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myHero.py
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myHero.py
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# -*- coding: utf-8 -*-
"""
myHero.py:
Define Hero class, as well as bullets, and superpower managers.
Hero class, 총알이나 슈퍼파워 관리하는 클래스
"""
import pygame
# 在myHero模块中,load、flip和collide_mask三个函数使用很频繁,这里导入这两个函数以方便使用(enemy同样)
from pygame.image import load
from pygame.transform import flip
from pygame.sprite import collide_mask
from random import random, randint, choice
import math
import enemy
from mapElems import ChestContent # will be used in Javelin class
from props import *
from database import GRAVITY, DMG_FREQ, RANGE
from util import InanimSprite, HPBar
from util import getPos, rot_center, generateShadow, getCld
# ==========================================================
# ====================== Hero Object =======================
# ==========================================================
class Hero(InanimSprite):
# some properties of hero
name = "knight"
heroNo = 0
gender = "Male"
health = 960
full = 960
arrow = 15
fruit = 1
speed = 3 # 계산에 사용되는 영웅의 이동 속도(특정 요인에 의해 느려질 수 있음)
shootNum = 1 # 발사당 발사되는 발사체 수를 나타내는 데 사용됩니다(일부 영웅의 경우 다를 수 있으며 기본값은 1입니다).
arrowCnt = 12 # 탄약 용량의 상한을 나타냅니다. ShootCnt와 구별된다는 점에 유의하시기 바랍니다. (shootCnt는 애니메이션 타이밍입니다)
imgIndx = 0
status = "left"
activeProps = [] # 모든 활성 소품 목록을 동적으로 저장합니다.
suspendedProps = [] # 타워 전환으로 인해 중단된 소품 목록입니다.
coins = 0
k1 = 0 # 첫 번째 레벨 점프 표시
k2 = 0 # 두 번째 레벨 점프 표시
aground = True ## 영웅이 지상에 있는지 여부를 나타냅니다.
gravity = 1
shootCnt = 0 # 射击时更换图片过程的计数
hitBack = 0 # 부상 넉백 효과, 부상 시 이 값을 넉백 픽셀로 설정합니다(수평 방향으로만)
wpPos = [0,0,0] # weapon相对于hero的位置比例:pos[0]表示x坐标比例,pos[1]表示y坐标比例,pos[2]表示层级,0表示weapon在self下层,1表示weapon在self上层。
hitFeedIndx = 0
checkList = None # spriteGroup that stores wall or supply sprites used for checking collide
preyList = [] # A list to store info of the killed or damaged enemy by this hero. Can be added by checkImg() or hero's bullet. Can be taken by the model loop.
eventList = [] # A list to store events info such as getItem.
talk = [] # Pair: [txt, cnt]
trapper = None # 指向当前导致英雄减速、无法跳跃状态的对象,将引用挂在这里
shootSnd = None
jmpSnd = None
image = None
rect = None
mask = None
shad = None # 阴影
shadRect = None
imgSwt = 8 # 行走时图片的切换频率。对于大部分英雄为8,某些英雄可能需要更快切换
infected = -1 # 可取3个值:-1表示健康;0表示正在感染(感染效果);1表示已感染
freezeCnt = 0 # 当前被冰冻减速的倒计时
bldColor = (255,10,10,210)
jpCnt = 0
font = None
lgg = 0
onlayer = 0 # indicate which layer hero is. only can be even number
# Img Buffer: 以下是hero的库信息部分,保存易被修改的hero的原始信息。
# 这部分在__init__时设置完成后,不允许再被修改。当需要恢复被改变的属性时,可以从这里读取恢复。
oriSpd = 3 #영웅의 일반적인 이동속도를 나타냅니다.
oriImgLeftList = [] # hero的行走图片列表
oriImgRightList = []
oriImgJumpLeft = None
oriImgJumpRight = None
oriImgHittedLeft = None
oriImgHittedRight = None
oriWeaponR = {}
oriWpJumpLeft = None
oriWpJumpRight = None
# constructor of hero
def __init__(self, VHero, dmgReduction, font, lgg, keyDic=None, cate="hero"):
InanimSprite.__init__(self, cate)
self.status = "left"
self.imgIndx = 0
self.kNum = 13 # 단일 단계 점프의 총 횟수(지면을 떠난 후 가장 높은 지점에 도달할 때까지의 횟수, 일방향 상승 과정)를 계산합니다.
self.speed = 3
self.imgSwt = 8
self.interactiveList = ["chest","specialWall","hostage","door","exit","merchant"]
self.superPowerFull = 1600 # 超级技能充满所需值 // 파워 충전 게이지 수정
if VHero.no == 0:
self.name = "knight"
self.push = 7
self.weight = 2
self.talkDic = { "ammoOut":("화살이 다 떨어졌어요!.","弓箭用完了。"), "shoot":("조심해!","看箭!"),
"fullCharge":("충전 완료!","准备毁灭!"), "underCharge":("충전이 부족해요...","还需要充能……"),
"hitted":("아야!","呃啊!"), "wait":("기다리세요...","下一步应该……"), "follower":("","") }
# 只保留left方向下的位置数据,根据hero的状态进行区分。right方向下,保持第二项不变,第一项用1去减即可。第三项只可取0或1。
self.oriWeaponR = {"normal":[ (0.68,0.77,1), (0.63,0.75,1), (0.58,0.73,1), (0.63,0.75,1), (0.58,0.73,1) ],
"shoot":[ (0.1,0.62,1), (0.28,0.74,1), (0.5,0.8,1) ], "jump":(0.68,0.68,1), "superPower":(0.53,0.5,1)}
self.gender = "Male"
elif VHero.no == 1:
self.name = "princess"
self.push = 6
self.weight = 1
self.talkDic = { "ammoOut":("No more powder...","没有火药了……"), "shoot":("Taste this!","尝尝这个!"),
"fullCharge":("Lock and load!","炮火已上膛!"), "underCharge":("Why not stay beautiful?","为什么不多漂亮一会儿呢?"),
"hitted":("Ah!","啊!"), "wait":("I wonder...","我想……"), "follower":("Feel safer with you.","有你在感觉安全多了。") }
self.oriWeaponR = { "normal":[ (0.35,0.72,1), (0.35,0.74,1), (0.35,0.72,1), (0.35,0.74,1), (0.35,0.72,1) ],
"shoot":[ (0.35,0.6,1), (0.35,0.58,1), (0.35,0.58,1) ], "jump":(0.12,0.82,0), "superPower":(0.2,0.65,1)}
self.gender = "Female"
elif VHero.no == 2:
self.name = "prince"
self.push = 8
self.weight = 3
self.talkDic = { "ammoOut":("I need javelins!.","我需要掷枪!"), "shoot":("Get away!","滚开!"),
"fullCharge":("Crush them!","碾碎它们!"), "underCharge":("My pony needs a rest.","我的马儿还需要休息。"),
"hitted":("Errr!","呃!"), "wait":("Pony's tired?","马儿累了吗?"), "follower":("Can you on earth do this?","你到底行不行啊?") }
self.oriWeaponR = {"normal":[ (0.4,0.7,1), (0.42,0.69,1), (0.39,0.68,1), (0.42,0.69,1), (0.39,0.68,1) ],
"shoot":[ (0.39,0.76,1), (0.41,0.72,1), (0.43,0.7,1) ], "jump":(0.64,0.48,1), "superPower":(0.64,0.48,1)}
