] in {2}: # 坚果保龄球
bgm = 'bowling.opus'
pg.mixer.music.stop()
pg.mixer.music.load(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "music", bgm))
pg.mixer.music.play(-1, 0)
def setupBackground(self):
img_index = self.map_data[c.BACKGROUND_TYPE]
self.background_type = img_index
self.background = tool.GFX[c.BACKGROUND_NAME][img_index]
self.bg_rect = self.background.get_rect()
self.level = pg.Surface((self.bg_rect.w, self.bg_rect.h)).convert()
self.viewport = tool.SCREEN.get_rect(bottom=self.bg_rect.bottom)
self.viewport.x += c.BACKGROUND_OFFSET_X
def setupGroups(self):
self.sun_group = pg.sprite.Group()
self.head_group = pg.sprite.Group()
self.plant_groups = []
self.zombie_groups = []
self.hypno_zombie_groups = [] #zombies who are hypno after eating hypnoshroom
self.bullet_groups = []
for i in range(self.map_y_len):
self.plant_groups.append(pg.sprite.Group())
self.zombie_groups.append(pg.sprite.Group())
self.hypno_zombie_groups.append(pg.sprite.Group())
self.bullet_groups.append(pg.sprite.Group())
def setupZombies(self):
def takeTime(element):
return element[0]
self.zombie_list = []
# 目前设置为从JSON文件中读取僵尸出现的时间、种类、位置信息以后可以将时间设置为模仿原版的机制位置设置为随机数
for data in self.map_data[c.ZOMBIE_LIST]:
if 'map_y' in data.keys():
self.zombie_list.append((data['time'], data['name'], data['map_y']))
else:
self.zombie_list.append((data['time'], data['name']))
self.zombie_start_time = 0
self.zombie_list.sort(key=takeTime)
def setupCars(self):
self.cars = []
for i in range(self.map_y_len):
_, y = self.map.getMapGridPos(0, i)
self.cars.append(plant.Car(-25, y+20, i))
# 更新函数每帧被调用,将鼠标事件传入给状态处理函数
def update(self, surface, current_time, mouse_pos, mouse_click):
self.current_time = self.game_info[c.CURRENT_TIME] = self.pvzTime(current_time)
if self.state == c.CHOOSE:
self.choose(mouse_pos, mouse_click)
elif self.state == c.PLAY:
self.play(mouse_pos, mouse_click)
self.draw(surface)
def pvzTime(self, current_time):
# 扣除暂停时间
if not self.pause:
self.beforePauseTime = current_time - self.pauseTime
else:
self.pauseTime = current_time - self.beforePauseTime
return self.beforePauseTime
def initBowlingMap(self):
print('initBowlingMap')
for x in range(3, self.map.width):
for y in range(self.map.height):
self.map.setMapGridType(x, y, c.MAP_EXIST)
def initState(self):
# 小游戏才有CHOOSEBAR_TYPE
if c.CHOOSEBAR_TYPE in self.map_data:
self.bar_type = self.map_data[c.CHOOSEBAR_TYPE]
else:
self.bar_type = c.CHOOSEBAR_STATIC
if self.bar_type == c.CHOOSEBAR_STATIC:
self.initChoose()
else:
card_pool = menubar.getCardPool(self.map_data[c.CARD_POOL])
self.initPlay(card_pool)
if self.bar_type == c.CHOSSEBAR_BOWLING:
self.initBowlingMap()
def initChoose(self):
self.state = c.CHOOSE
self.panel = menubar.Panel(menubar.all_card_list, self.map_data[c.INIT_SUN_NAME])
def choose(self, mouse_pos, mouse_click):
if mouse_pos and mouse_click[0]:
self.panel.checkCardClick(mouse_pos)
if self.panel.checkStartButtonClick(mouse_pos):
self.initPlay(self.panel.getSelectedCards())
def initPlay(self, card_list):
self.state = c.PLAY
if self.bar_type == c.CHOOSEBAR_STATIC:
self.menubar = menubar.MenuBar(card_list, self.map_data[c.INIT_SUN_NAME])
else:
self.menubar = menubar.MoveBar(card_list)
# 是否拖住植物或者铲子
self.drag_plant = False
self.drag_shovel = False
self.hint_image = None
