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@ -0,0 +1,498 @@
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# TurnGame.py
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import pygame
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from Constant import scrrr_width, scrrr_height, GAMEOVER
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import random
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from Map import Map
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from Sunshine import Sunshine
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from PeaShooter import PeaShooter
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from PeaBullet import PeaBullet
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from Zombie import Zombie
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# 主程序
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class MainGame:
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score = 0
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# 存储所有地图坐标点
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map_points_list = []
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# 存储所有的地图块
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map_list = []
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# 存储所有植物的列表
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plants_list = []
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plants_pool = [0, 0, 0, 0, 0, 0]
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plants_pool_list = []
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# 存储所有豌豆子弹的列表
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peabullet_list = []
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peabullet_count = 0
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# 新增存储所有僵尸的列表
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zombie_list = []
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window = pygame.display.set_mode([scrrr_width, scrrr_height])
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# 0为植物回合,1为僵尸回合,2为玩家回合
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game_turn = 2
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something_in_mouse_store = False
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mouse_pressed = False
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mouse_get: PeaBullet = None
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mouse_store = []
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timecount = 50
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shoule_creat_zombie = False
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turn_count = 0
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# 开始游戏
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def start_game(self):
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# 初始化窗口
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# pygame.display.init()
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# 初始化坐标和地图
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self.init_plant_points()
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pygame.font.init()
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self.init_map()
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initmap = self.map_list[1][1]
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self.creat_plant(PeaShooter(initmap.position[0], initmap.position[1], 1), 1)
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self.creat_plant(PeaShooter(initmap.position[1], initmap.position[1], 1), 1)
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for i in range(0, 6):
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# self.creat_plant(PeaShooter((i - 1) * 80 + 4 * 80, 0, 1), 1)
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peashooter = PeaShooter((i - 1) * 80 + 5 * 80, 0, i + 1)
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MainGame.plants_pool_list.append(peashooter)
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# 只要游戏没结束,就一直循环
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while not GAMEOVER:
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self.load_ui()
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# 需要反复加载地图
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self.load_map()
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# 调用加载植物的方法
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self.load_plants()
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# 调用加载所有子弹的方法
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self.load_peabullets()
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# 调用事件处理的方法
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# 调用展示僵尸的方法
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self.load_zombies()
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# 计数器增长,每数到100,调用初始化僵尸的方法
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self.turn()
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self.update_pool()
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self.debugg()
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# pygame自己的休眠
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pygame.time.wait(10)
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# 实时更新
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pygame.display.update()
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# 显示哪里种植了植物和棋盘上有多少植物
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def debugg(self):
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self.timecount += 1
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if self.timecount > 500:
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for i in range(len(self.map_list)):
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print()
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for j in range(len(self.map_list[i])):
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print(self.map_list[i][j].can_grow, end="\t")
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print()
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print(len(self.peabullet_list))
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self.timecount = 0
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# 绘制物体和提示文本
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def draw_object(self, object):
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self.window.blit(object.image, object.rect)
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if not isinstance(object, Sunshine):
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self.window.blit(
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self.draw_text(f"{object.damage}", 26, (255, 0, 0)), object.rect
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)
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else:
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self.window.blit(
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self.draw_text(f"{object.money}", 26, (255, 0, 0)), object.rect
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)
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# 更新植物池列表
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def update_pool(self):
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for i in range(0, 6):
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self.plants_pool_list[i].count = self.plants_pool[i]
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self.window.blit(
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self.draw_text(f"{self.plants_pool_list[i].count}", 26, (255, 0, 0)),
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self.plants_pool_list[i].rect.move(50, 45),
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)
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# 加载僵尸或者移除僵尸
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def load_zombies(self):
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for zombie in MainGame.zombie_list:
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if zombie.live:
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self.draw_object(zombie)
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# self.window.blit(zombie.image, zombie.rect)
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else:
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MainGame.zombie_list.remove(zombie)
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def turn(self):
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# 主死循环每一次更新一帧
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# 0为植物回合,1为僵尸回合,3为操控回合
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if self.game_turn == 0:
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self.plants_event()
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# self.load_peabullets()
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if self.peabullet_count <= 0:
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self.zombie_turn_start()
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elif self.game_turn == 1:
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if self.shoule_creat_zombie == True:
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self.init_zombies()
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self.shoule_creat_zombie = False
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self.zombies_event()
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# self.zombie_turn_count += 1
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if self.is_zombie_end():
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self.play_turn_start()
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elif self.game_turn == 2:
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self.move_plant()
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pass
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# 初始化玩家回合
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def play_turn_start(self):
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self.game_turn = 2
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# 僵尸回合结束
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def is_zombie_end(self):
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for zombie in MainGame.zombie_list:
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if zombie.stop == False:
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return False
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return True
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# 植物回合开始
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def plant_turn_start(self):
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self.turn_count += 1
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self.game_turn = 0
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for plant in MainGame.plants_list:
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plant.should_fire = True
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plant.should_count_fire = True
