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import pygame
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from .. import tools,setup
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from .. import constants as C
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from .powerup import create_powerup
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class Brick(pygame.sprite.Sprite):
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def __init__(self, x, y,brick_type,group,color=None,name = 'brick'):
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pygame.sprite.Sprite.__init__(self)
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self.x = x
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self.y = y
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self.brick_type = brick_type
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self.group = group
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self.name = name
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bright_frame_rects = [(16,0,16,16),(48,0,16,16)]
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dark_frame_rects = [(16,32,16,16),(48,32,16,16)] # 抠图
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if not color:
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self.frame_rects = bright_frame_rects
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else:
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self.frame_rects = dark_frame_rects
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self.frames = []
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for frame_rect in self.frame_rects:
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self.frames.append(tools.get_image(setup.GRAPHICS['tile_set'],*frame_rect,(0,0,0),C.BRICK_MULTI)) # 遍历加载图片
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self.frame_index = 0
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self.image = self.frames[self.frame_index]
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self.rect = self.image.get_rect()
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self.rect.x = self.x
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self.rect.y = self.y # 设置坐标与图片
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self.state = 'rest'
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self.gravity = C.GRAVITY
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def update(self):
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self.current_time = pygame.time.get_ticks()
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self.handel_states()
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def handel_states(self):
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if self.state == 'rest':
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self.rest()
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elif self.state == 'bumped':
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self.bumped()
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elif self.state == 'open':
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self.open()
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def rest(self):
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pass
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def go_bumped(self):
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self.y_vel = -7
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self.state = 'bumped'
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def bumped(self):
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self.rect.y += self.y_vel
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self.y_vel += self.gravity
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if self.rect.y > self.y + 10 : # 如果大于初始位置回弹
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self.rect.y = self.y
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if self.brick_type == 0:
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self.state = 'rest'
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elif self.brick_type == 1:
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self.state = 'open'
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else:
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self.group.add(create_powerup(self.rect.centerx,self.rect.centery,self.brick_type))
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def open(self):
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self.frame_index = 1
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self.image = self.frames[self.frame_index]
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