1569 lines
76 KiB
Python
1569 lines
76 KiB
Python
import os
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import json
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import pygame as pg
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import random
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from .. import tool
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from .. import constants as c
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from ..component import map, plant, zombie, menubar
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class Level(tool.State):
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def __init__(self):
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tool.State.__init__(self)
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def startup(self, current_time, persist):
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self.game_info = persist
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self.persist = self.game_info
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self.game_info[c.CURRENT_TIME] = current_time
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# 暂停状态
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self.pause = False
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self.pauseTime = 0
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# 默认显然不用显示菜单
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self.showLittleMenu = False
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# 导入地图参数
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# 采用了容错设计,如果没有导入成功就不执行
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if self.loadMap(): # 表示导入成功
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self.map = map.Map(self.map_data[c.BACKGROUND_TYPE])
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self.map_y_len = self.map.height
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self.setupBackground()
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self.initState()
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def loadMap(self):
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if self.game_info[c.GAME_MODE] == c.MODE_LITTLEGAME:
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map_file = f'littleGame_{self.game_info[c.LITTLEGAME_NUM]}.json'
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# 设置标题
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pg.display.set_caption(f"pypvz: 玩玩小游戏 第{self.game_info[c.LITTLEGAME_NUM]}关")
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elif self.game_info[c.GAME_MODE] == c.MODE_ADVENTURE:
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map_file = f'level_{self.game_info[c.LEVEL_NUM]}.json'
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# 设置标题
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pg.display.set_caption(f"pypvz: 冒险模式 第{self.game_info[c.LEVEL_NUM]}关")
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file_path = os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))),'resources' , 'data', 'map', map_file)
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# 最后一关之后应该结束了
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try:
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with open(file_path) as f:
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self.map_data = json.load(f)
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except FileNotFoundError:
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if self.game_info[c.GAME_MODE] == c.MODE_ADVENTURE:
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print("成功通关冒险模式!")
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self.game_info[c.LEVEL_NUM] = 1
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self.game_info[c.LEVEL_COMPLETIONS] += 1
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elif self.game_info[c.GAME_MODE] == c.MODE_LITTLEGAME:
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print("成功通关玩玩小游戏!")
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self.game_info[c.LITTLEGAME_NUM] = 1
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self.game_info[c.LITTLEGAME_COMPLETIONS] += 1
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self.done = True
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self.next = c.MAIN_MENU
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with open(c.USERDATA_PATH, "w") as f:
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userdata = {}
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for i in self.game_info:
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if i in c.INIT_USERDATA:
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userdata[i] = self.game_info[i]
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savedata = json.dumps(userdata, sort_keys=True, indent=4)
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f.write(savedata)
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return
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# 是否有铲子的信息:无铲子时为0,有铲子时为1,故直接赋值即可
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self.hasShovel = self.map_data[c.SHOVEL]
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# 同时指定音乐
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# 缺省音乐为进入的音乐,方便发现错误
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self.bgm = 'intro.opus'
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if c.CHOOSEBAR_TYPE in self.map_data: # 指定了choosebar_type的传送带关
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if self.map_data[c.CHOOSEBAR_TYPE] == c.CHOSSEBAR_BOWLING: # 坚果保龄球
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self.bgm = 'bowling.opus'
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elif self.map_data[c.CHOOSEBAR_TYPE] == c.CHOOSEBAR_MOVE: # 传送带
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self.bgm = 'battle.opus'
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else: # 一般选卡关,非传送带
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# 白天类
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if self.map_data[c.BACKGROUND_TYPE] in c.BACKGROUND_DAY_LIKE_BACKGROUNDS:
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self.bgm = 'dayLevel.opus'
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# 夜晚
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elif self.map_data[c.BACKGROUND_TYPE] == c.BACKGROUND_NIGHT:
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self.bgm = 'nightLevel.opus'
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# 泳池
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elif self.map_data[c.BACKGROUND_TYPE] == c.BACKGROUND_POOL:
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self.bgm = 'poolLevel.opus'
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# 浓雾
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elif self.map_data[c.BACKGROUND_TYPE] == c.BACKGROUND_FOG:
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self.bgm = 'fogLevel.opus'
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# 表示成功加载地图
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return True
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def setupBackground(self):
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img_index = self.map_data[c.BACKGROUND_TYPE]
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self.background_type = img_index
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self.background = tool.GFX[c.BACKGROUND_NAME][img_index]
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self.bg_rect = self.background.get_rect()
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self.level = pg.Surface((self.bg_rect.w, self.bg_rect.h)).convert()
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self.viewport = tool.SCREEN.get_rect(bottom=self.bg_rect.bottom)
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self.viewport.x += c.BACKGROUND_OFFSET_X
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def setupGroups(self):
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self.sun_group = pg.sprite.Group()
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self.head_group = pg.sprite.Group()
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# 改用列表生成器直接生成内容,不再在这里使用for循环
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self.plant_groups = [pg.sprite.Group() for i in range(self.map_y_len)]
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self.zombie_groups = [pg.sprite.Group() for i in range(self.map_y_len)]
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self.hypno_zombie_groups = [pg.sprite.Group() for i in range(self.map_y_len)] #zombies who are hypno after eating hypnoshroom
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self.bullet_groups = [pg.sprite.Group() for i in range(self.map_y_len)]
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# 按照规则生成每一波僵尸
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# 可以考虑将波刷新和一波中的僵尸生成分开
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# useableZombie是指可用的僵尸种类的元组
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# inevitableZombie指在本轮必然出现的僵尸,输入形式为字典: {波数1:(僵尸1, 僵尸2……), 波数2:(僵尸1, 僵尸2……)……}
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def createWaves(self, useableZombies, numFlags, survivalRounds=0, inevitableZombieDict=None):
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waves = []
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self.numFlags = numFlags
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# 权重值
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weights = []
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for zombie in useableZombies:
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weights.append(c.CREATE_ZOMBIE_DICT[zombie][1])
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# 按照原版pvz设计的僵尸容量函数,是从无尽解析的,但是普通关卡也可以遵循
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for wave in range(1, 10 * numFlags + 1):
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volume = int(int((wave + survivalRounds*20)*0.8)/2) + 1
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zombieList = []
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# 大波僵尸情况
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if wave % 10 == 0:
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# 容量增大至2.5倍
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volume = int(volume*2.5)
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# 先生成旗帜僵尸
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zombieList.append(c.FLAG_ZOMBIE)
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volume -= c.CREATE_ZOMBIE_DICT[c.FLAG_ZOMBIE][0]
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# 传送带模式应当增大僵尸容量
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if (self.bar_type != c.CHOOSEBAR_STATIC):
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volume += 2
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if inevitableZombieDict and (str(wave) in inevitableZombieDict):
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for newZombie in inevitableZombieDict[str(wave)]:
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zombieList.append(newZombie)
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volume -= c.CREATE_ZOMBIE_DICT[newZombie][0]
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if volume < 0:
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print(f'警告:第{wave}波中手动设置的僵尸级别总数超过上限!')