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plant.shoot_number_count = plant.shoot_number
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# 僵尸回合开始
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def zombie_turn_start(self):
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self.shoule_creat_zombie = True
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self.game_turn = 1
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for zombie in MainGame.zombie_list:
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zombie.stop = False
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zombie.distance_count = zombie.distance
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# 加载ui
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def load_ui(self):
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self.window.fill((255, 255, 255))
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self.window.blit(
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self.draw_text(
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f"当前回合数{self.turn_count}",
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26,
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(255, 0, 0),
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),
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(5, 40),
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)
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text1 = self.draw_text("按右键拖动豌豆射手", 26, (255, 0, 0))
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self.window.blit(text1, (5, 5))
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# 文本绘制
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def draw_text(self, content, size, color):
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font = pygame.font.SysFont("kaiti", size)
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text = font.render(content, True, color)
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return text
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# 植物创建逻辑
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def creat_plant(self, plant, grade):
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a = plant.rect[1] // 80 - 1
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b = plant.rect[0] // 80
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map = MainGame.map_list[a][b]
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map.can_grow = False
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peashooter = PeaShooter(map.position[0], map.position[1], grade)
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MainGame.plants_list.append(peashooter)
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# 移动植物逻辑
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def move_plant(self):
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# try:
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eventList = pygame.event.get()
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for event in eventList:
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if event.type == pygame.QUIT:
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self.gameOver()
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elif event.type == pygame.MOUSEBUTTONDOWN:
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x = event.pos[0] // 80
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y = (event.pos[1] // 80) - 1
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if y == -1:
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map = MainGame.map_list[6][x - 4]
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else:
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map = MainGame.map_list[y][x]
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print(event.pos)
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print(y, x)
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print(map.position)
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self.mouse_pressed = True
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if y == -1:
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number = (map.position[0] // 80) - 3
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print(f"number={number}")
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# 此植物位置存mouse_store,植物存mouse_get
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self.mouse_get = PeaShooter(
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map.position[0],
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map.position[1],
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MainGame.plants_pool_list[number - 1].grade,
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)
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self.mouse_store = [
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[map.position[1], map.position[0]],
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MainGame.plants_pool_list[number - 1].grade,
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]
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MainGame.plants_pool_list[number - 1].count -= 1
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MainGame.plants_pool[number - 1] -= 1
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else:
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# 有东西
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can_grow = map.can_grow
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if not can_grow:
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print(f"{map.position} 1 not can grow")
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# 此植物位置存mouse_store,植物存mouse_get
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for plant in MainGame.plants_list:
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if (
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plant.rect.x == map.position[0]
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and plant.rect.y == map.position[1]
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):
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self.mouse_get = plant
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self.mouse_store = [
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[map.position[1], map.position[0]],
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plant.grade,
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]
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print("mouse_store get", self.mouse_store)
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# 删除原植物
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MainGame.plants_list.remove(plant)
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MainGame.map_list[y][x].can_grow = True
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else:
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print(f"{map.position} 1 can grow")
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elif event.type == pygame.MOUSEBUTTONUP:
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x = event.pos[0] // 80
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y = (event.pos[1] // 80) - 1
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if y == -1:
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map = MainGame.map_list[6][x - 4]
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else:
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map = MainGame.map_list[y][x]
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print(map.position)
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self.mouse_pressed = False
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# 能放,清空mouse_store,此位置创建植物
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can_grow = map.can_grow
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if can_grow:
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print(f"{map.position} 2 can grow")
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# 清空mouse_store
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if self.mouse_get is not None:
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self.creat_plant(
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self.mouse_get,
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self.mouse_get.grade,
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)
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# self.turn_count += 1
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self.plant_turn_start()
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else:
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print("1 Empty mouse_get")
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self.mouse_get = None
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else:
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print(f"{map.position} 2 not can grow")
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if not can_grow:
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# 不能放,且等级同,清空mouse_store,mouse_get,本植物等级加一
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for plant in MainGame.plants_list:
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if (
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plant.rect.x == map.position[0]
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and plant.rect.y == map.position[1]
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):
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if self.mouse_store[1] == plant.grade:
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plant.grade += 1
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MainGame.plants_list.remove(plant)
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self.creat_plant(plant, plant.grade)
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self.mouse_store = None
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self.mouse_get = None
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self.plant_turn_start()
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# 不能放,且等级不同,在原位置恢复,清空mouse_store,mouse_get
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print(f"{map.position} 3 not can grow")
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if self.mouse_get is not None:
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self.creat_plant(
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PeaShooter(
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|
|
|
|
self.mouse_store[0][1],
|
|
|
|
|
self.mouse_store[0][0],
|
|
|
|
|
self.mouse_store[1],
|
|
|
|
|
),
|
|
|
|
|
self.mouse_store[1],
|
|
|
|
|
)
|
|
|
|
|
print("mouse_store out", self.mouse_store)
|
|
|
|
|
|
|
|
|
|
self.mouse_store = None
|
|
|
|
|
self.mouse_get = None
|
|
|
|
|
|
|
|
|
|
else:
|
|
|
|
|
print("2 Empty mouse_store")
|
|
|
|
|
else:
|
|
|
|
|
print(f"{map.position} 3 can grow")
|
|
|
|
|
|
|
|
|
|
if self.mouse_pressed:
|
|
|
|
|
if self.mouse_get is not None:
|
|
|
|
|
self.mouse_get.rect = pygame.mouse.get_pos()
|
|
|
|
|
self.draw_object(self.mouse_get)
|
|
|
|
|
# self.window.blit(self.mouse_get.image, self.mouse_get.rect)
|
|
|
|
|
else:
|
|
|
|
|
print("3 Empty mouse_get")
