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@ -48,7 +48,7 @@ class Level(tool.State):
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self.level = pg.Surface((self.bg_rect.w, self.bg_rect.h)).convert()
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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 = tool.SCREEN.get_rect(bottom=self.bg_rect.bottom)
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self.viewport.x += 230
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self.viewport.x += c.BACKGROUND_OFFSET_X
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def setupGroups(self):
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def setupGroups(self):
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self.sun_group = pg.sprite.Group()
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self.sun_group = pg.sprite.Group()
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@ -76,7 +76,7 @@ class Level(tool.State):
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self.cars = []
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self.cars = []
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for i in range(self.map_y_len):
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for i in range(self.map_y_len):
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_, y = self.map.getMapGridPos(0, i)
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_, y = self.map.getMapGridPos(0, i)
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self.cars.append(plant.Car(-35, y, i))
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self.cars.append(plant.Car(-25, y+20, i))
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def update(self, surface, current_time, mouse_pos, mouse_click):
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def update(self, surface, current_time, mouse_pos, mouse_click):
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self.current_time = self.game_info[c.CURRENT_TIME] = current_time
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self.current_time = self.game_info[c.CURRENT_TIME] = current_time
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@ -234,7 +234,7 @@ class Level(tool.State):
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plant.setAttacked()
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plant.setAttacked()
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def checkCarCollisions(self):
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def checkCarCollisions(self):
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collided_func = pg.sprite.collide_circle_ratio(0.7)
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collided_func = pg.sprite.collide_circle_ratio(0.8)
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for car in self.cars:
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for car in self.cars:
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zombies = pg.sprite.spritecollide(car, self.zombie_groups[car.map_y], False, collided_func)
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zombies = pg.sprite.spritecollide(car, self.zombie_groups[car.map_y], False, collided_func)
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for zombie in zombies:
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for zombie in zombies:
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