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# 防止因为僵尸最小等级过大,使得总容量无法完全利用,造成死循环的检查机制
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minCost = c.CREATE_ZOMBIE_DICT[min(useableZombies, key=lambda x:c.CREATE_ZOMBIE_DICT[x][0])][0]
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while (volume >= minCost) and (len(zombieList) < 50):
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newZombie = random.choices(useableZombies, weights)[0]
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# 普通僵尸、路障僵尸、铁桶僵尸有概率生成水中变种
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if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
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# 有泳池第一轮的第四波设定上生成水生僵尸
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if survivalRounds == 0 and wave == 4:
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if newZombie in c.CONVERT_ZOMBIE_IN_POOL:
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newZombie = c.CONVERT_ZOMBIE_IN_POOL[newZombie]
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elif survivalRounds > 0 or wave > 4:
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if random.randint(1, 3) == 1: # 1/3概率水上,暂时人为设定
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if newZombie in c.CONVERT_ZOMBIE_IN_POOL:
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newZombie = c.CONVERT_ZOMBIE_IN_POOL[newZombie]
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# 首先几轮不出水生僵尸
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elif newZombie in c.WATER_ZOMBIE:
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continue
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if c.CREATE_ZOMBIE_DICT[newZombie][0] <= volume:
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zombieList.append(newZombie)
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volume -= c.CREATE_ZOMBIE_DICT[newZombie][0]
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waves.append(zombieList)
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# print(wave, zombieList, len(zombieList))
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self.waves = waves
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# 针对有泳池的关卡
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# 表示尚未生成最后一波中从水里冒出来的僵尸
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self.createdZombieFromPool = False
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# 僵尸的刷新机制
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def refreshWaves(self, current_time, survivalRounds=0):
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# 最后一波或者大于最后一波
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# 如果在夜晚按需从墓碑生成僵尸
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# 否则直接return
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if self.waveNum >= self.map_data[c.NUM_FLAGS] * 10:
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if self.map_data[c.BACKGROUND_TYPE] == c.BACKGROUND_NIGHT:
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# 生长墓碑
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if not self.graveInLevelAdded:
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if current_time - self.waveTime > 100:
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# 墓碑最多有12个
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if len(self.graveSet) < 12:
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unoccupied = []
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occupied = []
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# 毁灭菇坑与冰道应当特殊化
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exceptionObjects = {c.HOLE, c.ICEFROZENPLOT}
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# 遍历能生成墓碑的区域
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for mapY in range(0, 4):
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for mapX in range(4, 8):
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# 为空、为毁灭菇坑、为冰道时看作未被植物占据
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if ((not self.map.map[mapY][mapX][c.MAP_PLANT]) or
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(all((i in exceptionObjects) for i in self.map.map[mapY][mapX][c.MAP_PLANT]))):
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unoccupied.append((mapX, mapY))
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# 已有墓碑的格子不应该放到任何列表中
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elif c.GRAVE not in self.map.map[mapY][mapX][c.MAP_PLANT]:
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occupied.append((mapX, mapY))
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if unoccupied:
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target = unoccupied[random.randint(0, len(unoccupied) - 1)]
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mapX, mapY = target
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posX, posY = self.map.getMapGridPos(mapX, mapY)
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self.plant_groups[mapY].add(plant.Grave(posX, posY))
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self.map.map[mapY][mapX][c.MAP_PLANT].add(c.GRAVE)
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self.graveSet.add((mapX, mapY))
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elif occupied:
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target = occupied[random.randint(0, len(occupied) - 1)]
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mapX, mapY = target
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posX, posY = self.map.getMapGridPos(mapX, mapY)
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for i in self.plant_groups[mapY]:
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checkMapX, _ = self.map.getMapIndex(i.rect.centerx, i.rect.bottom)
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if mapX == checkMapX:
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# 不杀死毁灭菇坑和冰道
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if i.name not in exceptionObjects:
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i.health = 0
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self.plant_groups[mapY].add(plant.Grave(posX, posY))
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self.map.map[mapY][mapX][c.MAP_PLANT].add(c.GRAVE)
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self.graveSet.add((mapX, mapY))
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self.graveInLevelAdded = True
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# 从墓碑中生成僵尸
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if not self.graveZombieCreated:
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if current_time - self.waveTime > 1500:
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for item in self.graveSet:
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itemX, itemY = self.map.getMapGridPos(*item)
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# 目前设定:2/3概率普通僵尸,1/3概率路障僵尸
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if random.randint(0, 2):
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self.zombie_groups[item[1]].add(zombie.NormalZombie(itemX, itemY, self.head_group))
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else:
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self.zombie_groups[item[1]].add(zombie.ConeHeadZombie(itemX, itemY, self.head_group))
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self.graveZombieCreated = True
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elif self.map_data[c.BACKGROUND_TYPE] in c.POOL_EQUIPPED_BACKGROUNDS:
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if not self.createdZombieFromPool:
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if current_time - self.waveTime > 1500:
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for i in range(3):
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# 水中倒数四列内可以在此时产生僵尸。共产生3个
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mapX, mapY = random.randint(5, 8), random.randint(2, 3)
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itemX, itemY = self.map.getMapGridPos(mapX, mapY)
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# 用随机数指定产生的僵尸类型
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# 带有权重
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zombieType = random.randint(1, 6)
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if zombieType == 1:
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self.zombie_groups[mapY].add(zombie.BucketHeadDuckyTubeZombie(itemX, itemY, self.head_group))
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elif zombieType <= 3:
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self.zombie_groups[mapY].add(zombie.ConeHeadDuckyTubeZombie(itemX, itemY, self.head_group))
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else:
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self.zombie_groups[mapY].add(zombie.DuckyTubeZombie(itemX, itemY, self.head_group))
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self.createdZombieFromPool = True
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return
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# 还未开始出现僵尸
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if (self.waveNum == 0):
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if (self.waveTime == 0): # 表明刚刚开始游戏
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self.waveTime = current_time
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else:
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if (survivalRounds == 0) and (self.bar_type == c.CHOOSEBAR_STATIC): # 首次选卡等待时间较长
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if current_time - self.waveTime >= 18000:
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self.waveNum += 1
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self.waveTime = current_time
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self.waveZombies = self.waves[self.waveNum - 1]
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self.numZombie = len(self.waveZombies)
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c.SOUND_ZOMBIE_COMING.play()
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else:
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if (current_time - self.waveTime >= 6000):
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self.waveNum += 1
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self.waveTime = current_time
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self.waveZombies = self.waves[self.waveNum - 1]
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self.numZombie = len(self.waveZombies)
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c.SOUND_ZOMBIE_COMING.play()
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return
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if (self.waveNum % 10 != 9):
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if ((current_time - self.waveTime >= 25000 + random.randint(0, 6000)) or (self.bar_type != c.CHOOSEBAR_STATIC and current_time - self.waveTime >= 12500 + random.randint(0, 3000))):
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self.waveNum += 1
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self.waveTime = current_time
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self.waveZombies = self.waves[self.waveNum - 1]
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self.numZombie = len(self.waveZombies)
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c.SOUND_ZOMBIE_VOICE.play()
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else:
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if ((current_time - self.waveTime >= 45000) or (self.bar_type != c.CHOOSEBAR_STATIC and current_time - self.waveTime >= 25000)):
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self.waveNum += 1
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self.waveTime = current_time
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self.waveZombies = self.waves[self.waveNum - 1]
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self.numZombie = len(self.waveZombies)
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# 一大波时播放音效
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c.SOUND_HUGE_WAVE_APPROCHING.play()
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return
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elif ((current_time - self.waveTime >= 43000) or (self.bar_type != c.CHOOSEBAR_STATIC and current_time - self.waveTime >= 23000)):
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self.showHugeWaveApprochingTime = current_time
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numZombies = 0
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for i in range(self.map_y_len):
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numZombies += len(self.zombie_groups[i])
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if (numZombies / self.numZombie < random.uniform(0.15, 0.25)) and (current_time - self.waveTime > 4000):
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# 当僵尸所剩无几并且时间过了4000 ms以上时,改变时间记录,使得2000 ms后刷新僵尸(所以需要判断剩余时间是否大于2000 ms)
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if self.bar_type == c.CHOOSEBAR_STATIC:
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if current_time - 43000 < self.waveTime: # 判断剩余时间是否有2000 ms
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self.waveTime = current_time - 43000 # 即倒计时2000 ms
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else:
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if current_time - 23000 < self.waveTime: # 判断剩余时间是否有2000 ms
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self.waveTime = current_time - 23000 # 即倒计时2000 ms
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# 旧机制,目前仅用于调试
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def setupZombies(self):
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def takeTime(element):
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return element[0]
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self.zombie_list = []
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for data in self.map_data[c.ZOMBIE_LIST]:
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self.zombie_list.append((data['time'], data['name'], data['map_y']))
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self.zombie_start_time = 0
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self.zombie_list.sort(key=takeTime)
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def setupCars(self):
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self.cars = []
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for i in range(self.map_y_len):
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y = self.map.getMapGridPos(0, i)[1]
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self.cars.append(plant.Car(-40, y+20, i))
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# 更新函数每帧被调用,将鼠标事件传入给状态处理函数
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def update(self, surface, current_time, mouse_pos, mouse_click):
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# 这些内容是将来增加通过界面后的容错设计,以保证直接通关时不会闪退
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if self.done:
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return
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self.current_time = self.game_info[c.CURRENT_TIME] = self.pvzTime(current_time)
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if self.state == c.CHOOSE:
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self.choose(mouse_pos, mouse_click)
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elif self.state == c.PLAY:
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self.play(mouse_pos, mouse_click)
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self.draw(surface)
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def pvzTime(self, current_time):
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# 扣除暂停时间
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if not self.pause:
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self.beforePauseTime = current_time - self.pauseTime
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else:
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||
self.pauseTime = current_time - self.beforePauseTime
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||
return self.beforePauseTime
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|
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def initBowlingMap(self):
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for x in range(3, self.map.width):
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for y in range(self.map.height):
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self.map.setMapGridType(x, y, c.MAP_UNAVAILABLE) # 将坚果保龄球红线右侧设置为不可种植任何植物
|
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|
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def initState(self):
|
||
if c.CHOOSEBAR_TYPE in self.map_data:
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||
self.bar_type = self.map_data[c.CHOOSEBAR_TYPE]
|
||
else:
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||
self.bar_type = c.CHOOSEBAR_STATIC
|
||
|
||
if self.bar_type == c.CHOOSEBAR_STATIC:
|
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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()
|
||
|
||
self.setupLittleMenu()
|
||
|
||
def initChoose(self):
|
||
self.state = c.CHOOSE
|
||
self.panel = menubar.Panel(c.CARDS_TO_CHOOSE, self.map_data[c.INIT_SUN_NAME])
|
||
|
||
# 播放选卡音乐
|
||
pg.mixer.music.stop()
|
||
pg.mixer.music.load(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "music", "chooseYourSeeds.opus"))
|
||
pg.mixer.music.play(-1, 0)
|
||
pg.mixer.music.set_volume(self.game_info[c.VOLUME])
|
||
|
||
def choose(self, mouse_pos, mouse_click):
|
||
# 如果暂停
|
||
if self.showLittleMenu:
|
||
self.pauseAndCheckLittleMenuOptions(mouse_pos, mouse_click)
|
||
return
|
||
|
||
elif mouse_pos and mouse_click[0]:
|
||
self.panel.checkCardClick(mouse_pos)
|
||
if self.panel.checkStartButtonClick(mouse_pos):
|
||
self.initPlay(self.panel.getSelectedCards())
|
||
elif self.inArea(self.little_menu_rect, *mouse_pos):
|
||
self.showLittleMenu = True
|
||
c.SOUND_BUTTON_CLICK.play()
|
||
|
||
def initPlay(self, card_list):
|
||
|
||
# 播放bgm
|
||
pg.mixer.music.stop()
|
||
pg.mixer.music.load(os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))) ,"resources", "music", self.bgm))
|
||
pg.mixer.music.play(-1, 0)
|
||
pg.mixer.music.set_volume(self.game_info[c.VOLUME])
|
||
|
||
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
|
||
|
||
# 用种下植物的名称与位置元组判断是否需要刷新僵尸的攻击对象
|
||
# 种植植物后应当刷新僵尸的攻击对象,当然,默认初始时不用刷新
|
||
self.newPlantAndPositon = None
|
||
|
||
if self.background_type in c.DAYTIME_BACKGROUNDS 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()
|
||
if self.map_data[c.SPAWN_ZOMBIES] == c.SPAWN_ZOMBIES_LIST:
|
||
self.setupZombies()
|
||
else:
|
||
# 僵尸波数数据及僵尸生成数据
|
||
self.waveNum = 0 # 还未出现僵尸时定义为0
|
||
self.waveTime = 0
|
||
self.waveZombies = []
|
||
self.numZombie = 0
|
||
|
||
# 暂时没有生存模式,所以 survivalRounds = 0
|
||
if c.INEVITABLE_ZOMBIE_DICT in self.map_data:
|
||
self.createWaves( useableZombies=self.map_data[c.INCLUDED_ZOMBIES],
|
||
numFlags=self.map_data[c.NUM_FLAGS],
|
||
survivalRounds=0,
|
||
inevitableZombieDict=self.map_data[c.INEVITABLE_ZOMBIE_DICT])
|
||
else:
|
||
self.createWaves( useableZombies=self.map_data[c.INCLUDED_ZOMBIES],
|
||
numFlags=self.map_data[c.NUM_FLAGS],
|
||
survivalRounds=0)
|
||
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 = (608, 1)
|
||
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.setupLevelProgressBarImage()
|
||
|
||
self.setupHugeWaveApprochingImage()
|
||
self.showHugeWaveApprochingTime = -2000 # 防止设置为0时刚刚打开游戏就已经启动红字
|
||
|
||
if self.map_data[c.BACKGROUND_TYPE] == c.BACKGROUND_NIGHT:
|
||
# 判断墓碑数量等级
|
||
# 0为无墓碑,1为少量墓碑,2为中等量墓碑,3为大量墓碑
|
||
if c.GRADE_GRAVES in self.map_data:
|
||
gradeGraves = self.map_data[c.GRADE_GRAVES]
|
||
# 缺省为少量墓碑
|
||
else:
|
||
gradeGraves = 1
|
||
|
||
graveVolume = c.GRAVES_GRADE_INFO[gradeGraves]
|
||
self.graveSet = set()
|
||
while len(self.graveSet) < graveVolume:
|
||
mapX = random.randint(4, 8) # 注意是从0开始编号
|
||
mapY = random.randint(0, 4)
|
||
self.graveSet.add((mapX, mapY))
|
||
if self.graveSet:
|
||
for i in self.graveSet:
|
||
mapX, mapY = i
|
||
posX, posY = self.map.getMapGridPos(mapX, mapY)
|
||
self.plant_groups[mapY].add(plant.Grave(posX, posY))
|
||
self.map.map[mapY][mapX][c.MAP_PLANT].add(c.GRAVE)
|
||
self.graveZombieCreated = False
|
||
self.graveInLevelAdded = False
|
||
|
||
|
||
# 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 = 690
|
||
self.little_menu_rect.y = 0
|
||
|
||
# 弹出的菜单框
|
||
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
|
||
|
||
# 返回按钮
|
||
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
|
||
|
||
# 重新开始按钮
|
||
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
|
||
|
||
# 主菜单按钮
|
||
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
|
||
|
||
# 音量+、音量-
|
||
frame_rect = (0, 0, 39, 41)
|
||
font = pg.font.Font(c.FONT_PATH, 35)
|
||
font.bold = True
|
||
# 音量+
|
||
self.volume_plus_button = tool.get_image_menu(tool.GFX[c.VOLUME_BUTTON], *frame_rect, c.BLACK)
|
||
sign = font.render("+", True, c.YELLOWGREEN)
|
||
sign_rect = sign.get_rect()
|
||
sign_rect.x = 8
|
||
sign_rect.y = -4
|
||
self.volume_plus_button.blit(sign, sign_rect)
|
||
self.volume_plus_button_rect = self.volume_plus_button.get_rect()
|
||
self.volume_plus_button_rect.x = 500
|
||
# 音量-
|
||
self.volume_minus_button = tool.get_image_menu(tool.GFX[c.VOLUME_BUTTON], *frame_rect, c.BLACK)
|
||
sign = font.render("-", True, c.YELLOWGREEN)
|
||
sign_rect = sign.get_rect()
|
||
sign_rect.x = 12
|
||
sign_rect.y = -6
|
||
self.volume_minus_button.blit(sign, sign_rect)
|
||
self.volume_minus_button_rect = self.volume_minus_button.get_rect()
|
||
self.volume_minus_button_rect.x = 450
|
||
# 音量+、-应当处于同一高度
|
||
self.volume_minus_button_rect.y = self.volume_plus_button_rect.y = 250
|
||
|
||
def pauseAndCheckLittleMenuOptions(self, mouse_pos, mouse_click):
|
||
# 设置暂停状态
|
||
self.pause = True
|
||
# 暂停播放音乐
|
||
pg.mixer.music.pause()
|
||
if mouse_click[0]:
|
||
# 返回键
|
||
if self.inArea(self.return_button_rect, *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()
|
||
# 播放点击音效
|
||
c.SOUND_BUTTON_CLICK.play()
|
||
# 重新开始键
|
||
elif self.inArea(self.restart_button_rect, *mouse_pos):
|
||
self.done = True
|
||
self.next = c.LEVEL
|
||
# 播放点击音效
|
||
c.SOUND_BUTTON_CLICK.play()
|
||
# 主菜单键
|
||
elif self.inArea(self.mainMenu_button_rect, *mouse_pos):
|
||
self.done = True
|
||
self.next = c.MAIN_MENU
|
||
self.persist = self.game_info
|
||
self.persist[c.CURRENT_TIME] = 0
|
||