|
|
|
|
|
# except IndexError:
|
|
|
|
|
# print("Empty Index!")
|
|
|
|
|
|
|
|
|
|
# 初始化坐标点
|
|
|
|
|
def init_plant_points(self):
|
|
|
|
|
for y in range(1, 7):
|
|
|
|
|
points = []
|
|
|
|
|
for x in range(10):
|
|
|
|
|
point = (x, y)
|
|
|
|
|
points.append(point)
|
|
|
|
|
MainGame.map_points_list.append(points)
|
|
|
|
|
print("MainGame.map_points_list", MainGame.map_points_list)
|
|
|
|
|
|
|
|
|
|
points = []
|
|
|
|
|
for x in range(4, 10):
|
|
|
|
|
point = (x, 0)
|
|
|
|
|
points.append(point)
|
|
|
|
|
MainGame.map_points_list.append(points)
|
|
|
|
|
print("MainGame.map_points_list", MainGame.map_points_list)
|
|
|
|
|
|
|
|
|
|
# 初始化地图
|
|
|
|
|
def init_map(self):
|
|
|
|
|
for points in MainGame.map_points_list:
|
|
|
|
|
temp_map_list = list()
|
|
|
|
|
for point in points:
|
|
|
|
|
# map = None
|
|
|
|
|
if (point[0] + point[1]) % 2 == 0:
|
|
|
|
|
map = Map(point[0] * 80, point[1] * 80, 0)
|
|
|
|
|
else:
|
|
|
|
|
map = Map(point[0] * 80, point[1] * 80, 1)
|
|
|
|
|
# 将地图块加入到窗口中
|
|
|
|
|
temp_map_list.append(map)
|
|
|
|
|
print("temp_map_list", temp_map_list)
|
|
|
|
|
MainGame.map_list.append(temp_map_list)
|
|
|
|
|
print("MainGame.map_list", MainGame.map_list)
|
|
|
|
|
|
|
|
|
|
# 新增初始化僵尸的方法
|
|
|
|
|
def init_zombies(self):
|
|
|
|
|
# 不同的
|
|
|
|
|
first_numbers = random.sample(range(1, 7), random.randint(1, 5))
|
|
|
|
|
|
|
|
|
|
# 生成0或1的随机数,列表推导式
|
|
|
|
|
second_numbers = [random.choice([0, 1]) for _ in range(len(first_numbers))]
|
|
|
|
|
|
|
|
|
|
# 组合成元组
|
|
|
|
|
random_tuples = list(zip(first_numbers, second_numbers))
|
|
|
|
|
|
|
|
|
|
for i in random_tuples:
|
|
|
|
|
if i[1] == 1:
|
|
|
|
|
sunshine = Sunshine(800, i[0] * 80)
|
|
|
|
|
MainGame.zombie_list.append(sunshine)
|
|
|
|
|
else:
|
|
|
|
|
zombie = Zombie(800, i[0] * 80)
|
|
|
|
|
MainGame.zombie_list.append(zombie)
|
|
|
|
|
|
|
|
|
|
# 将地图加载到窗口中
|
|
|
|
|
def load_map(self):
|
|
|
|
|
for temp_map_list in MainGame.map_list:
|
|
|
|
|
for map in temp_map_list:
|
|
|
|
|
# map.load_map()
|
|
|
|
|
|
|
|
|
|
self.window.blit(map.image, map.position)
|
|
|
|
|
|
|
|
|
|
# 更新加载植物或移除植物
|
|
|
|
|
def load_plants(self):
|
|
|
|
|
for plant in MainGame.plants_list + MainGame.plants_pool_list:
|
|
|
|
|
|
|
|
|
|
if plant.live:
|
|
|
|
|
self.draw_object(plant)
|
|
|
|
|
# self.window.blit(plant.image, plant.rect)
|
|
|
|
|
|
|
|
|
|
else:
|
|
|
|
|
MainGame.plants_list.remove(plant)
|
|
|
|
|
|
|
|
|
|
# 植物处理
|
|
|
|
|
def plants_event(self):
|
|
|
|
|
for plant in MainGame.plants_list:
|
|
|
|
|
