Commit 1f1f8d54 by BellCodeEditor

auto save

parent 022ec8df
Showing with 114 additions and 6 deletions
import pygame
cacti=pygame.image.load("cacti.png")
rect=cacti.get_rect()
print(rect)
print(rect.x)
print(rect.y)
print(rect.width)
print(rect.height)
import tkinter
#创建窗口
root=tkinter.Tk()
root.geometry('300x350+500+300')
#创建画布
canvas1=tkinter.Canvas(root,width=240,height=300,bg="lightblue")
canvas2=tkinter.Canvas(canvas1,width=100,height=100,bg="green")
#布局
canvas1.place(x=30,y=20)
canvas2.place(x=0,y=0)
#保存画布
root.mainloop()
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import pygame
from pygame import locals
import random
pygame.init() # 初始化
# 创建一个窗口
screen = pygame.display.set_mode((1000, 600))
#创建标题
pygame.display.set_caption("悟空酷跑")
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
# 载入图片
background = pygame.image.load('bg.png') # 背景
road = pygame.image.load('road.png') # 路
stone = pygame.image.load('stone.png') # 石头
cacti = pygame.image.load('cacti.png') # 仙人掌
apple = pygame.image.load('bush.png') # 灌木丛
hero = pygame.image.load('hero1.png')
index = 0
bush = pygame.image.load('bush.png') # 灌木丛
hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero2.png'),
pygame.image.load('hero3.png'),
pygame.image.load('hero4.png'),
pygame.image.load('hero5.png')]
#障碍物精灵类
class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3):
super().__init__()
self.image=random.choice([image1,image2,image3])
self.rect=self.image.get_rect()
self.rect.x=1000
self.rect.y=500-self.rect.height
#悟空精灵类
class Player(pygame.sprite.Sprite):
def __init__(self,image):
super().__init__()
self.image=image
self.rect=self.image.get_rect()
self.rect.x=150
self.rect.y=400
index = 0
y=400
jumpState="runing"
#t代表y坐标变化的值
t=30
#创建精灵组
block_list=pygame.sprite.Group()
#道路的x坐标
road_x=0
#远方风景
bg_x=0
time=0
while True:
for event in pygame.event.get():
if event.type == locals.QUIT:
# 接收到退出事件后退出程序
exit()
if event.type == locals.KEYDOWN:
if jumpState=="runing":
if event.key==locals.K_SPACE:
jumpState="jump"
if jumpState == "jump":
if t>0:
y -= t
t -= 2
else:
jumpState="down"
if jumpState == "down":
if t<=30:
y += t
t += 2
else:
jumpState="runing"
t=30
#动作
if jumpState=="runing":
index += 1
if index >4:
index=0
wukong=Player(hero[index])
# 将背景图画上去
screen.blit(background, (0, 0))
screen.blit(road, (0, 500))
screen.blit(hero, (150, 400))
bg_x -= 2
if bg_x<-1000:
bg_x=0
screen.blit(background, (bg_x, 0))
#道路
road_x -= 8
if road_x<-1000:
road_x=0
screen.blit(road, (road_x, 500))
screen.blit(wukong.image, (150, y))
time += 1
if time>=60:#保证至少一秒才会产生障碍物
time = 0
num=random.randint(0,50)#1秒内可能产生
if num>20:
#障碍物移动
ob=Block(stone,cacti,bush)
block_list.add(ob)#将精灵添加到精灵组中
for sprite in block_list:
sprite.rect.x -= 8
screen.blit(sprite.image,(sprite.rect.x,sprite.rect.y))
if sprite.rect.x<0-sprite.rect.width:
sprite.kill()#删除该精灵
if pygame.sprite.collide_rect(wukong,sprite):
gameover=pygame.image.load("gameover.png")
screen.blit(gameover,(400,200))
# 刷新画面
pygame.display.update()
FPS.tick(60)
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