self.hint_plant = False
if self.background_type == c.BACKGROUND_DAY and self.bar_type == c.CHOOSEBAR_STATIC:
self.produce_sun = True
else:
self.produce_sun = False
self.sun_timer = self.current_time
self.removeMouseImage()
self.setupGroups()
self.setupZombies()
self.setupCars()
# 地图有铲子才添加铲子
if self.hasShovel:
# 导入小铲子
frame_rect = [0, 0, 71, 67]
self.shovel = tool.get_image_menu(tool.GFX[c.SHOVEL], *frame_rect, c.BLACK, 1.1)
self.shovel_rect = self.shovel.get_rect()
frame_rect = [0, 0, 77, 75]
self.shovel_positon = (550, 2)
self.shovel_box = tool.get_image_menu(tool.GFX[c.SHOVEL_BOX], *frame_rect, c.BLACK, 1.1)
self.shovel_box_rect = self.shovel_box.get_rect()
self.shovel_rect.x = self.shovel_box_rect.x = self.shovel_positon[0]
self.shovel_rect.y = self.shovel_box_rect.y = self.shovel_positon[1]
self.setupLittleMenu()
# 小菜单
def setupLittleMenu(self):
# 具体运行游戏必定有个小菜单, 导入菜单和选项
frame_rect = [0, 0, 108, 31]
self.little_menu = tool.get_image_menu(tool.GFX[c.LITTLE_MENU], *frame_rect, c.BLACK, 1.1)
self.little_menu_rect = self.little_menu.get_rect()
self.little_menu_rect.x = 650
self.little_menu_rect.y = 0
frame_rect = [0, 0, 500, 500]
self.big_menu = tool.get_image_menu(tool.GFX[c.BIG_MENU], *frame_rect, c.BLACK, 1.1)
self.big_menu_rect = self.big_menu.get_rect()
self.big_menu_rect.x = 150
self.big_menu_rect.y = 0
frame_rect = [0, 0, 342, 87]
self.return_button = tool.get_image_menu(tool.GFX[c.RETURN_BUTTON], *frame_rect, c.BLACK, 1.1)
self.return_button_rect = self.return_button.get_rect()
self.return_button_rect.x = 220
self.return_button_rect.y = 440
frame_rect = [0, 0, 207, 45]
self.restart_button = tool.get_image_menu(tool.GFX[c.RESTART_BUTTON], *frame_rect, c.BLACK, 1.1)
self.restart_button_rect = self.restart_button.get_rect()
self.restart_button_rect.x = 295
self.restart_button_rect.y = 325
frame_rect = [0, 0, 206, 43]
self.mainMenu_button = tool.get_image_menu(tool.GFX[c.MAINMENU_BUTTON], *frame_rect, c.BLACK, 1.1)
self.mainMenu_button_rect = self.mainMenu_button.get_rect()
self.mainMenu_button_rect.x = 299
self.mainMenu_button_rect.y = 372
# 检查小菜单有没有被点击
def checkLittleMenuClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.little_menu_rect.x and x <= self.little_menu_rect.right and
y >= self.little_menu_rect.y and y <= self.little_menu_rect.bottom):
return True
return False
# 检查小菜单的返回有没有被点击
def checkReturnClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.return_button_rect.x and x <= self.return_button_rect.right and
y >= self.return_button_rect.y and y <= self.return_button_rect.bottom):
return True
return False
# 检查小菜单的重新开始有没有被点击
def checkRestartClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.restart_button_rect.x and x <= self.restart_button_rect.right and
y >= self.restart_button_rect.y and y <= self.restart_button_rect.bottom):
return True
return False
# 检查小菜单的主菜单有没有被点击
def checkMainMenuClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.mainMenu_button_rect.x and x <= self.mainMenu_button_rect.right and
y >= self.mainMenu_button_rect.y and y <= self.mainMenu_button_rect.bottom):
return True
return False
# 用小铲子移除植物
def shovelRemovePlant(self, mouse_pos):
x, y = mouse_pos
map_x, map_y = self.map.getMapIndex(x, y)
for i in self.plant_groups[map_y]:
if (x >= i.rect.x and x <= i.rect.right and
y >= i.rect.y and y <= i.rect.bottom):
self.killPlant(i)
# 使用后默认铲子复原
self.drag_shovel = not self.drag_shovel
self.removeMouseImagePlus()
return
# 检查小铲子的位置有没有被点击
# 方便放回去
def checkShovelClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.shovel_box_rect.x and x <= self.shovel_box_rect.right and
y >= self.shovel_box_rect.y and y <= self.shovel_box_rect.bottom):
return True
return False
def play(self, mouse_pos, mouse_click):
# 如果暂停
if self.showLittleMenu:
# 设置暂停状态
self.pause = True
# 暂停播放音乐
pg.mixer.music.pause()
if mouse_click[0]:
if self.checkReturnClick(mouse_pos):
# 终止暂停,停止显示菜单
self.pause = False
self.showLittleMenu = False
# 继续播放音乐
pg.mixer.music.unpause()
elif self.checkRestartClick(mouse_pos):
self.done = True
self.next = c.LEVEL
pg.mixer.music.stop()
pg.mixer.music.load(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "music", bgm))
pg.mixer.music.play(-1, 0)
elif self.checkMainMenuClick(mouse_pos):
self.done = True
self.next = c.MAIN_MENU
self.persist = {c.CURRENT_TIME:0.0, c.LEVEL_NUM:c.START_LEVEL_NUM}
pg.mixer.music.stop()
pg.mixer.music.load(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "music", "intro.opus"))
pg.mixer.music.play(-1, 0)
return
if self.zombie_start_time == 0:
self.zombie_start_time = self.current_time
elif len(self.zombie_list) > 0:
data = self.zombie_list[0] # 因此要求僵尸列表按照时间顺序排列
# data内容排列[0]:时间 [1]:名称 [2]:坐标
if data[0] <= (self.current_time - self.zombie_start_time):
if len(data) == 3:
self.createZombie(data[1], data[2])
self.zombie_list.remove(data)
else: # len(data) == 2 没有指定map_y
self.createZombie(data[1])
self.zombie_list.remove(data)
for i in range(self.map_y_len):
self.bullet_groups[i].update(self.game_info)
self.plant_groups[i].update(self.game_info)
self.zombie_groups[i].update(self.game_info)
self.hypno_zombie_groups[i].update(self.game_info)
# 清除走出去的魅惑僵尸
for zombie in self.hypno_zombie_groups[i]:
if zombie.rect.x > c.SCREEN_WIDTH:
zombie.kill()
self.head_group.update(self.game_info)
self.sun_group.update(self.game_info)
# wcb 添加
# 检查是否点击菜单
if mouse_click[0]:
if self.checkLittleMenuClick(mouse_pos):
# 暂停 显示菜单
self.showLittleMenu = True
elif self.checkShovelClick(mouse_pos):
self.drag_shovel = not self.drag_shovel
if self.drag_shovel:
# 小铲子要隐藏鼠标
pg.mouse.set_visible(False)
else:
self.removeMouseImagePlus()
elif self.drag_shovel:
# 移出这地方的植物
self.shovelRemovePlant(mouse_pos)
# 拖动植物或者铲子
if not self.drag_plant and mouse_pos and mouse_click[0]:
result = self.menubar.checkCardClick(mouse_pos)
if result:
self.setupMouseImage(result[0], result[1])
elif self.drag_plant:
if mouse_click[1]:
self.removeMouseImage()
elif mouse_click[0]:
if self.menubar.checkMenuBarClick(mouse_pos):
self.removeMouseImage()
else:
self.addPlant()
elif mouse_pos is None:
self.setupHintImage()
elif self.drag_shovel:
if mouse_click[1]:
self.removeMouseImagePlus()
if self.produce_sun:
if(self.current_time - self.sun_timer) > c.PRODUCE_SUN_INTERVAL:
self.sun_timer = self.current_time
map_x, map_y = self.map.getRandomMapIndex()
x, y = self.map.getMapGridPos(map_x, map_y)
self.sun_group.add(plant.Sun(x, 0, x, y))
# 检查有没有捡到阳光
if not self.drag_plant and not self.drag_shovel and mouse_pos and mouse_click[0]:
for sun in self.sun_group:
if sun.checkCollision(mouse_pos[0], mouse_pos[1]):
self.menubar.increaseSunValue(sun.sun_value)
for car in self.cars:
car.update(self.game_info)
self.menubar.update(self.current_time)
# 检查碰撞啥的
self.checkBulletCollisions()
self.checkZombieCollisions()
self.checkPlants()
self.checkCarCollisions()
self.checkGameState()
def createZombie(self, name, map_y=None):
# 有指定时按照指定生成,无指定时随机位置生成
# 0:白天 1:夜晚 2:泳池 3:浓雾 4:屋顶 5:月夜
if map_y == None:
if self.map_data[c.BACKGROUND_TYPE] in {0, 1, 4, 5}:
map_y = randint(0, 4)
# 情况复杂:分水路和陆路,不能简单实现,需要另外加判断
# 0, 1, 4, 5路为陆路2, 3路为水路
elif self.map_data[c.BACKGROUND_TYPE] in {2, 3}:
if name in {}: # 这里还没填,以后加了泳池模式填:水生僵尸集合
map_y = randint(2, 3)
elif name == '这里应该换成气球僵尸的名字(调用的变量名,最好不要直接写,保持风格统一)':
map_y = randint(0, 5)
else: # 陆生僵尸
map_y = randint(0, 3)
if map_y >= 2: # 后两路的map_y应当+2
map_y += 2
x, y = self.map.getMapGridPos(0, map_y)
# 新增的僵尸也需要在这里声明
if name == c.NORMAL_ZOMBIE:
self.zombie_groups[map_y].add(zombie.NormalZombie(c.ZOMBIE_START_X, y, self.head_group))
elif name == c.CONEHEAD_ZOMBIE:
self.zombie_groups[map_y].add(zombie.ConeHeadZombie(c.ZOMBIE_START_X, y, self.head_group))
elif name == c.BUCKETHEAD_ZOMBIE:
self.zombie_groups[map_y].add(zombie.BucketHeadZombie(c.ZOMBIE_START_X, y, self.head_group))
elif name == c.FLAG_ZOMBIE:
self.zombie_groups[map_y].add(zombie.FlagZombie(c.ZOMBIE_START_X, y, self.head_group))
elif name == c.NEWSPAPER_ZOMBIE:
self.zombie_groups[map_y].add(zombie.NewspaperZombie(c.ZOMBIE_START_X, y, self.head_group))
def canSeedPlant(self):
x, y = pg.mouse.get_pos()
return self.map.showPlant(x, y)
# 种植物
def addPlant(self):
pos = self.canSeedPlant()
if pos is None:
return
if self.hint_image is None:
self.setupHintImage()
x, y = self.hint_rect.centerx, self.hint_rect.bottom
map_x, map_y = self.map.getMapIndex(x, y)
# 新植物也需要在这里声明
if self.plant_name == c.SUNFLOWER:
new_plant = plant.SunFlower(x, y, self.sun_group)
elif self.plant_name == c.PEASHOOTER:
new_plant = plant.PeaShooter(x, y, self.bullet_groups[map_y])
elif self.plant_name == c.SNOWPEASHOOTER:
new_plant = plant.SnowPeaShooter(x, y, self.bullet_groups[map_y])
elif self.plant_name == c.WALLNUT:
new_plant = plant.WallNut(x, y)
elif self.plant_name == c.CHERRYBOMB:
new_plant = plant.CherryBomb(x, y)
elif self.plant_name == c.THREEPEASHOOTER:
new_plant = plant.ThreePeaShooter(x, y, self.bullet_groups, map_y)
elif self.plant_name == c.REPEATERPEA:
new_plant = plant.RepeaterPea(x, y, self.bullet_groups[map_y])
elif self.plant_name == c.CHOMPER:
new_plant = plant.Chomper(x, y)
elif self.plant_name == c.PUFFSHROOM:
new_plant = plant.PuffShroom(x, y, self.bullet_groups[map_y])
elif self.plant_name == c.POTATOMINE:
new_plant = plant.PotatoMine(x, y)
elif self.plant_name == c.SQUASH:
new_plant = plant.Squash(x, y)
elif self.plant_name == c.SPIKEWEED:
new_plant = plant.Spikeweed(x, y)
elif self.plant_name == c.JALAPENO:
new_plant = plant.Jalapeno(x, y)
elif self.plant_name == c.SCAREDYSHROOM:
new_plant = plant.ScaredyShroom(x, y, self.bullet_groups[map_y])
elif self.plant_name == c.SUNSHROOM:
new_plant = plant.SunShroom(x, y, self.sun_group)
elif self.plant_name == c.ICESHROOM:
new_plant = plant.IceShroom(x, y)
elif self.plant_name == c.HYPNOSHROOM:
new_plant = plant.HypnoShroom(x, y)
elif self.plant_name == c.WALLNUTBOWLING:
new_plant = plant.WallNutBowling(x, y, map_y, self)
elif self.plant_name == c.REDWALLNUTBOWLING:
new_plant = plant.RedWallNutBowling(x, y)
if new_plant.can_sleep and self.background_type == c.BACKGROUND_DAY:
new_plant.setSleep()
self.plant_groups[map_y].add(new_plant)
if self.bar_type == c.CHOOSEBAR_STATIC:
self.menubar.decreaseSunValue(self.select_plant.sun_cost)
self.menubar.setCardFrozenTime(self.plant_name)
else:
self.menubar.deleateCard(self.select_plant)
if self.bar_type != c.CHOSSEBAR_BOWLING:
self.map.setMapGridType(map_x, map_y, c.MAP_EXIST)
self.removeMouseImage()
#print('addPlant map[%d,%d], grid pos[%d, %d] pos[%d, %d]' % (map_x, map_y, x, y, pos[0], pos[1]))
def setupHintImage(self):
pos = self.canSeedPlant()
if pos and self.mouse_image:
if (self.hint_image and pos[0] == self.hint_rect.x and
pos[1] == self.hint_rect.y):
return
width, height = self.mouse_rect.w, self.mouse_rect.h
image = pg.Surface([width, height])
image.blit(self.mouse_image, (0, 0), (0, 0, width, height))
image.set_colorkey(c.BLACK)
image.set_alpha(128)
self.hint_image = image
self.hint_rect = image.get_rect()
self.hint_rect.centerx = pos[0]
self.hint_rect.bottom = pos[1]
self.hint_plant = True
else:
self.hint_plant = False
def setupMouseImage(self, plant_name, select_plant):
frame_list = tool.GFX[plant_name]
if plant_name in tool.PLANT_RECT:
data = tool.PLANT_RECT[plant_name]
x, y, width, height = data['x'], data['y'], data['width'], data['height']
else:
x, y = 0, 0
rect = frame_list[0].get_rect()
width, height = rect.w, rect.h
if (plant_name == c.POTATOMINE or plant_name == c.SQUASH or
plant_name == c.SPIKEWEED or plant_name == c.JALAPENO or
plant_name == c.SCAREDYSHROOM or plant_name == c.SUNSHROOM or
plant_name == c.ICESHROOM or plant_name == c.HYPNOSHROOM or
plant_name == c.WALLNUTBOWLING or plant_name == c.REDWALLNUTBOWLING):
color = c.WHITE
else:
color = c.BLACK
self.mouse_image = tool.get_image(frame_list[0], x, y, width, height, color, 1)
self.mouse_rect = self.mouse_image.get_rect()
pg.mouse.set_visible(False)
self.drag_plant = True
self.plant_name = plant_name
self.select_plant = select_plant
def removeMouseImage(self):
pg.mouse.set_visible(True)
self.drag_plant = False
self.mouse_image = None
self.hint_image = None
self.hint_plant = False
# 移除小铲子
def removeMouseImagePlus(self):
pg.mouse.set_visible(True)
self.drag_shovel = False
self.shovel_rect.x = self.shovel_positon[0]
self.shovel_rect.y = self.shovel_positon[1]
def checkBulletCollisions(self):
collided_func = pg.sprite.collide_circle_ratio(0.7)
for i in range(self.map_y_len):
for bullet in self.bullet_groups[i]:
if bullet.state == c.FLY:
zombie = pg.sprite.spritecollideany(bullet, self.zombie_groups[i], collided_func)
if zombie and zombie.state != c.DIE:
zombie.setDamage(bullet.damage, bullet.ice)
bullet.setExplode()
def checkZombieCollisions(self):
if self.bar_type == c.CHOSSEBAR_BOWLING:
ratio = 0.6
else:
ratio = 0.5
collided_func = pg.sprite.collide_circle_ratio(ratio)
for i in range(self.map_y_len):
hypo_zombies = []
for zombie in self.zombie_groups[i]:
if zombie.state != c.WALK:
continue
plant = pg.sprite.spritecollideany(zombie, self.plant_groups[i], collided_func)
if plant:
if plant.name == c.WALLNUTBOWLING:
if plant.canHit(i):