self.kNum += 1
self.gender = "Male"
elif VHero.no == 3:
self.name = "wizard"
self.push = 6
self.weight = 2
self.talkDic = { "ammoOut":("Fire don't reply.","火元素无法召出了。"), "shoot":("Burn...","灼烧吧……"),
"fullCharge":("I feel the lightning...","我已感受到了雷电……"), "underCharge":("Calm down, and feel the nature.","冷静下来,才能感受自然。"),
"hitted":("Ouch!","呃啊!"), "wait":("Need to ponder...","需要思考一下……"), "follower":("I'll follow you, kid.","我会紧跟着,孩子。") }
self.oriWeaponR = {"normal":[ (0.09,0.64,0), (0.08,0.62,0), (0.09,0.66,0), (0.1,0.62,0), (0.09,0.66,0) ],
"shoot":[ (0.53,0.64,1), (0.49,0.67,1), (0.44,0.78,0) ], "jump":(0.08,0.64,0), "superPower":(0.5,0.45,1)}
self.gender = "Male"
elif VHero.no == 4:
self.name = "huntress"
self.push = 6
self.weight = 1
self.talkDic = { "ammoOut":("Need a rest!","得休息一下。"), "shoot":("Penetrating!","穿刺一切!"),
"fullCharge":("Boomerang on the way.","骨镖已就绪。"), "underCharge":("If my dog is here...","要是我的狗狗在这的话……"),
"hitted":("That hurts!","好痛!"), "wait":("Miss my hound...","想念我的猎犬了……"), "follower":("You are as brave as my hound!","你和我的猎犬一样勇敢!") }
self.oriWeaponR = {"normal":[ (0.7,0.6,0), (0.7,0.6,0), (0.7,0.62,0), (0.7,0.6,0), (0.7,0.62,0) ],
"shoot":[ (0.7,0.6,0), (0.68,0.62,0), (0.66,0.61,0) ], "jump":(0.69,0.64,0), "superPower":(0.53,0.48,0)}
self.gender = "Female"
elif VHero.no == 5:
self.name = "priest"
self.push = 6
self.weight = 1
self.talkDic = { "ammoOut":("There's no forever power.","没有力量是永恒的。"), "shoot":("For Holy light!","为了圣光!"),
"fullCharge":("The Good is about to arrive.","大善即将到来。"), "underCharge":("It needs time to prove pious and kind.","证明虔诚和善良需要时间。"),
"hitted":("Ahhh!","啊!"), "wait":("God leads me...","上帝会指引我……"), "follower":("Are you the angle from the heaven?","你是来自天堂的天使吗?") }
self.oriWeaponR = {"normal":[ (0.27,0.82,0), (0.28,0.82,0), (0.36,0.78,0), (0.28,0.82,0), (0.22,0.77,0) ],
"shoot":[ (0.28,0.8,0), (0.22,0.75,0), (0.16,0.64,0) ], "jump":(0.12,0.62,1), "superPower":(0.16,0.64,0)}
self.gender = "Female"
elif VHero.no == 6:
self.name = "king"
self.push = 8
self.weight = 2
self.talkDic = { "ammoOut":("Reloading now!","正在填装!"), "shoot":("Power of King!","国王的力量!"),
"fullCharge":("It's time to call my fighters!","是时候召唤我的战士们了!"), "underCharge":("What a previledge to see a king playing!","观赏国王展示,真是至高的荣耀!"),
"hitted":("Doc!","医官!"), "wait":("What to do...","接下来怎么做……"), "follower":("I promise you'll be promoted when we get out!","我保证,回去后给你升官!") }
self.oriWeaponR = {"normal":[ (0.05,0.45,0), (0.04,0.44,0), (0.04,0.46,0), (0.04,0.44,0), (0.04,0.46,0) ],
"shoot":[ (0.08,0.55,1), (0.1,0.53,1), (0.12,0.5,0) ], "jump":(0.04,0.46,0), "superPower":(0.05,0.45,0)}
self.shootNum = 5
self.serv = None
self.gender = "Male"
elif VHero.no == -1:
self.name = "servant"
self.push = 6
self.weight = 1
self.talkDic = { "ammoOut":("No more powder...","没有火药了……"), "shoot":("Fuck off!","滚吧!"),
"fullCharge":("Fight!","战斗!"), "underCharge":("Still need to charge...","还需要充能……"),
"hitted":("Ah!","啊!"), "wait":("My honor to stand with you.","很荣幸能和您并肩作战。"),
"follower":("","") }
self.oriWeaponR = { "normal":[ (0.13,0.82,1), (0.22,0.81,1), (0.2,0.8,1), (0.24,0.83,1), (0.2,0.8,1) ],
"shoot":[ (0.1,0.64,1), (0.12,0.63,1), (0.12,0.63,1) ], "jump":(0.16,0.74,0), "superPower":(0.53,0.5,1)}
self.gender = "Female"
self.rDamage = VHero.dmg
self.arrowCnt = 15
self.critR = round(VHero.crit/100, 2) # 转化为0-1之间的数
self.stunR = 0
self.oriSpd = self.speed
self.heroNo = VHero.no
if keyDic:
self.keyDic = keyDic
# About the bag: -------------------------------------------
self.bagpack = Bagpack()
self.activeProps = []
self.coins = 0
self.gems = 0
self.expInc = 0
self.arrow = self.arrowCnt
self.jpCnt = 0
self.dmgReducDic = {
"basic":dmgReduction, "physical":1, "fire":1, "corrosive":1, "freezing":1, "holy":1
} # 调节游戏难度所引起的受伤减少,为百分比。1表示原伤害。
self.respondKeyDic = {
"leftKey": lambda delay: self.moveX( delay, "left" ),
"rightKey": lambda delay: self.moveX( delay, "right" )
} # 定义需要连续响应键盘按键的键名和对应的函数列表
self.ammoCircle = pygame.transform.smoothscale( load("image/ammoCircle.png"), (40, 40) )
self.lumi = 0 # 明亮半径:在mist中将会起作用
self.hitBack = 0
self.spurtCanvas = None
self.checkList = pygame.sprite.Group()
self.preyList = []
self.eventList = []
self.weaponR = self.oriWeaponR
self.font = font[lgg]
self.lgg = lgg
self.doom = False
# About HP:---------------------------
self.health = self.full = VHero.hp
self.loading = self.LDFull = 180
self.heal_bonus = 1
self.bar = HPBar(self.full, barOffset=12, color="green")
# About SuperPower: ----------------------------------------
self.superPowerCnt = 0 # 超级技能当前能量值
self.superPowerFull = VHero.superPowerFull # 超级技能充满所需值
self.superPowerCast = 0 # 超级技能释放后图片停留计时
self.superPowerBar = HPBar(self.superPowerFull, blockVol=450, barOffset=2, color="yellow")
self.superPowerManager = None
if VHero.no>=0:
spicon = load(f"image/{self.name}/superPowerIcon.png").convert_alpha()
self.superPowerIcon = pygame.transform.smoothscale( spicon, (spicon.get_width()//2, spicon.get_height()//2) )