# 播放点击音效
|
||
c.SOUND_BUTTON_CLICK.play()
|
||
# 音量+
|
||
elif self.inArea(self.volume_plus_button_rect, *mouse_pos):
|
||
self.game_info[c.VOLUME] = min(self.game_info[c.VOLUME] + 0.1, 1)
|
||
# 一般不会有人想把音乐和音效分开设置,故pg.mixer.Sound.set_volume()和pg.mixer.music.set_volume()需要一起用
|
||
pg.mixer.music.set_volume(self.game_info[c.VOLUME])
|
||
for i in c.SOUNDS:
|
||
i.set_volume(self.game_info[c.VOLUME])
|
||
c.SOUND_BUTTON_CLICK.play()
|
||
elif self.inArea(self.volume_minus_button_rect, *mouse_pos):
|
||
self.game_info[c.VOLUME] = max(self.game_info[c.VOLUME] - 0.1, 0)
|
||
# 一般不会有人想把音乐和音效分开设置,故pg.mixer.Sound.set_volume()和pg.mixer.music.set_volume()需要一起用
|
||
pg.mixer.music.set_volume(self.game_info[c.VOLUME])
|
||
for i in c.SOUNDS:
|
||
i.set_volume(self.game_info[c.VOLUME])
|
||
c.SOUND_BUTTON_CLICK.play()
|
||
|
||
|
||
# 一大波僵尸来袭图片显示
|
||
def setupHugeWaveApprochingImage(self):
|
||
frame_rect = (0, 0, 492, 80)
|
||
self.huge_wave_approching_image = tool.get_image_menu(tool.GFX[c.HUGE_WAVE_APPROCHING], *frame_rect, c.BLACK, 1)
|
||
self.huge_wave_approching_image_rect = self.huge_wave_approching_image.get_rect()
|
||
self.huge_wave_approching_image_rect.x = 140 # 猜的
|
||
self.huge_wave_approching_image_rect.y = 250 # 猜的
|
||
|
||
# 关卡进程显示设置
|
||
def setupLevelProgressBarImage(self):
|
||
# 注意:定位一律采用与主进度条的相对位置
|
||
|
||
# 主进度条
|
||
frame_rect = (0, 0, 158, 26)
|
||
self.level_progress_bar_image = tool.get_image_menu(tool.GFX[c.LEVEL_PROGRESS_BAR], *frame_rect, c.BLACK, 1)
|
||
self.level_progress_bar_image_rect = self.level_progress_bar_image.get_rect()
|
||
self.level_progress_bar_image_rect.x = 600
|
||
self.level_progress_bar_image_rect.y = 573
|
||
|
||
# 僵尸头
|
||
frame_rect = (0, 0, 23, 25)
|
||
self.level_progress_zombie_head_image = tool.get_image_menu(tool.GFX[c.LEVEL_PROGRESS_ZOMBIE_HEAD], *frame_rect, c.BLACK, 1)
|
||
self.level_progress_zombie_head_image_rect = self.level_progress_zombie_head_image.get_rect()
|
||
self.level_progress_zombie_head_image_rect.x = self.level_progress_bar_image_rect.x + 75
|
||
self.level_progress_zombie_head_image_rect.y = self.level_progress_bar_image_rect.y - 3
|
||
|
||
# 旗帜(这里只包括最后一面)
|
||
frame_rect = (0, 0, 20, 18)
|
||
self.level_progress_flag = tool.get_image_menu(tool.GFX[c.LEVEL_PROGRESS_FLAG], *frame_rect, c.BLACK, 1)
|
||
self.level_progress_flag_rect = self.level_progress_flag.get_rect()
|
||
self.level_progress_flag_rect.x = self.level_progress_bar_image_rect.x - 78
|
||
self.level_progress_flag_rect.y = self.level_progress_bar_image_rect.y - 3
|
||
|
||
def inArea(self, rect, x, y):
|
||
if (x >= rect.x and x <= rect.right and
|
||
y >= rect.y and y <= rect.bottom):
|
||
return True
|
||
else:
|
||
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):
|
||
if i.name in c.NON_PLANT_OBJECTS:
|
||
continue
|
||
if i.name in c.SKIP_ZOMBIE_COLLISION_CHECK_WHEN_WORKING:
|
||
if i.start_boom:
|
||
continue
|
||
# 优先移除花盆、睡莲上的植物而非花盆、睡莲本身
|
||
if len(self.map.map[map_y][map_x][c.MAP_PLANT]) >= 2:
|
||
if c.LILYPAD in self.map.map[map_y][map_x][c.MAP_PLANT]:
|
||
if i.name == c.LILYPAD:
|
||
continue
|
||
elif '花盆(未实现)' in self.map.map[map_y][map_x][c.MAP_PLANT]:
|
||
if i.name == '花盆(未实现)':
|
||
continue
|
||
self.killPlant(i, shovel=True)
|
||
# 使用后默认铲子复原
|
||
self.drag_shovel = not self.drag_shovel
|
||
self.removeMouseImagePlus()
|
||
return
|
||
|
||
def play(self, mouse_pos, mouse_click):
|
||
# 原版阳光掉落机制需要
|
||
# 已掉落的阳光
|
||
self.fallenSun = 0
|
||
|
||
# 如果暂停
|
||
if self.showLittleMenu:
|
||
self.pauseAndCheckLittleMenuOptions(mouse_pos, mouse_click)
|
||
return
|
||
|
||
if self.map_data[c.SPAWN_ZOMBIES] == c.SPAWN_ZOMBIES_LIST:
|
||
# 旧僵尸生成方式
|
||
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):
|
||
self.createZombie(data[1], data[2])
|
||
self.zombie_list.remove(data)
|
||
else:
|
||
# 新僵尸生成方式
|
||
self.refreshWaves(self.current_time)
|
||
for i in self.waveZombies:
|
||
self.createZombie(i)
|
||
else:
|
||
self.waveZombies = []
|
||
|
||
|
||
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)
|
||
|
||
if self.produce_sun:
|
||
# 原版阳光掉落机制:(已掉落阳光数*100 ms + 4250 ms) 与 9500 ms的最小值,再加 0 ~ 2750 ms 之间的一个数
|
||
if (self.current_time - self.sun_timer) > min(c.PRODUCE_SUN_INTERVAL + 100*self.fallenSun, 9500) + random.randint(0, 2750):
|
||
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))
|
||
self.fallenSun += 1
|
||
|
||
# wcb 添加
|
||
# 检查有没有捡到阳光
|
||
clickedSun = False
|
||
clickedCardsOrMap = False
|
||
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)
|
||
clickedSun = True
|
||
# 播放收集阳光的音效
|
||
c.SOUND_COLLECT_SUN.play()
|
||
|
||
# 拖动植物或者铲子
|
||
if not self.drag_plant and mouse_pos and mouse_click[0] and not clickedSun:
|
||
self.clickResult = self.menubar.checkCardClick(mouse_pos)
|
||
if self.clickResult:
|
||
self.setupMouseImage(self.clickResult[0], self.clickResult[1])
|
||
self.clickResult[1].clicked = True
|
||
clickedCardsOrMap = True
|
||
# 播放音效
|
||
c.SOUND_CLICK_CARD.play()
|
||
elif self.drag_plant:
|
||
if mouse_click[1]:
|
||
self.removeMouseImage()
|
||
clickedCardsOrMap = True
|
||
self.clickResult[1].clicked = False
|
||
elif mouse_click[0]:
|
||
if self.menubar.checkMenuBarClick(mouse_pos):
|
||
self.clickResult[1].clicked = False
|
||
self.removeMouseImage()
|
||
else:
|
||
self.addPlant()
|
||
elif mouse_pos is None:
|
||
self.setupHintImage()
|
||
elif self.drag_shovel:
|
||
if mouse_click[1]:
|
||
self.removeMouseImagePlus()
|
||
|
||
# 检查是否点击菜单
|
||
if mouse_click[0] and (not clickedSun) and (not clickedCardsOrMap):
|
||
if self.inArea(self.little_menu_rect, *mouse_pos):
|
||
# 暂停 显示菜单
|
||
self.showLittleMenu = True
|
||
# 播放点击音效
|
||
c.SOUND_BUTTON_CLICK.play()
|
||
elif self.inArea(self.shovel_box_rect, *mouse_pos):
|
||
self.drag_shovel = not self.drag_shovel
|
||
if not self.drag_shovel:
|
||
self.removeMouseImagePlus()
|
||
# 播放点击铲子的音效
|
||
c.SOUND_SHOVEL.play()
|
||
elif self.drag_shovel:
|
||
# 移出这地方的植物
|
||
self.shovelRemovePlant(mouse_pos)
|
||
|
||
for car in self.cars:
|
||
if car:
|
||
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 6:坚果保龄球
|
||
if map_y == None:
|
||
# 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
|
||
if self.map_data[c.BACKGROUND_TYPE] in c.POOL_EQUIPPED_BACKGROUNDS:
|
||
if name in c.WATER_ZOMBIE:
|
||
map_y = random.randint(2, 3)
|
||
elif name == '这里应该换成气球僵尸的名字(最好写调用的变量名,最好不要直接写,保持风格统一)':
|
||
map_y = random.randint(0, 5)
|
||
else: # 陆生僵尸
|
||
map_y = random.randint(0, 3)
|
||
if map_y >= 2: # 后两路的map_y应当+2
|
||
map_y += 2
|
||
elif self.map_data[c.BACKGROUND_TYPE] == c.BACKGROUND_SINGLE:
|
||
map_y = 2
|
||
elif self.map_data[c.BACKGROUND_TYPE] == c.BACKGROUND_TRIPLE:
|
||
map_y = random.randint(1, 3)
|
||
else:
|
||
map_y = random.randint(0, 4)
|
||
|
||
if self.map_data[c.SPAWN_ZOMBIES] == c.SPAWN_ZOMBIES_AUTO:
|
||
# 旗帜波出生点右移
|
||
if self.waveNum % 10:
|
||
hugeWaveMove = 0
|
||
else:
|
||
hugeWaveMove = 40
|
||
else:
|
||
hugeWaveMove = 0
|
||
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 + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||
elif name == c.CONEHEAD_ZOMBIE:
|
||
self.zombie_groups[map_y].add(zombie.ConeHeadZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||
elif name == c.BUCKETHEAD_ZOMBIE:
|
||
self.zombie_groups[map_y].add(zombie.BucketHeadZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, 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 + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||
elif name == c.FOOTBALL_ZOMBIE:
|
||
self.zombie_groups[map_y].add(zombie.FootballZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||
elif name == c.DUCKY_TUBE_ZOMBIE:
|
||
self.zombie_groups[map_y].add(zombie.DuckyTubeZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||
elif name == c.CONEHEAD_DUCKY_TUBE_ZOMBIE:
|
||
self.zombie_groups[map_y].add(zombie.ConeHeadDuckyTubeZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||
elif name == c.BUCKETHEAD_DUCKY_TUBE_ZOMBIE:
|
||
self.zombie_groups[map_y].add(zombie.BucketHeadDuckyTubeZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||
elif name == c.SCREEN_DOOR_ZOMBIE:
|
||
self.zombie_groups[map_y].add(zombie.ScreenDoorZombie(c.ZOMBIE_START_X + random.randint(-20, 20) + hugeWaveMove, y, self.head_group))
|
||
elif name == c.POLE_VAULTING_ZOMBIE:
|
||
# 本来撑杆跳生成位置不同,对齐左端可认为修正了一部分(看作移动了70),只需要相对修改即可
|
||
self.zombie_groups[map_y].add(zombie.PoleVaultingZombie(c.ZOMBIE_START_X + random.randint(0, 10) + hugeWaveMove, y, self.head_group))
|
||
elif name == c.ZOMBONI:
|
||
# 冰车僵尸生成位置不同
|
||
self.zombie_groups[map_y].add(zombie.Zomboni(c.ZOMBIE_START_X + random.randint(0, 10) + hugeWaveMove, y, self.plant_groups[map_y], self.map, plant.IceFrozenPlot))
|
||
elif name == c.SNORKELZOMBIE:
|
||
# 潜水僵尸生成位置不同
|
||
self.zombie_groups[map_y].add(zombie.SnorkelZombie(c.ZOMBIE_START_X + random.randint(0, 10) + hugeWaveMove, y, self.head_group))
|
||
|
||
# 能否种植物的判断:
|
||
# 先判断位置是否合法 isValid(map_x, map_y)
|
||
# 再判断位置是否可用 isMovable(map_x, map_y)
|
||
def canSeedPlant(self, plantName):
|
||
x, y = pg.mouse.get_pos()
|
||
return self.map.checkPlantToSeed(x, y, plantName)
|
||
|
||
# 种植物
|
||
def addPlant(self):
|
||
pos = self.canSeedPlant(self.plant_name)
|
||
if pos is None:
|
||
return
|
||
|
||
# 恢复植物卡片样式
|
||
self.clickResult[1].clicked = False
|
||
|
||
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, self.map.background_type)
|
||
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, self.map.map[map_y][map_x][c.MAP_PLANT])
|
||
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)
|
||
elif self.plant_name == c.LILYPAD:
|
||
new_plant = plant.LilyPad(x, y)
|
||
elif self.plant_name == c.TORCHWOOD:
|
||
new_plant = plant.TorchWood(x, y, self.bullet_groups[map_y])
|
||
elif self.plant_name == c.STARFRUIT:
|
||
new_plant = plant.StarFruit(x, y, self.bullet_groups[map_y], self)
|
||
elif self.plant_name == c.COFFEEBEAN:
|
||
new_plant = plant.CoffeeBean(x, y, self.plant_groups[map_y], self.map.map[map_y][map_x], self.map, map_x)
|
||
elif self.plant_name == c.SEASHROOM:
|
||
new_plant = plant.SeaShroom(x, y, self.bullet_groups[map_y])
|
||
elif self.plant_name == c.TALLNUT:
|
||
new_plant = plant.TallNut(x, y)
|
||
elif self.plant_name == c.TANGLEKLEP:
|
||
new_plant = plant.TangleKlep(x, y)
|
||
elif self.plant_name == c.DOOMSHROOM:
|
||
if self.map.gridHeightSize == c.GRID_Y_SIZE:
|
||
new_plant = plant.DoomShroom(x, y, self.map.map[map_y][map_x][c.MAP_PLANT], explode_y_range=2)
|
||
else:
|
||
new_plant = plant.DoomShroom(x, y, self.map.map[map_y][map_x][c.MAP_PLANT], explode_y_range=3)
|
||
elif self.plant_name == c.GRAVEBUSTER:
|
||
new_plant = plant.GraveBuster(x, y, self.plant_groups[map_y], self.map, map_x)
|
||
elif self.plant_name == c.FUMESHROOM:
|
||
new_plant = plant.FumeShroom(x, y, self.bullet_groups[map_y], self.zombie_groups[map_y])
|
||
elif self.plant_name == c.GARLIC:
|
||
new_plant = plant.Garlic(x, y)
|
||
elif self.plant_name == c.PUMPKINHEAD:
|
||
new_plant = plant.PumpkinHead(x, y)
|
||
|
||
|
||
if new_plant.can_sleep and self.background_type in c.DAYTIME_BACKGROUNDS:
|
||
new_plant.setSleep()
|
||
mushroomSleep = True
|
||
else:
|
||
mushroomSleep = False
|
||
self.plant_groups[map_y].add(new_plant)
|
||
# 种植植物后应当刷新僵尸的攻击对象
|
||
# 用元组表示植物的名称和格子坐标
|
||
self.newPlantAndPositon = (new_plant.name, (map_x, map_y))
|
||
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: # 坚果保龄球关卡无需考虑格子被占用的情况
|
||
self.map.addMapPlant(map_x, map_y, self.plant_name, sleep=mushroomSleep)
|
||
self.removeMouseImage()
|
||
|
||
# print(self.newPlantAndPositon)
|
||
|
||
# 播放种植音效
|
||
c.SOUND_PLANT.play()
|
||
|
||
def setupHintImage(self):
|
||
pos = self.canSeedPlant(self.plant_name)
|
||
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()
|
||
# 花盆、睡莲图片应当下移一些
|
||
if self.plant_name in {c.LILYPAD, '花盆(未实现)', c.TANGLEKLEP}:
|
||
self.hint_rect.centerx = pos[0]
|
||
self.hint_rect.bottom = pos[1] + 25
|
||
else:
|
||
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 in c.PLANT_COLOR_KEY_WHITE):
|
||
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()
|
||
self.drag_plant = True
|
||
self.plant_name = plant_name
|
||
self.select_plant = select_plant
|
||
|
||
def removeMouseImage(self):
|
||
self.drag_plant = False
|
||
self.mouse_image = None
|
||
self.hint_image = None
|
||
self.hint_plant = False
|
||
|
||
# 移除小铲子
|
||
def removeMouseImagePlus(self):
|
||
self.drag_shovel = False
|
||
self.shovel_rect.x = self.shovel_positon[0]
|
||
self.shovel_rect.y = self.shovel_positon[1]
|
||
|
||
def checkBulletCollisions(self):
|
||
for i in range(self.map_y_len):
|
||
for bullet in self.bullet_groups[i]:
|
||
if bullet.name == c.FUME:
|
||
continue
|
||
collided_func = pg.sprite.collide_mask
|
||
if bullet.state == c.FLY:
|
||
# 利用循环而非内建精灵组碰撞判断函数,处理更加灵活,可排除已死亡僵尸
|
||
for zombie in self.zombie_groups[i]:
|
||
if (zombie.name == c.SNORKELZOMBIE) and (zombie.frames == zombie.swim_frames):
|
||
continue
|
||
if collided_func(zombie, bullet):
|
||
if zombie.state != c.DIE:
|
||
zombie.setDamage(bullet.damage, effect=bullet.effect, damageType=bullet.damageType)
|
||
bullet.setExplode()
|
||
# 火球有溅射伤害
|
||
if bullet.name == c.BULLET_FIREBALL:
|
||
for rangeZombie in self.zombie_groups[i]:
|
||
if abs(rangeZombie.rect.x - bullet.rect.x) <= (c.GRID_X_SIZE // 2):
|
||
rangeZombie.setDamage(c.BULLET_DAMAGE_FIREBALL_RANGE, effect=None, damageType=c.ZOMBIE_DEAFULT_DAMAGE)
|
||
break
|
||
|
||
|
||
def checkZombieCollisions(self):
|
||
for i in range(self.map_y_len):
|
||
hypo_zombies = []
|
||
for zombie in self.zombie_groups[i]:
|
||
if zombie.name == c.ZOMBONI:
|
||
continue
|
||
if zombie.name in {c.POLE_VAULTING_ZOMBIE} and (not zombie.jumped):
|
||
collided_func = pg.sprite.collide_rect_ratio(0.6)
|
||
else:
|
||
collided_func = pg.sprite.collide_mask
|
||
if zombie.state != c.WALK:
|
||
# 非啃咬时不用刷新
|
||
if zombie.state != c.ATTACK:
|
||
continue
|
||
# 没有新的植物种下时不用刷新
|
||
if not self.newPlantAndPositon:
|
||
continue
|
||
# 被攻击对象是植物时才可能刷新
|
||
if zombie.prey_is_plant:
|
||
# 新植物种在被攻击植物同一格时才可能刷新
|
||
if (zombie.preyMapX, zombie.preyMapY) == self.newPlantAndPositon[1]:
|
||
# 如果被攻击植物是睡莲和花盆,同一格种了植物必然刷新
|
||
# 如果被攻击植物不是睡莲和花盆,同一格种了南瓜头才刷新
|
||
if ((zombie.prey.name not in {c.LILYPAD, "花盆(未实现)"})
|
||
and (self.newPlantAndPositon[0] != c.PUMPKINHEAD)):
|
||
continue
|
||
else:
|
||
continue
|
||
else:
|
||
continue
|
||
if zombie.canSwim and (not zombie.swimming):
|
||
continue
|
||
|
||
# 以下代码为了实现各个功能,较为凌乱
|
||
attackableCommonPlants = []
|
||
attackableBackupPlant = []
|
||
# 利用更加精细的循环判断啃咬优先顺序
|
||
for plant in self.plant_groups[i]:
|
||
if collided_func(plant, zombie):
|
||
# 优先攻击南瓜头
|
||
if plant.name == c.PUMPKINHEAD:
|
||
targetPlant = plant
|
||
break
|
||
# 衬底植物情形
|
||
elif plant.name in {c.LILYPAD, "花盆(未实现)"}:
|
||
attackableBackupPlant.append(plant)
|
||
# 一般植物情形
|
||
# 同时也忽略了不可啃食对象
|
||
elif plant.name not in c.CAN_SKIP_ZOMBIE_COLLISION_CHECK:
|
||
attackableCommonPlants.append(plant)
|
||
# 在生效状态下忽略啃食碰撞但其他状况下不能忽略的情形
|
||
elif plant.name in c.SKIP_ZOMBIE_COLLISION_CHECK_WHEN_WORKING:
|
||
if not plant.start_boom:
|
||
attackableCommonPlants.append(plant)
|
||
else:
|
||
if attackableCommonPlants:
|
||
# 默认为最右侧的一个植物
|
||