zombie.setDamage(c.WALLNUT_BOWLING_DAMAGE)
plant.changeDirection(i)
elif plant.name == c.REDWALLNUTBOWLING:
if plant.state == c.IDLE:
plant.setAttack()
elif plant.name != c.SPIKEWEED:
zombie.setAttack(plant)
for hypno_zombie in self.hypno_zombie_groups[i]:
if hypno_zombie.health <= 0:
continue
zombie_list = pg.sprite.spritecollide(hypno_zombie,
self.zombie_groups[i], False,collided_func)
for zombie in zombie_list:
if zombie.state == c.DIE:
continue
if zombie.state == c.WALK:
zombie.setAttack(hypno_zombie, False)
if hypno_zombie.state == c.WALK:
hypno_zombie.setAttack(zombie, False)
def checkCarCollisions(self):
collided_func = pg.sprite.collide_circle_ratio(0.8)
for car in self.cars:
zombies = pg.sprite.spritecollide(car, self.zombie_groups[car.map_y], False, collided_func)
for zombie in zombies:
if zombie and zombie.state != c.DIE and (not zombie.lostHead):
car.setWalk()
zombie.setDie()
if car.dead:
self.cars.remove(car)
def boomZombies(self, x, map_y, y_range, x_range):
for i in range(self.map_y_len):
if abs(i - map_y) > y_range:
continue
for zombie in self.zombie_groups[i]:
if abs(zombie.rect.centerx - x) <= x_range:
zombie.health -= 1800
if zombie.health <= 0:
zombie.setBoomDie()
def freezeZombies(self, plant):
for i in range(self.map_y_len):
for zombie in self.zombie_groups[i]:
if zombie.rect.centerx < c.SCREEN_WIDTH:
zombie.setFreeze(plant.trap_frames[0])
def killPlant(self, plant):
x, y = plant.getPosition()
map_x, map_y = self.map.getMapIndex(x, y)
if self.bar_type != c.CHOSSEBAR_BOWLING:
self.map.setMapGridType(map_x, map_y, c.MAP_EMPTY)
if (plant.name == c.CHERRYBOMB or plant.name == c.JALAPENO or
(plant.name == c.POTATOMINE and not plant.is_init) or
plant.name == c.REDWALLNUTBOWLING):
self.boomZombies(plant.rect.centerx, map_y, plant.explode_y_range,
plant.explode_x_range)
elif plant.name == c.ICESHROOM and plant.state != c.SLEEP:
self.freezeZombies(plant)
elif plant.name == c.HYPNOSHROOM and plant.state != c.SLEEP:
zombie = plant.kill_zombie
zombie.setHypno()
_, map_y = self.map.getMapIndex(zombie.rect.centerx, zombie.rect.bottom)
self.zombie_groups[map_y].remove(zombie)
self.hypno_zombie_groups[map_y].add(zombie)
# 避免僵尸在用铲子移除植物后还在原位啃食
plant.health = 0
plant.kill()
def checkPlant(self, plant, i):
zombie_len = len(self.zombie_groups[i])
if plant.name == c.THREEPEASHOOTER:
if plant.state == c.IDLE:
if zombie_len > 0:
plant.setAttack()
elif (i-1) >= 0 and len(self.zombie_groups[i-1]) > 0:
plant.setAttack()
elif (i+1) < self.map_y_len and len(self.zombie_groups[i+1]) > 0:
plant.setAttack()
elif plant.state == c.ATTACK:
if zombie_len > 0:
pass
elif (i-1) >= 0 and len(self.zombie_groups[i-1]) > 0:
pass
elif (i+1) < self.map_y_len and len(self.zombie_groups[i+1]) > 0:
pass
else:
plant.setIdle()
elif plant.name == c.CHOMPER:
for zombie in self.zombie_groups[i]:
if plant.canAttack(zombie):
plant.setAttack(zombie, self.zombie_groups[i])
break
elif plant.name == c.POTATOMINE:
for zombie in self.zombie_groups[i]:
if plant.canAttack(zombie):
plant.setAttack()
break
elif plant.name == c.SQUASH:
for zombie in self.zombie_groups[i]:
if plant.canAttack(zombie):
plant.setAttack(zombie, self.zombie_groups[i])
break
elif plant.name == c.SPIKEWEED:
can_attack = False
for zombie in self.zombie_groups[i]:
if plant.canAttack(zombie):
can_attack = True
break
if plant.state == c.IDLE and can_attack:
plant.setAttack(self.zombie_groups[i])
elif plant.state == c.ATTACK and not can_attack:
plant.setIdle()
elif plant.name == c.SCAREDYSHROOM:
need_cry = False
can_attack = False
for zombie in self.zombie_groups[i]:
if plant.needCry(zombie):
need_cry = True
break
elif plant.canAttack(zombie):
can_attack = True
if need_cry:
if plant.state != c.CRY:
plant.setCry()
elif can_attack:
if plant.state != c.ATTACK:
plant.setAttack()
elif plant.state != c.IDLE:
plant.setIdle()
elif(plant.name == c.WALLNUTBOWLING or
plant.name == c.REDWALLNUTBOWLING):
pass
else:
can_attack = False
if (plant.state == c.IDLE and zombie_len > 0):
for zombie in self.zombie_groups[i]:
if plant.canAttack(zombie):
can_attack = True
break
if plant.state == c.IDLE and can_attack:
plant.setAttack()
elif (plant.state == c.ATTACK and not can_attack):
plant.setIdle()
def checkPlants(self):
for i in range(self.map_y_len):
for plant in self.plant_groups[i]:
if plant.state != c.SLEEP:
self.checkPlant(plant, i)
if plant.health <= 0:
self.killPlant(plant)
def checkVictory(self):
if len(self.zombie_list) > 0:
return False
for i in range(self.map_y_len):
if len(self.zombie_groups[i]) > 0:
return False
return True
def checkLose(self):
for i in range(self.map_y_len):
for zombie in self.zombie_groups[i]:
if zombie.rect.right < 0 and (not zombie.lostHead):
return True
return False
def checkGameState(self):
if self.checkVictory():
self.game_info[c.LEVEL_NUM] += 1
self.next = c.GAME_VICTORY
self.done = True
elif self.checkLose():
self.next = c.GAME_LOSE
self.done = True
def drawMouseShow(self, surface):
if self.hint_plant:
surface.blit(self.hint_image, self.hint_rect)
x, y = pg.mouse.get_pos()
self.mouse_rect.centerx = x
self.mouse_rect.centery = y
surface.blit(self.mouse_image, self.mouse_rect)
def drawMouseShowPlus(self, surface):
x, y = pg.mouse.get_pos()
self.shovel_rect.centerx = x
self.shovel_rect.centery = y
surface.blit(self.shovel, self.shovel_rect)
def drawZombieFreezeTrap(self, i, surface):
for zombie in self.zombie_groups[i]:
zombie.drawFreezeTrap(surface)
def draw(self, surface):
self.level.blit(self.background, self.viewport, self.viewport)
surface.blit(self.level, (0,0), self.viewport)
if self.state == c.CHOOSE:
self.panel.draw(surface)
elif self.state == c.PLAY:
if self.hasShovel:
# 画铲子
surface.blit(self.shovel_box, self.shovel_box_rect)
surface.blit(self.shovel, self.shovel_rect)
# 画小菜单
surface.blit(self.little_menu, self.little_menu_rect)
self.menubar.draw(surface)
for i in range(self.map_y_len):
self.plant_groups[i].draw(surface)
self.zombie_groups[i].draw(surface)
self.hypno_zombie_groups[i].draw(surface)
self.bullet_groups[i].draw(surface)
self.drawZombieFreezeTrap(i, surface)
for car in self.cars:
car.draw(surface)
self.head_group.draw(surface)
self.sun_group.draw(surface)
if self.drag_plant:
self.drawMouseShow(surface)
if self.hasShovel and self.drag_shovel:
self.drawMouseShowPlus(surface)
if self.showLittleMenu:
surface.blit(self.big_menu, self.big_menu_rect)
surface.blit(self.return_button, self.return_button_rect)
surface.blit(self.restart_button, self.restart_button_rect)
surface.blit(self.mainMenu_button, self.mainMenu_button_rect)