# 初始化hero的图片库------------------------------------
self.oriImgLeftList = [ load("image/"+self.name+"/heroLeft0.png").convert_alpha(),
load("image/"+self.name+"/heroLeft2.png").convert_alpha(), load("image/"+self.name+"/heroLeft1.png").convert_alpha(),
load("image/"+self.name+"/heroLeft2.png").convert_alpha(), load("image/"+self.name+"/heroLeft3.png").convert_alpha() ]
self.oriImgRightList = [ flip(self.oriImgLeftList[0], True, False),
flip(self.oriImgLeftList[1], True, False), flip(self.oriImgLeftList[2], True, False),
flip(self.oriImgLeftList[3], True, False), flip(self.oriImgLeftList[4], True, False) ]
self.oriImgJumpLeft = load("image/"+self.name+"/jumpLeft.png").convert_alpha()
self.oriImgJumpRight = flip(self.oriImgJumpLeft, True, False)
self.oriImgHittedLeft = load("image/"+self.name+"/hittedLeft.png").convert_alpha()
self.oriImgHittedRight = flip(self.oriImgHittedLeft, True, False)
self.oriWpJumpLeft = load("image/"+self.name+"/wpJump.png").convert_alpha()
self.oriWpJumpRight = flip(self.oriWpJumpLeft, True, False)
self.imgLib = {
"leftList": self.oriImgLeftList,
"rightList": self.oriImgRightList,
"weaponLeft": load("image/"+self.name+"/weapon.png").convert_alpha(),
"weaponRight": flip(load("image/"+self.name+"/weapon.png").convert_alpha(), True, False),
"wpMoveLeft": load("image/"+self.name+"/wpMove.png").convert_alpha(),
"wpMoveRight": flip(load("image/"+self.name+"/wpMove.png").convert_alpha(), True, False),
"shootLeftList": [ load("image/"+self.name+"/shootLeft0.png").convert_alpha(),
load("image/"+self.name+"/shootLeft1.png").convert_alpha(),
load("image/"+self.name+"/shootLeft2.png").convert_alpha() ],
"shootRightList": [ flip(load("image/"+self.name+"/shootLeft0.png").convert_alpha(), True, False),
flip(load("image/"+self.name+"/shootLeft1.png").convert_alpha(), True, False),
flip(load("image/"+self.name+"/shootLeft2.png").convert_alpha(), True, False) ],
"wpAttLeft": [ load("image/"+self.name+"/wpAtt0.png").convert_alpha(),
load("image/"+self.name+"/wpAtt1.png").convert_alpha(),
load("image/"+self.name+"/wpAtt2.png").convert_alpha() ],
"wpAttRight": [ flip(load("image/"+self.name+"/wpAtt0.png").convert_alpha(), True, False),
flip(load("image/"+self.name+"/wpAtt1.png").convert_alpha(), True, False),
flip(load("image/"+self.name+"/wpAtt2.png").convert_alpha(), True, False) ],
"superPowerLeft": load("image/"+self.name+"/superPower.png").convert_alpha(),
"superPowerRight": flip(load("image/"+self.name+"/superPower.png").convert_alpha(), True, False),
"wpSuperPowerLeft": load("image/"+self.name+"/wpSuperPower.png").convert_alpha(),
"wpSuperPowerRight": flip(load("image/"+self.name+"/wpSuperPower.png").convert_alpha(), True, False),
"jumpLeft": self.oriImgJumpLeft,
"jumpRight": self.oriImgJumpRight,
"wpJumpLeft": self.oriWpJumpLeft,
"wpJumpRight": self.oriWpJumpRight,
"hittedLeft": self.oriImgHittedLeft,
"hittedRight": self.oriImgHittedRight,
"infShootLeft": load("image/stg3/dead"+self.gender+"Vomit.png").convert_alpha(),
"infShootRight": flip(load("image/stg3/dead"+self.gender+"Vomit.png").convert_alpha(), True, False),
"infLeftList": [load("image/stg3/dead"+self.gender+"Wait.png").convert_alpha(),
load("image/stg3/dead"+self.gender+"1.png").convert_alpha(), load("image/stg3/dead"+self.gender+"0.png").convert_alpha(),
load("image/stg3/dead"+self.gender+"1.png").convert_alpha(), load("image/stg3/dead"+self.gender+"2.png").convert_alpha() ],
"infRightList": [flip(load("image/stg3/dead"+self.gender+"Wait.png").convert_alpha(), True, False),
flip(load("image/stg3/dead"+self.gender+"1.png").convert_alpha(), True, False),
flip(load("image/stg3/dead"+self.gender+"0.png").convert_alpha(), True, False),
flip(load("image/stg3/dead"+self.gender+"1.png").convert_alpha(), True, False),
flip(load("image/stg3/dead"+self.gender+"2.png").convert_alpha(), True, False) ]
}
# generate shadows
self.shadLib = {}
for each in self.imgLib:
if isinstance(self.imgLib[each],list):
self.shadLib[each] = []
for img in self.imgLib[each]:
self.shadLib[each].append( generateShadow(img) )
else:
self.shadLib[each] = generateShadow(self.imgLib[each])
# initialize the position of hero ------------------------------
self.setImg("leftList", 0)
self.mask = pygame.mask.from_surface(self.image)
self.rect = self.image.get_rect()
# Initialize the melee weapon of the hero ----------------------
self.weapon = enemy.Ajunction( self.imgLib["weaponLeft"], getPos(self, self.weaponR["normal"][0][0], self.weaponR["normal"][0][1]) )
self.wpPos = [ self.weaponR["normal"][0][0], self.weaponR["normal"][0][1], self.weaponR["normal"][0][2] ] # 初始化为normal[0]
# Jump dust imgs -----------------------------------------------
self.dustList = [load("image/stg2/alarm5.png").convert_alpha(), load("image/stg2/alarm4.png").convert_alpha(),
load("image/stg2/alarm3.png").convert_alpha(), load("image/stg2/alarm2.png").convert_alpha(),
load("image/stg2/alarm1.png").convert_alpha(), load("image/stg2/alarm0.png").convert_alpha()]
self.brand = load("image/"+self.name+"/brand.png").convert_alpha()