targetPlant = max(attackableCommonPlants, key=lambda i: i.rect.x)
|
||
elif attackableBackupPlant:
|
||
targetPlant = max(attackableBackupPlant, key=lambda i: i.rect.x)
|
||
map_x, map_y = self.map.getMapIndex(targetPlant.rect.centerx, targetPlant.rect.centery)
|
||
if len(self.map.map[map_y][map_x][c.MAP_PLANT]) >= 2:
|
||
for actualTargetPlant in self.plant_groups[i]:
|
||
# 检测同一格的其他植物
|
||
if self.map.getMapIndex(actualTargetPlant.rect.centerx, actualTargetPlant.rect.bottom) == (map_x, map_y):
|
||
if actualTargetPlant.name == c.PUMPKINHEAD:
|
||
targetPlant = actualTargetPlant
|
||
break
|
||
elif actualTargetPlant.name not in {c.LILYPAD, "花盆(未实现)"}:
|
||
attackableCommonPlants.append(actualTargetPlant)
|
||
else:
|
||
if attackableCommonPlants:
|
||
targetPlant = attackableCommonPlants[-1]
|
||
else:
|
||
targetPlant = None
|
||
|
||
if targetPlant:
|
||
zombie.preyMapX, zombie.preyMapY = self.map.getMapIndex(targetPlant.rect.centerx, targetPlant.rect.centery)
|
||
# 撑杆跳的特殊情况
|
||
if zombie.name in {c.POLE_VAULTING_ZOMBIE} and (not zombie.jumped):
|
||
if not zombie.jumping:
|
||
zombie.jumpMap_x, zombie.jumpMap_y = min(c.GRID_X_LEN - 1, zombie.preyMapX), min(self.map_y_len - 1, zombie.preyMapY)
|
||
jumpX = targetPlant.rect.x - c.GRID_X_SIZE * 0.6
|
||
if c.TALLNUT in self.map.map[zombie.jumpMap_y][zombie.jumpMap_x][c.MAP_PLANT]:
|
||
zombie.setJump(False, jumpX)
|
||
else:
|
||
zombie.setJump(True, jumpX)
|
||
else:
|
||
if c.TALLNUT in self.map.map[zombie.jumpMap_y][zombie.jumpMap_x][c.MAP_PLANT]:
|
||
zombie.setJump(False, zombie.jumpX)
|
||
else:
|
||
zombie.setJump(True, zombie.jumpX)
|
||
continue
|
||
|
||
if targetPlant.name == c.WALLNUTBOWLING:
|
||
if targetPlant.canHit(i):
|
||
# targetPlant.vel_y不为0,有纵向速度,表明已经发生过碰撞,对铁门秒杀(这里实现为忽略二类防具攻击)
|
||
if targetPlant.vel_y and zombie.name == c.SCREEN_DOOR_ZOMBIE:
|
||
zombie.setDamage(c.WALLNUT_BOWLING_DAMAGE, damageType=c.ZOMBIE_COMMON_DAMAGE)
|
||
else:
|
||
zombie.setDamage(c.WALLNUT_BOWLING_DAMAGE, damageType=c.ZOMBIE_WALLNUT_BOWLING_DANMAGE)
|
||
targetPlant.changeDirection(i)
|
||
# 播放撞击音效
|
||
c.SOUND_BOWLING_IMPACT.play()
|
||
elif targetPlant.name == c.REDWALLNUTBOWLING:
|
||
if targetPlant.state == c.IDLE:
|
||
targetPlant.setAttack()
|
||
elif zombie.targetYChange:
|
||
# 大蒜作用正在生效的僵尸不进行传递
|
||
continue
|
||
elif targetPlant.name == c.GARLIC:
|
||
zombie.setAttack(targetPlant)
|
||
# 向吃过大蒜的僵尸传入level
|
||
zombie.level = self
|
||
zombie.toChangeGroup = True
|
||
zombie.mapY = i
|
||
if i == 0:
|
||
_move = 1
|
||
elif i == self.map_y_len - 1:
|
||
_move = -1
|
||
else:
|
||
_move = random.randint(0, 1)*2 - 1
|
||
if self.map.map[i][0][c.MAP_PLOT_TYPE] != self.map.map[i + _move][0][c.MAP_PLOT_TYPE]:
|
||
_move = -(_move)
|
||
zombie.targetMapY = i + _move
|
||
zombie.targetYChange = _move * self.map.gridHeightSize
|
||
else:
|
||
zombie.setAttack(targetPlant)
|
||
|
||
for hypno_zombie in self.hypno_zombie_groups[i]:
|
||
if hypno_zombie.health <= 0:
|
||
continue
|
||
collided_func = pg.sprite.collide_mask
|
||
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)
|
||
|
||
else:
|
||
self.newPlantAndPositon = None # 生效后需要解除刷新设置
|
||
|
||
def checkCarCollisions(self):
|
||
for i in range(len(self.cars)):
|
||
if self.cars[i]:
|
||
for zombie in self.zombie_groups[i]:
|
||
if zombie and zombie.state != c.DIE and (not zombie.lostHead) and (zombie.rect.centerx <= 0):
|
||
self.cars[i].setWalk()
|
||
if zombie.rect.centerx <= self.cars[i].rect.x:
|
||
zombie.health = 0
|
||
# zombie.kill()
|
||
if self.cars[i].dead:
|
||
self.cars[i] = None
|
||
|
||
def boomZombies(self, x, map_y, y_range, x_range, effect=None):
|
||
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) or
|
||
((zombie.rect.right - (x-x_range) > 20) or (zombie.rect.right - (x-x_range))/zombie.rect.width > 0.2, ((x+x_range) - zombie.rect.left > 20) or ((x+x_range) - zombie.rect.left)/zombie.rect.width > 0.2)[zombie.rect.x > x]): # 这代码不太好懂,后面是一个判断僵尸在左还是在右,前面是一个元组,[0]是在左边的情况,[1]是在右边的情况
|
||
if effect == c.BULLET_EFFECT_UNICE:
|
||
zombie.ice_slow_ratio = 1
|
||
zombie.setDamage(1800, damageType=c.ZOMBIE_ASH_DAMAGE)
|
||
if zombie.health <= 0:
|
||
zombie.setBoomDie()
|
||
|
||
def freezeZombies(self, plant):
|
||
# 播放冻结音效
|
||
c.SOUND_FREEZE.play()
|
||
|
||
for i in range(self.map_y_len):
|
||
for zombie in self.zombie_groups[i]:
|
||
zombie.setFreeze(plant.trap_frames[0])
|
||
zombie.setDamage(20, damageType=c.ZOMBIE_RANGE_DAMAGE) # 寒冰菇还有全场20的伤害
|
||
|
||
def killPlant(self, targetPlant, shovel=False):
|
||
x, y = targetPlant.getPosition()
|
||
map_x, map_y = self.map.getMapIndex(x, y)
|
||
|
||
# 用铲子铲不用触发植物功能
|
||
if not shovel:
|
||
if targetPlant.name == c.HYPNOSHROOM and targetPlant.state != c.SLEEP:
|
||
if targetPlant.zombie_to_hypno:
|
||
zombie = targetPlant.zombie_to_hypno
|
||
zombie.setHypno()
|
||
self.zombie_groups[map_y].remove(zombie)
|
||
self.hypno_zombie_groups[map_y].add(zombie)
|
||
# 对于墓碑:移除存储在墓碑集合中的坐标
|
||
# 注意这里是在描述墓碑而非墓碑吞噬者
|
||
elif targetPlant.name == c.GRAVE:
|
||
self.graveSet.remove((map_x, map_y))
|
||
elif ((targetPlant.name in { c.DOOMSHROOM, c.ICESHROOM,
|
||
c.POTATOMINE, })
|
||
and (targetPlant.boomed)):
|
||
# 毁灭菇的情况:爆炸时为了防止蘑菇云被坑掩盖没有加入坑,这里毁灭菇死亡(即爆炸动画结束)后再加入
|
||
if targetPlant.name == c.DOOMSHROOM:
|
||
self.plant_groups[map_y].add(plant.Hole(targetPlant.originalX, targetPlant.originalY, self.map.map[map_y][map_x][c.MAP_PLOT_TYPE]))
|
||
elif targetPlant.name not in c.PLANT_DIE_SOUND_EXCEPTIONS:
|
||
# 触发植物死亡音效
|
||
c.SOUND_PLANT_DIE.play()
|
||
else:
|
||
# 用铲子移除植物时播放音效
|
||
c.SOUND_PLANT.play()
|
||
|
||
# 整理地图信息
|
||
if self.bar_type != c.CHOSSEBAR_BOWLING:
|
||
self.map.removeMapPlant(map_x, map_y, targetPlant.name)
|
||
# 将睡眠植物移除后更新睡眠状态
|
||
if targetPlant.state == c.SLEEP:
|
||
self.map.map[map_y][map_x][c.MAP_SLEEP] = False
|
||
|
||
# 避免僵尸在用铲子移除植物后还在原位啃食
|
||
targetPlant.health = 0
|
||
targetPlant.kill()
|
||
|
||
def checkPlant(self, targetPlant, i):
|
||
zombie_len = len(self.zombie_groups[i])
|
||
# 不用检查攻击状况的情况
|
||
if targetPlant.name in c.PLANT_NON_CHECK_ATTACK_STATE:
|
||
pass
|
||
elif targetPlant.name == c.THREEPEASHOOTER:
|
||
if targetPlant.state == c.IDLE:
|
||
if zombie_len > 0:
|
||
targetPlant.setAttack()
|
||
elif (i-1) >= 0 and len(self.zombie_groups[i-1]) > 0:
|
||
targetPlant.setAttack()
|
||
elif (i+1) < self.map_y_len and len(self.zombie_groups[i+1]) > 0:
|
||
targetPlant.setAttack()
|
||
elif targetPlant.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:
|
||
targetPlant.setIdle()
|
||
elif targetPlant.name == c.CHOMPER:
|
||
for zombie in self.zombie_groups[i]:
|
||
if targetPlant.canAttack(zombie):
|
||
targetPlant.setAttack(zombie, self.zombie_groups[i])
|
||
break
|
||
elif targetPlant.name == c.POTATOMINE:
|
||
for zombie in self.zombie_groups[i]:
|
||
if targetPlant.canAttack(zombie):
|
||
targetPlant.setAttack()
|
||
break
|
||
if targetPlant.start_boom and (not targetPlant.boomed):
|
||
for zombie in self.zombie_groups[i]:
|
||
# 双判断:发生碰撞或在攻击范围内
|
||
if ((pg.sprite.collide_mask(zombie, targetPlant)) or
|
||
(abs(zombie.rect.centerx - targetPlant.rect.centerx) <= targetPlant.explode_x_range)):
|
||
zombie.setDamage(1800, damageType=c.ZOMBIE_RANGE_DAMAGE)
|
||
targetPlant.boomed = True
|
||
elif targetPlant.name == c.SQUASH:
|
||
for zombie in self.zombie_groups[i]:
|
||
if targetPlant.canAttack(zombie):
|
||
targetPlant.setAttack(zombie, self.zombie_groups[i])
|
||
break
|
||
elif targetPlant.name == c.SPIKEWEED:
|
||
can_attack = False
|
||
for zombie in self.zombie_groups[i]:
|
||
if targetPlant.canAttack(zombie):
|
||
can_attack = True
|
||
break
|
||