self.draw_object(plant)
|
|
|
|
|
# self.window.blit(plant.image, plant.rect)
|
|
|
|
|
|
|
|
|
|
# 如果活着
|
|
|
|
|
if plant.should_fire:
|
|
|
|
|
if plant.should_count_fire == True:
|
|
|
|
|
self.peabullet_count += plant.shoot_number
|
|
|
|
|
print("plus", self.peabullet_count)
|
|
|
|
|
plant.should_count_fire = False
|
|
|
|
|
self.plant_shoot(plant)
|
|
|
|
|
|
|
|
|
|
# 植物射击逻辑
|
|
|
|
|
def plant_shoot(self, plant):
|
|
|
|
|
plant.shot_count += 1
|
|
|
|
|
# 计数器到25发射一次
|
|
|
|
|
if plant.shot_count >= 25 and plant.shoot_number_count >= 1:
|
|
|
|
|
# 基于当前豌豆射手的位置,创建子弹
|
|
|
|
|
print(plant.shoot_number_count)
|
|
|
|
|
plant.shoot_number_count -= 1
|
|
|
|
|
peabullet = PeaBullet(plant, plant.bullet_damage)
|
|
|
|
|
# 将子弹存储到子弹列表中
|
|
|
|
|
MainGame.peabullet_list.append(peabullet)
|
|
|
|
|
plant.shot_count = 0
|
|
|
|
|
|
|
|
|
|
# 加载所有子弹的方法
|
|
|
|
|
def load_peabullets(self):
|
|
|
|
|
for bullet in MainGame.peabullet_list:
|
|
|
|
|
if bullet.live:
|
|
|
|
|
self.draw_object(bullet)
|
|
|
|
|
# self.window.blit(bullet.image, bullet.rect)
|
|
|
|
|
bullet.move_bullet()
|
|
|
|
|
# 调用子弹是否打中僵尸的方法
|
|
|
|
|
|
|
|
|
|
for enemy in MainGame.zombie_list:
|
|
|
|
|
if pygame.sprite.collide_rect(bullet, enemy):
|
|
|
|
|
# 打中僵尸之后,修改子弹的状态,
|
|
|
|
|
bullet.live = False
|
|
|
|
|
# 僵尸掉血
|
|
|
|
|
enemy.damage -= bullet.damage
|
|
|
|
|
if enemy.damage <= 0:
|
|
|
|
|
enemy.live = False
|
|
|
|
|
if isinstance(enemy, Sunshine):
|
|
|
|
|
self.plants_pool[enemy.money - 1] += 1
|
|
|
|
|
else:
|
|
|
|
|
MainGame.peabullet_list.remove(bullet)
|
|
|
|
|
self.peabullet_count -= 1
|
|
|
|
|
|
|
|
|
|
# 将所有僵尸加载到地图中
|
|
|
|
|
def zombies_event(self):
|
|
|
|
|
for enemy in MainGame.zombie_list:
|
|
|
|
|
if enemy.live:
|
|
|
|
|
self.zombie_move(enemy)
|
|
|
|
|
else:
|
|
|
|
|
MainGame.zombie_list.remove(enemy)
|
|
|
|
|
|
|
|
|
|
# 僵尸移动逻辑
|
|
|
|
|
def zombie_move(self, zombie):
|
|
|
|
|
self.draw_object(zombie)
|
|
|
|
|
# self.window.blit(zombie.image, zombie.rect)
|
|
|
|
|
|
|
|
|
|
if zombie.live and not zombie.stop:
|
|
|
|
|
zombie.distance_count -= zombie.speed
|
|
|
|
|
zombie.rect.x -= zombie.speed
|
|
|
|
|
if zombie.rect.x < -80:
|
|
|
|
|
# 调用游戏结束方法
|
|
|
|
|
MainGame().gameOver()
|
|
|
|
|
if zombie.distance_count <= 0:
|
|
|
|
|
zombie.stop = True
|
|
|
|
|
|
|
|
|
|
# 程序结束方法
|
|
|
|
|
def gameOver(self):
|
|
|
|
|
self.window.blit(self.draw_text("游戏结束", 50, (255, 0, 0)), (300, 200))
|
|
|
|
|
print("游戏结束")
|
|
|
|
|
pygame.time.wait(400)
|
|
|
|
|
global GAMEOVER
|
|
|
|
|
GAMEOVER = True
|