self.jmpPos = [0,0]
self.jmpInfo = ()
self.jmpCap = (1+self.kNum)*self.kNum //2 # 单次跳跃的上升距离,将在初始化时计算得出
self.jmpSnd = pygame.mixer.Sound("audio/"+self.name+"/jump.wav")
self.oriJmpSnd = self.jmpSnd
self.shootSnd = pygame.mixer.Sound("audio/"+self.name+"/shoot.wav")
self.oriShootSnd = self.shootSnd
self.fruitSnd = pygame.mixer.Sound("audio/eatFruit.wav")
self.injureSnd = pygame.mixer.Sound("audio/injure"+self.gender+".wav")
# infection related
self.infSnd = pygame.mixer.Sound("audio/infect"+self.gender+".wav")
self.infJmp = pygame.mixer.Sound("audio/infJump"+self.gender+".wav")
self.coinSnd = pygame.mixer.Sound("audio/coin.wav")
self.reloadSnd = pygame.mixer.Sound("audio/reload.wav")
self.vomiSnd = pygame.mixer.Sound("audio/vomiSplash.wav")
# 开场语
if self.category=="hero":
VHero.voice.play(0)
self.superPowerVoice = pygame.mixer.Sound("audio/"+self.name+"/superPowerVoice.wav")
# 기존 속성들...
self.copterActive = False # 코프터 아이템 활성화 여부
self.copterDuration = 0 # 코프터 아이템 지속 시간
#############################################################################
def fallFly(self, keyLine, newLine, heightList, GRAVITY):
self.rect.bottom += self.gravity # 尝试将自身纵坐标减去重力值
# 获得所有碰撞了的物体对象,并针对每一个碰撞了的item执行相应的响应动作。这里不会触发特殊砖块的效果。
for item in pygame.sprite.spritecollide(self, self.checkList, False, collide_mask):
if item.category in self.interactiveList:
item.interact(self)
# 飞行状态不重复下落,逐步减缓重力。
if self.gravity>0:
self.gravity -= 1
# 如果和参数中的物体重合,则回退1高度
while getCld(self, self.checkList, ["baseWall","specialWall","sideWall","blockStone","house"]):
self.aground = True
self.rect.bottom -= 1 # 循环-1,直到不再和任何物体重合为止
self.renewCheckList(newLine) # 更新self.checkList(跳跃函数中不必更新,只有这里需要更新)
# 判断是否要向下调整层数.
if ( self.rect.top >= keyLine ):
self.shiftLayer(-2, heightList)
#############################################################################
def activateCopter(self):
self.copterActive = True
self.copterDuration = 500 # 코프터 아이템의 지속 시간 설정
def deactivateCopter(self):
self.copterActive = False
self.copterDuration = 0
def updateCopter(self):
if self.copterActive:
self.copterDuration -= 1
if self.copterDuration <= 0:
self.deactivateCopter()
#############################################################################
def jumpFly(self, keyLine):
self.aground = False
while ( getCld(self, self.checkList, ["sideWall","baseWall","blockStone"]) ): # 如果和参数中的物体重合,则回退1高度
self.rect.bottom += 1 # 循环+1,直到不再和任何物体重合为止,跳出循环
if ( self.rect.bottom <= keyLine ):
self.shiftLayer(2, None)
#############################################################################
def moveY(self, delay, to):
self.lift(to)
if to<0:
self.k1 = 1 # 为了能够执行jump函数,检查向上调整层数
elif to>0:
self.k1 = 0 # 为了能够执行fall函数,检查向下调整层数
#############################################################################
# 用于重置本元素的位置至所给塔楼的初始位置
def resetPosition(self, tower, tag="p1", layer="-1", side="left"):
if side=="left":
pos_x = tower.boundaries[0]-tower.blockSize
elif side=="right":
pos_x = tower.boundaries[1]+tower.blockSize
elif side=="center":
pos_x = sum(tower.boundaries)//2
if tag=="p1":
pos_x = pos_x-10
elif tag=="p2":
pos_x = pos_x+10
self.rect.left = pos_x-self.rect.width//2
self.rect.bottom = tower.getTop( str(layer) )-12
def jump(self, keyLine):
self.aground = False
# 一段跳
if (self.k2==0):
if (self.k1==1): # 一段跳刚开始时,获取起跳时的位置
if random()<0.33:
self.jmpSnd.play(0)
self.jpCnt = 12
self.jmpPos[0] = self.rect.left + self.rect.width//2
self.jmpPos[1] = self.rect.bottom
self.rect.bottom -= (self.kNum-self.k1)
self.k1 = (self.k1+1)%(self.kNum+1)
# 二段跳
else:
self.rect.bottom -= (self.kNum-self.k2)
self.k2 = (self.k2+1)%(self.kNum+1)
while ( getCld(self, self.checkList, ["sideWall","baseWall","blockStone"]) ): # 如果和参数中的物体重合,则回退1高度
self.rect.bottom += 1 # 循环+1,直到不再和任何物体重合为止,跳出循环
self.k1 = self.k2 = 0
if ( self.rect.bottom <= keyLine ):
self.shiftLayer(2, None)
def moveX(self, delay, to):
# 运动过程中,可取index为[1,2,3,4] 分别对应运动的四张帧图(0为静止)
if not (delay % self.imgSwt ):
self.imgIndx += 1
if self.imgIndx >= len(self.imgLib["leftList"]):
self.imgIndx = 1
if to=="left":
self.status = "left"
self.rect.left -= self.speed
self._checkMove( back=-self.speed )
elif to=="right":
self.status = "right"
self.rect.left += self.speed
self._checkMove( back=self.speed )
def fall(self, keyLine, newLine, heightList, GRAVITY):
self.rect.bottom += self.gravity # 尝试将自身纵坐标减去重力值
# 获得所有碰撞了的物体对象,并针对每一个碰撞了的item执行相应的响应动作
for item in pygame.sprite.spritecollide(self, self.checkList, False, collide_mask):
if item.category in self.interactiveList:
item.interact(self)
while getCld(self, self.checkList, ["lineWall","baseWall","specialWall","sideWall","blockStone","house"]):
if self.gravity>4: # 速度过大,造成扬灰效果
self.jpCnt = 12
self.jmpPos[0] = self.rect.left + self.rect.width//2
self.jmpPos[1] = self.rect.bottom
# 如果和参数中的物体重合,则回退1高度
self.rect.bottom -= 1 # 循环-1,直到不再和任何物体重合为止,跳出循环
self.aground = True # 这两个值反复设置没有关系,只要循环结束后保证两个值分别为true和1即可
self.gravity = 0
if (self.gravity<GRAVITY):
self.gravity += 1
self.renewCheckList(newLine) # 更新self.checkList(跳跃函数中不必更新,只有这里需要更新)