if targetPlant.state == c.IDLE and can_attack:
|
||
targetPlant.setAttack(self.zombie_groups[i])
|
||
elif targetPlant.state == c.ATTACK and not can_attack:
|
||
targetPlant.setIdle()
|
||
elif targetPlant.name == c.SCAREDYSHROOM:
|
||
need_cry = False
|
||
can_attack = False
|
||
for zombie in self.zombie_groups[i]:
|
||
if targetPlant.needCry(zombie):
|
||
need_cry = True
|
||
break
|
||
elif targetPlant.canAttack(zombie):
|
||
can_attack = True
|
||
if need_cry:
|
||
if targetPlant.state != c.CRY:
|
||
targetPlant.setCry()
|
||
elif can_attack:
|
||
if targetPlant.state != c.ATTACK:
|
||
targetPlant.setAttack()
|
||
elif targetPlant.state != c.IDLE:
|
||
targetPlant.setIdle()
|
||
elif targetPlant.name == c.STARFRUIT:
|
||
can_attack = False
|
||
for zombie_group in self.zombie_groups: # 遍历循环所有僵尸
|
||
for zombie in zombie_group:
|
||
if targetPlant.canAttack(zombie):
|
||
can_attack = True
|
||
break
|
||
if targetPlant.state == c.IDLE and can_attack:
|
||
targetPlant.setAttack()
|
||
elif (targetPlant.state == c.ATTACK and not can_attack):
|
||
targetPlant.setIdle()
|
||
elif targetPlant.name == c.TANGLEKLEP:
|
||
for zombie in self.zombie_groups[i]:
|
||
if targetPlant.canAttack(zombie):
|
||
targetPlant.setAttack(zombie, self.zombie_groups[i])
|
||
break
|
||
# 灰烬植物与寒冰菇
|
||
elif targetPlant.name in c.ASH_PLANTS_AND_ICESHROOM:
|
||
if targetPlant.start_boom and (not targetPlant.boomed):
|
||
# 这样分成两层是因为场上灰烬植物肯定少,一个一个判断代价高,先笼统判断灰烬即可
|
||
if targetPlant.name in {c.REDWALLNUTBOWLING, c.CHERRYBOMB}:
|
||
self.boomZombies(targetPlant.rect.centerx, i, targetPlant.explode_y_range,
|
||
targetPlant.explode_x_range)
|
||
elif (targetPlant.name == c.DOOMSHROOM):
|
||
x, y = targetPlant.originalX, targetPlant.originalY
|
||
map_x, map_y = self.map.getMapIndex(x, y)
|
||
self.boomZombies(targetPlant.rect.centerx, i, targetPlant.explode_y_range,
|
||
targetPlant.explode_x_range)
|
||
for item in self.plant_groups[map_y]:
|
||
checkMapX, _ = self.map.getMapIndex(item.rect.centerx, item.rect.bottom)
|
||
if map_x == checkMapX:
|
||
item.health = 0
|
||
# 为了防止坑显示在蘑菇云前面,这里先不生成坑,仅填位置
|
||
self.map.map[map_y][map_x][c.MAP_PLANT].add(c.HOLE)
|
||
elif targetPlant.name == c.JALAPENO:
|
||
self.boomZombies(targetPlant.rect.centerx, i, targetPlant.explode_y_range,
|
||
targetPlant.explode_x_range, effect=c.BULLET_EFFECT_UNICE)
|
||
# 消除冰道
|
||
for item in self.plant_groups[i]:
|
||
if item.name == c.ICEFROZENPLOT:
|
||
item.health = 0
|
||
elif targetPlant.name == c.ICESHROOM:
|
||
self.freezeZombies(targetPlant)
|
||
targetPlant.boomed = True
|
||
else:
|
||
can_attack = False
|
||
if (zombie_len > 0):
|
||
for zombie in self.zombie_groups[i]:
|
||
if targetPlant.canAttack(zombie):
|
||
can_attack = True
|
||
break
|
||
if targetPlant.state == c.IDLE and can_attack:
|
||
targetPlant.setAttack()
|
||
elif (targetPlant.state == c.ATTACK and (not can_attack)):
|
||
targetPlant.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 self.map_data[c.SPAWN_ZOMBIES] == c.SPAWN_ZOMBIES_LIST:
|
||
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
|
||
else:
|
||
if self.waveNum < self.map_data[c.NUM_FLAGS] * 10:
|
||
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 < -20 and (not zombie.lostHead) and (zombie.state != c.DIE):
|
||
print(zombie.rect.right, zombie.lostHead, zombie.state,zombie.name)
|
||
return True
|
||
return False
|
||
|
||
def checkGameState(self):
|
||
if self.checkVictory():
|
||
if self.game_info[c.GAME_MODE] == c.MODE_LITTLEGAME:
|
||
self.game_info[c.LITTLEGAME_NUM] += 1
|
||
elif self.game_info[c.GAME_MODE] == c.MODE_ADVENTURE:
|
||
self.game_info[c.LEVEL_NUM] += 1
|
||
self.next = c.GAME_VICTORY
|
||
self.done = True
|
||
with open(c.USERDATA_PATH, "w") as f:
|
||
userdata = {}
|
||
for i in self.game_info:
|
||
if i in c.INIT_USERDATA:
|
||
userdata[i] = self.game_info[i]
|
||
savedata = json.dumps(userdata, sort_keys=True, indent=4)
|
||
f.write(savedata)
|
||
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): # 拖动铲子时的显示
|
||
x, y = pg.mouse.get_pos()
|
||
self.shovel_rect.centerx = x
|
||
self.shovel_rect.centery = y
|
||
# 铲子接近植物时会高亮提示
|
||
map_x, map_y = self.map.getMapIndex(x, y)
|
||
surface.blit(self.shovel, self.shovel_rect)
|
||
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):
|
||
if i.name in c.NON_PLANT_OBJECTS:
|
||
continue
|
||
if i.name in c.SKIP_ZOMBIE_COLLISION_CHECK_WHEN_WORKING:
|
||
if i.start_boom:
|
||
continue
|
||
# 优先选中睡莲、花盆上的植物
|
||
if len(self.map.map[map_y][map_x][c.MAP_PLANT]) >= 2:
|
||
if c.LILYPAD in self.map.map[map_y][map_x][c.MAP_PLANT]:
|
||
if i.name == c.LILYPAD:
|
||
continue
|
||
elif '花盆(未实现)' in self.map.map[map_y][map_x][c.MAP_PLANT]:
|
||
if i.name == '花盆(未实现)':
|
||
continue
|
||
i.highlightTime = self.current_time
|
||
return
|
||
|
||
def drawZombieFreezeTrap(self, i, surface):
|
||
for zombie in self.zombie_groups[i]:
|
||
zombie.drawFreezeTrap(surface)
|
||
|
||
|
||
def showLevelProgress(self, surface):
|
||
# 画进度条框
|
||
surface.blit(self.level_progress_bar_image, self.level_progress_bar_image_rect)
|
||
|
||
# 按照当前波数生成僵尸头位置
|
||
self.level_progress_zombie_head_image_rect.x = self.level_progress_bar_image_rect.x - int((150 * self.waveNum) / (self.map_data[c.NUM_FLAGS] * 10)) + 145 # 常数为预计值
|
||
self.level_progress_zombie_head_image_rect.y = self.level_progress_bar_image_rect.y - 3 # 常数为预计值
|
||
|
||
# 填充的进度条信息
|
||
# 常数为预计值
|
||
filledBarRect = (self.level_progress_zombie_head_image_rect.x + 3, self.level_progress_bar_image_rect.y + 6, int((150 * self.waveNum) / (self.map_data[c.NUM_FLAGS] * 10)) + 5, 9)
|
||
# 画填充的进度条
|
||
pg.draw.rect(surface, c.YELLOWGREEN, filledBarRect)
|
||
|
||
# 画旗帜
|
||
for i in range(self.numFlags):
|
||
self.level_progress_flag_rect.x = self.level_progress_bar_image_rect.x + int((150*i)/self.numFlags) + 5 # 常数是猜的
|
||
# 当指示进度的僵尸头在旗帜左侧时升高旗帜
|
||
if self.level_progress_flag_rect.x - 7 >= self.level_progress_zombie_head_image_rect.x:
|
||
self.level_progress_flag_rect.y = self.level_progress_bar_image_rect.y - 15 # 常数是猜的
|
||
else:
|
||
self.level_progress_flag_rect.y = self.level_progress_bar_image_rect.y - 3 # 常数是猜的
|
||
surface.blit(self.level_progress_flag, self.level_progress_flag_rect)
|
||
|
||
# 画僵尸头
|
||
surface.blit(self.level_progress_zombie_head_image, self.level_progress_zombie_head_image_rect)
|
||
|
||
def showCurrentVolumeImage(self, surface):
|
||
# 由于音量可变,因此这一内容不能在一开始就结束加载,而应当不断刷新不断显示
|
||
font = pg.font.Font(c.FONT_PATH, 30)
|
||
volume_tips = font.render(f"音量:{round(self.game_info[c.VOLUME]*100):3}%", True, c.LIGHTGRAY)
|
||
volume_tips_rect = volume_tips.get_rect()
|
||
volume_tips_rect.x = 275
|
||
volume_tips_rect.y = 247
|
||
surface.blit(volume_tips, volume_tips_rect)
|
||
|
||
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)
|
||
# 画小菜单
|
||
surface.blit(self.little_menu, self.little_menu_rect)
|
||
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)
|
||
self.showCurrentVolumeImage()
|
||
# 以后可能需要插入一个预备的状态(预览显示僵尸、返回战场)
|
||
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)
|
||
if self.cars[i]:
|
||
self.cars[i].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)
|
||
surface.blit(self.volume_minus_button, self.volume_minus_button_rect)
|
||
surface.blit(self.volume_plus_button, self.volume_plus_button_rect)
|
||
self.showCurrentVolumeImage(surface)
|
||
|
||
if self.map_data[c.SPAWN_ZOMBIES] == c.SPAWN_ZOMBIES_AUTO:
|
||
self.showLevelProgress(surface)
|
||
if self.current_time - self.showHugeWaveApprochingTime <= 2000:
|
||
surface.blit(self.huge_wave_approching_image, self.huge_wave_approching_image_rect)
|