# 判断是否要向下调整层数.
if ( self.rect.top >= keyLine ):
self.shiftLayer(-2, heightList)
def shiftLayer(self, to, heightList):
if to<0:
# 下跳则检查:在最底层不能下跳;# 若英雄高度超过所在行的高度-跳跃距离的一半,则不能下跳(这是为了防止过快连跳)。
if (self.onlayer<=0) or ( self.rect.bottom < heightList[str(self.onlayer)]-self.jmpCap//2 ):
return
self.onlayer += to
self.aground = False
def shoot(self, tower, spurtCanvas=None):
#if (self.shootCnt > 0): # couldn't shoot too fast! Hero mustn't be shooting.
# return
if self.infected>0: # infect situation.
self.shootSnd.play(0)
self.vomiSnd.play(0)
self.shootCnt = 40
return
if (self.arrow > 0):
self.shootSnd.play()
if random() <= 0.2:
self.talk = [self.talkDic["shoot"][self.lgg], 60]
if self.status=="left":
self.hitBack = self.push-self.weight
pos = getPos(self, 0, 0.54)
xspd = [-1,-2,-3]
else:
self.hitBack = -(self.push-self.weight)
pos = getPos(self, 1, 0.54)
xspd = [1,2,3]
# make ammo object
if self.name == "knight":
arrow = Ammo( self, pos, [8,0], category="bullet", bldNum=6, push=6 )
tower.allElements["mons1"].add(arrow)
elif self.name == "princess":
arrow = Ammo( self, pos, [8,0], category="bullet", bldNum=8, push=7 )
tower.allElements["mons1"].add(arrow)
if spurtCanvas: # bullet特效
spurtCanvas.addSpatters( 5, (1,2), (12,14,16), (255,255,0), pos, False, xspd=xspd, yspd=[-1,0,1] )
elif self.name == "prince":
arrow = Javelin( self, pos )
tower.allElements["mons1"].add(arrow)
elif self.name == "wizard":
arrow = Fireball( self, pos )
tower.allElements["mons1"].add(arrow)
elif self.name == "huntress":
arrow = Dart( self, pos )
tower.allElements["mons1"].add(arrow)
elif self.name == "priest":
arrow = HolyLight( self, pos )
tower.allElements["mons1"].add(arrow)
elif self.name == "king":
spdList = ( [7,2],[8,1],[8,0],[8,-1],[7,-2] )
for i in range(0, self.shootNum):
arrow = Ammo( self, pos, spdList[i], category="bullet", bldNum=4, push=4, duration=RANGE["SHORT"] )
tower.allElements["mons1"].add(arrow)
if spurtCanvas: # bullet打出特效
spurtCanvas.addSpatters( 5, (1,2), (12,14,16), (255,255,0), pos, False, xspd=xspd, yspd=[-1,0,1] )
self.arrow -= 1
elif self.arrow<=0:
self.talk = [self.talkDic["ammoOut"][self.lgg], 60]
self.reloadSnd.play()
self.shootCnt = 18
def castSuperPower(self, canvas):
if self.superPowerCnt<self.superPowerFull: # not fully charged yet
self.talk = [self.talkDic["underCharge"][self.lgg], 60]
return False
self.superPowerVoice.play(0)
canvas.addHalo( "holyHalo", 240 )
if self.name=="knight":
self.superPowerManager = SuperPowerManagerKnight(self)
elif self.name=="princess":
self.superPowerManager = SuperPowerManagerPrincess(self)
elif self.name=="prince":
self.superPowerManager = SuperPowerManagerPrince(self)
elif self.name=="wizard":
self.superPowerManager = SuperPowerManagerWizard(self)
elif self.name=="huntress":
self.superPowerManager = SuperPowerManagerHuntress(self)
elif self.name=="priest":
self.superPowerManager = SuperPowerManagerPriest(self)
elif self.name=="king":
self.superPowerManager = SuperPowerManagerKing(self)
self.superPowerCnt = 0
self.superPowerCast = 30
def chargeSuperPower(self, amount):
if self.superPowerCnt==self.superPowerFull:
return
self.superPowerCnt += amount
if self.superPowerCnt > self.superPowerFull:
self.superPowerCnt = self.superPowerFull
pygame.mixer.Sound("audio/knight/superPowerCast.wav").play(0)
self.talk = [self.talkDic["fullCharge"][self.lgg], 90]
if self.spurtCanvas:
self.spurtCanvas.addSpatters( 12, [3,5,7], [36,42,48], (255,200,100,240), getPos(self,0.5,0.5), False )
def checkImg(self, delay, tower, heroes, key_pressed, spurtCanvas):
"""
A pipeline to do the following checks and operations:
1. calculate img cnts and select correct image
2. respond to the player's ongoing keydown event
3. check hero's state: freeze, trapped, hitback, infection, etc.
4. manage hero's bagpack
5. check and run props & superPowers
"""
if self.health<=0:
return 0
# 画起跳的灰尘
if self.jpCnt > 0:
self.jpCnt -= 1
self.dustRect = self.dustList[ self.jpCnt//2 ].get_rect()
self.dustRect.left = self.jmpPos[0] - self.dustRect.width // 2
self.dustRect.bottom = self.jmpPos[1]
self.jmpInfo = ( self.dustList[ self.jpCnt//2 ], self.dustRect )
else:
self.jmpInfo = ()
# Check when hero is shooting an arrow.
if ( self.shootCnt > 0 ) and (self.infected<=0):
if not ( self.shootCnt % 6 ): # Cnt每次等于6的倍数的时候就更换一次图片
indx = len(self.imgLib["shootLeftList"]) - self.shootCnt//6 # 指示图片序号的临时变量。工作原理:Cnt=18的时候,imgIndx应该为0;同理,Cnt=12,imgIndx=1;Cnt=6,indx=3。
if self.status == "left":
rht = self.rect.right
btm = self.rect.bottom
self.setImg("shootLeftList",indx)
self.rect = self.image.get_rect() # 获取新的图片的rect
self.rect.right = rht
self.rect.bottom = btm
self.weapon.updateImg( self.imgLib["wpAttLeft"][indx] ) # weapon的图片序号和wIndx图片序号保持同步。
self.wpPos[0] = self.weaponR["shoot"][indx][0]
elif self.status == "right":
lft = self.rect.left
btm = self.rect.bottom
self.setImg("shootRightList",indx)
self.rect = self.image.get_rect()
self.rect.left = lft
self.rect.bottom = btm
self.weapon.updateImg( self.imgLib["wpAttRight"][indx] )
self.wpPos[0] = 1 - self.weaponR["shoot"][indx][0]
self.wpPos[1] = self.weaponR["shoot"][indx][1]
self.wpPos[2] = self.weaponR["shoot"][indx][2]
self.shootCnt -= 1
# Check when hero is jumping in the air. Note that the statement "elif" makes that hero's image will be whiping when he whip even in the air.
elif not self.aground:
if self.status == "left":
self.setImg("jumpLeft")
self.weapon.updateImg( self.imgLib["wpJumpLeft"] )
self.wpPos[0] = self.weaponR["jump"][0]
elif self.status == "right":
self.setImg("jumpRight")
self.weapon.updateImg( self.imgLib["wpJumpRight"] )
self.wpPos[0] = 1 - self.weaponR["jump"][0]
self.wpPos[1] = self.weaponR["jump"][1]
self.wpPos[2] = self.weaponR["jump"][2]
# Check when hero is suffering damage.
elif self.hitFeedIndx > 0:
if (self.status=="right"):
self.setImg("hittedRight")
else:
self.setImg("hittedLeft")
self.hitFeedIndx -= 1
# Check when hero is casting superPower.
elif self.superPowerCast>0: # 刚刚施放技能的0.5s内,有施放图片
self.superPowerCast -= 1
if (self.status=="right"):
self.setImg("superPowerRight")
self.weapon.updateImg( self.imgLib["wpSuperPowerRight"] )
self.wpPos[0] = 1 - self.weaponR["superPower"][0]
else:
self.setImg("superPowerLeft")
self.weapon.updateImg( self.imgLib["wpSuperPowerLeft"] )
self.wpPos[0] = self.weaponR["superPower"][0]
self.setRect()
self.wpPos[1] = self.weaponR["superPower"][1]
self.wpPos[2] = self.weaponR["superPower"][2]
# If hero is not shooting, not jumping and not hurting, he should only be in normal status (static and walking).
else:
if self.status == "left":
self.setImg("leftList",self.imgIndx)
# Check whether hero is moving. Different pic for moving and standing.
if self.imgIndx==0:
self.weapon.updateImg( self.imgLib["weaponLeft"] )
else:
self.weapon.updateImg( self.imgLib["wpMoveLeft"] )
self.wpPos[0] = self.weaponR["normal"][self.imgIndx][0]
elif self.status == "right":
self.setImg("rightList",self.imgIndx)
if self.imgIndx==0:
self.weapon.updateImg( self.imgLib["weaponRight"] )
else:
self.weapon.updateImg( self.imgLib["wpMoveRight"] )
self.wpPos[0] = 1 - self.weaponR["normal"][self.imgIndx][0]
self.wpPos[1] = self.weaponR["normal"][self.imgIndx][1]
self.wpPos[2] = self.weaponR["normal"][self.imgIndx][2]
if not delay% 120 and random()<0.24:
self.talk = [self.talkDic["wait"][self.lgg], 60]
# Always renew the position of the weapon.
self.weapon.updatePos( getPos(self, self.wpPos[0], self.wpPos[1]) )
if self.category=="hero":
for key_name in self.respondKeyDic:
if key_pressed[ self.keyDic[key_name] ]: # 若被摁下,则call该匿名函数
if key_name=="shootKey":
self.respondKeyDic[key_name](tower.monsters)
else:
self.respondKeyDic[key_name](delay)
# Specifically, if not running, set the imgIndx to zero.
if self.imgIndx>0 and not key_pressed[self.keyDic["leftKey"]] and not key_pressed[self.keyDic["rightKey"]]:
self.imgIndx = 0
# deal freezeCnt
if self.freezeCnt > 0:
self.freezeCnt -= 1
else:
self.speed = self.oriSpd # 解冻
# deal stuck if there is a trapper in effect.
if self.trapper:
if not collide_mask(self, self.trapper):
self.trapper = None
else:
self.speed = self.oriSpd-2
# 处理击退位移,如果值不为0的话。
if abs(self.hitBack)>0:
if self.hitBack>0:
realBack = min(self.hitBack, 6)
self.hitBack -= 1
elif self.hitBack<0:
realBack = max(self.hitBack, -6)
self.hitBack += 1
self.rect.left += realBack
self._checkMove( back=realBack )
# deal infection
if self.infected == 0:
self.infected = 1
spurtCanvas.addSpatters( 12, [3, 4, 5], [12,14,16], (10,10,10,240), getPos(self, 0.5, 0.5), True )
elif self.infected>0:
if self.shootCnt > 0:
self.shootCnt -= 1
if self.status == "left":
rht = self.rect.right
btm = self.rect.bottom
self.setImg("infShootLeft")
self.rect = self.image.get_rect() # 获取新的图片的rect
self.rect.right = rht
self.rect.bottom = btm
elif self.status == "right":
lft = self.rect.left
btm = self.rect.bottom
self.setImg("infShootRight")
self.rect = self.image.get_rect()
self.rect.left = lft
self.rect.bottom = btm
# 每2次刷新均吐出1个vomi
if not self.shootCnt%2:
spdX = 9-self.shootCnt//8
if self.status == "left":
spd = [ -spdX, 0 ]
startX = 0.2
elif self.status == "right":
spd = [ spdX, 0 ]
startX = 0.8
spurtCanvas.addAirAtoms(self, 1, getPos(self, startX, 0.5),
spd, tower.monsters, "corrosive", btLine=self.rect.bottom)
vib = 0
# Renew Props.
for prop in self.activeProps[::-1]:
if prop.propName == "blastingCap":
prop.fall( delay, tower.getTop(prop.onlayer), tower.groupList, GRAVITY )
if prop.work(tower.monsters, tower.groupList["0"], spurtCanvas):
vib = max(vib,12)
elif prop.propName == "torch":
prop.work(tower.monsters, spurtCanvas) # 溅射的火星对范围内敌人造成伤害
elif prop.propName == "battleTotem":
if not prop.checkExposion(spurtCanvas): # 检查摧毁
tracker = prop.run([self], spurtCanvas)
if tracker:
tower.allElements["mons1"].add( tracker )
elif prop.propName == "rustedHorn":
if prop.work(tower.monsters, heroes):
vib = max(vib,8)
elif prop.propName == "defenseTower":
if prop not in heroes:
heroes.append(prop)
self.activeProps.remove(prop)
else: # Normal Durable prop.
prop.work()
# 超级技能。
if self.superPowerManager:
if self.superPowerManager.run(delay, tower, heroes, spurtCanvas): # 生效阶段,震动屏幕
vib = max(vib,6)
return vib
def shiftTower(self, tower, oper="suspend"):
""" oper='suspend' or 'rejoin' """
if oper=="suspend": # 将老tower中的activeprop转为挂起。NOTE:Props 自己会记住owner。
for prop in self.activeProps[::-1]:
if prop.propName in ["blastingCap","battleTotem"]:
self.activeProps.remove(prop)
tower.suspendedProps.append(prop)
elif oper=="rejoin": # 将新tower中被挂起的prop转入active
for prop in tower.suspendedProps[::-1]:
if prop.user==self:
tower.suspendedProps.remove(prop)
self.activeProps.append(prop)
def reload(self, delay, spurtCanvas):
# Check loading listener: When ammos run out and loading is full
# if (self.arrow==0 and self.loading==self.LDFull):
# self.loading = 0
# self.reloadSnd.play(0)
# # when loading is not full: Reloading...
# elif self.loading<self.LDFull:
# self.loading += 1
# if self.loading==self.LDFull:
# self.arrow = self.arrowCnt
# self.reloadSnd.play(0)
# spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (100,100,210,240), getPos(self, 0.5, 0.5), False )
if self.arrow < self.arrowCnt:
if self.loading==self.LDFull:
self.arrow = self.arrowCnt
self.reloadSnd.play(0)
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (100,100,210,240), getPos(self, 0.5, 0.5), False )
# self.arrow = self.arrowCnt
# self.reloadSnd.play(0)
# spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (100,100,210,240), getPos(self, 0.5, 0.5), False )
def reload2(self, delay, spurtCanvas):
if (self.arrow==0 and self.loading==self.LDFull):
self.loading = 0
self.reloadSnd.play(0)
# when loading is not full: Reloading...
elif self.loading<self.LDFull:
self.loading += 1
if self.loading==self.LDFull:
self.arrow = self.arrowCnt
self.reloadSnd.play(0)
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (100,100,210,240), getPos(self, 0.5, 0.5), False )
def useItem2(self, spurtCanvas):
curName = self.bagpack.bagBuf[self.bagpack.bagPt] = ["copter"]
if curName == "copter":
if self.oneInEffect("copter"):
return ("You have a copter working.","你已经装有一个竹蜻蜓。")
else:
self.bagpack.decItem("copter")
self.activeProps.append( Copter(self) )
def useItem(self, spurtCanvas):
if self.bagpack.bagPt<0:
return ("가방에 아무 것도 없어요!","你的背包中没有道具!")
curName = self.bagpack.bagBuf[self.bagpack.bagPt]
if curName == "fruit":
if self.infected>=0:
return ("감염 되었을 땐, 과일을 먹을 수 없어요!.","感染时无法使用。")
elif self.health == self.full:
return ("이미 체력이 풀피에요.","当前你的体力值已满。")
else:
self.fruitSnd.play(0)
self.bagpack.decItem("fruit")
self.recover(100)
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (100,255,100,240), getPos(self, 0.5, 0.5), False )
elif curName == "loadGlove":
if (self.loading>=self.LDFull-1):
return ("No need for loading at the time.","当前无需填装。")
elif self.infected>=0:
return ("Can't eat fruit when infected.","感染时无法使用。")
else:
self.fruitSnd.play(0)
self.bagpack.decItem("loadGlove")
self.loading = self.LDFull-1
#spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (100,100,210,240), getPos(self, 0.5, 0.5), False )
elif curName == "medicine":
if self.infected <=0 and self.health == self.full:
return ("You are neither infected nor injured.","你既未感染,也未受伤。")
else:
self.fruitSnd.play(0)
self.bagpack.decItem("medicine")
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (100,100,255,240), getPos(self, 0.5, 0.5), False )
if self.infected <= 0:
# 未感染,回复体力
self.recover(100)
else:
# 感染,治愈:恢复image和相关属性值
self.infected = -1
self.imgLib["leftList"] = self.oriImgLeftList
self.imgLib["rightList"] = self.oriImgRightList
self.imgLib["jumpLeft"] = self.oriImgJumpLeft
self.imgLib["jumpRight"] = self.oriImgJumpRight
self.imgLib["hittedLeft"] = self.oriImgHittedLeft
self.imgLib["hittedRight"] = self.oriImgHittedRight
self.imgIndx = 0
self.weaponR = self.oriWeaponR
self.jmpSnd = self.oriJmpSnd
self.shootSnd = self.oriShootSnd
elif curName == "blastingCap":
self.fruitSnd.play(0)
self.bagpack.decItem("blastingCap")
cap = BlastingCap(self, [-4, -7], self.onlayer) if self.status=="left" else BlastingCap(self, [4, -7], self.onlayer)
self.activeProps.append( cap )
elif curName == "battleTotem":
# 首先检查是否可以放置图腾
wall = None
wallList = []
for aWall in self.checkList: # 由于spriteGroup不好进行索引/随机选择操作,因此将其中的sprite逐个存入列表中存储
# 筛选出当前所在的行砖
if aWall.category in ("lineWall","specialWall","baseWall") and aWall.coord[1]==self.onlayer-1:
wallList.append(aWall)
if aWall.rect.left<getPos(self,0.5,0)[0]<aWall.rect.right: # 可以落到下一行上,有砖接着
wall = aWall
if (not wallList) or (not wall): # 不能放置图腾,取消效果
return ("Please place the totem on the ground!","请将图腾放置于地面!")
self.fruitSnd.play(0)
self.bagpack.decItem("battleTotem")
totem = BattleTotem(self, wall, self.onlayer)
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], totem.themeColor, getPos(totem, 0.5, 0.5), False )
self.activeProps.append( totem )
elif curName == "defenseTower":
ok = False
# 检查是否可以放置防御塔
for wall in DefenseTower.siteWalls:
if (wall.rect.left<getPos(self,0.5,0)[0]<wall.rect.right) and (wall.coord[1]==self.onlayer-1):
if wall.tower:
return ("The site has a existing Defense Tower.","该基座已有一个防御塔。")
else:
# 玩家处于sitewall上,且该砖空余,则可以放置
self.fruitSnd.play(0)
self.bagpack.decItem("defenseTower")
tow = DefenseTower(getPos(wall,0.5,0)[0], wall.rect.top, self.onlayer, self.font, self.lgg, self)
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (120,240,120), getPos(tow, 0.5, 0.5), False )
self.activeProps.append( tow )
wall.tower = tow
ok = True
break
if not ok: # 不能放置防御塔,取消效果
return ("Please place the tower on the ground!","请将防御塔放置于基座上!")
# Create the enduring prop and put it in the activeList.
elif curName == "torch":
if self.infected >= 0:
return ("Can't eat fruit when infected.","感染时无法使用。")
elif self.oneInEffect("torch"):
return ("You have a torch working.","你已经有一个火炬在照明。")
else:
self.bagpack.decItem("torch")
self.activeProps.append( Torch(self) )
elif curName == "copter":
if self.oneInEffect("copter"):
return ("You have a copter working.","你已经装有一个竹蜻蜓。")
else:
self.activeProps.append( Copter(self) )
elif curName == "pesticide":
if self.oneInEffect("pesticide"):
return ("You are holding another pesticide spray.","你正持有另一个杀虫喷雾器。")
else:
self.bagpack.decItem("pesticide")
self.activeProps.append( Pesticide(self) )
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (100,140,40,240), getPos(self, 0.5, 0.5), False )
elif curName == "herbalExtract":
if self.health == self.full:
return ("Your HP is full at the time.","当前你的体力值已满。")
else:
self.fruitSnd.play(0)
self.bagpack.decItem("herbalExtract")
self.activeProps.append( HerbalExtract(self) )
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (80,240,160,240), getPos(self, 0.5, 0.5), False )
elif curName == "simpleArmor":
if self.oneInEffect("simpleArmor"):
return ("You have equiped a armor.","你已经装备了一件简易机甲。")
else:
self.bagpack.decItem("simpleArmor")
self.activeProps.append( SimpleArmor(self) )
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (100,140,40,240), getPos(self, 0.5, 0.5), False )
elif curName == "missleGun":
if self.oneInEffect("missleGun"):
return ("You are holding another missle gun.","你正持有另一个火箭炮。")
else:
self.bagpack.decItem("missleGun")
self.activeProps.append( MissleGun(self) )
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (100,140,40,240), getPos(self, 0.5, 0.5), False )
elif curName == "cooler":
if self.oneInEffect("cooler"):
return ("You are under the effect of another cooler.","你已有一个清凉饮料在生效。")
else:
self.fruitSnd.play(0)
self.bagpack.decItem("cooler")
self.activeProps.append( Cooler(self) )
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (255,255,160,240), getPos(self, 0.5, 0.5), False )
elif curName == "alcohol":
if self.oneInEffect("alcohol"):
return ("You are under the effect of another alcohol.","你已有一个烈酒在生效。")
else:
self.fruitSnd.play(0)
self.bagpack.decItem("alcohol")
self.activeProps.append( Alcohol(self) )
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (255,160,160,240), getPos(self, 0.5, 0.5), False )
elif curName == "toothRing":
if self.oneInEffect("toothRing"):
return ("You are under the effect of another toothRing.","你已有一个龙牙之戒在生效。")
else:
self.fruitSnd.play(0)
self.bagpack.decItem("toothRing")
self.activeProps.append( ToothRing(self) )
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (180,0,100,240), getPos(self, 0.5, 0.5), False )
elif curName == "shieldSpell":
if self.oneInEffect("shieldSpell"):
return ("You are under the effect of another shield spell.","你已有一个护盾法术在生效。")
else:
self.fruitSnd.play(0)
self.bagpack.decItem("shieldSpell")
self.activeProps.append( ShieldSpell(self) )
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (255,255,160,240), getPos(self, 0.5, 0.5), False )
elif curName == "rustedHorn":
if self.oneInEffect("rustedHorn"):
return ("You are under the effect of another rusted horn.","你已有一个生锈的号角在生效。")
else:
self.bagpack.decItem("rustedHorn")
self.activeProps.append( RustedHorn(self) )
spurtCanvas.addSpatters( 12, [3, 4, 5], [16,20,24], (255,210,160,240), getPos(self, 0.5, 0.5), False )
def oneInEffect(self, propName): # 检测是否有正在生效的某类用品
for prop in self.activeProps:
if prop.propName == propName:
return prop
return None
def renewCheckList(self, new, clear=False): # 动态调节checkList内的检测砖块,以减轻负担
if clear==True:
self.checkList.empty()
else:
rmvList = ["lineWall","specialWall","house"]#,"baseWall"]
for each in self.checkList:
if each.category in rmvList:
self.checkList.remove(each)
for each in new:
self.checkList.add(each)
def hitted(self, damage, pushed, dmgType):
if self.health<=0:
return
# 检查伤害减轻效果