Commit 243c73cb by BellCodeEditor

save project

parent 8291cfef
Showing with 129 additions and 6 deletions
import pygame,sys,random
from pygame.locals import *
#定义颜色变量 目标方块的颜色
redColor = pygame.Color(250,0,0)
#贪吃蛇的颜色
whiteColor = pygame.Color(255,255,255)
#背景颜色
blackColor = pygame.Color(0,0,0)
def gameOver():
pygame.quit()
sys.exit()
def main():
#初始化pygame
pygame.init()
#控制游戏速度
fpsColck = pygame.time.Clock()
#创建pygame显示层
playSurface = pygame.display.set_mode((640,480))
pygame.display.set_caption('贪吃蛇')
#初始化贪吃蛇的起始坐标
snakePosition = [100,100]
#初始化贪吃蛇的长度
snakeBody = [[100,100],[80,100],[60,100]]
#初始化目标方块的坐标
targetPosition = [300,300]
#初始化一个目标方块的标记 目的:用来判断是否吃掉这个目标方块
targerflag = 1
#初始化方向
direction = 'right'
#定义一个方向变量
changeDirection = direction
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_RIGHT:
changeDirection = 'right'
if event.key == K_LEFT:
changeDirection = 'left'
if event.key == K_UP:
changeDirection = 'up'
if event.key == K_DOWN:
changeDirection = 'down'
#对应键盘Esc键
if event.key == K_ESCAPE:
pygame.event.post(pygame.event.Event(QUIT))
#确定方向
if changeDirection == 'left' and not direction == 'right':
direction = changeDirection
if changeDirection == 'right' and not direction == 'left':
direction = changeDirection
if changeDirection == 'up' and not direction == 'down':
direction = changeDirection
if changeDirection == 'down' and not direction == 'up':
direction = changeDirection
#根据方向移动蛇头的坐标
if direction == 'right':
snakePosition[0] += 20
if direction == 'left':
snakePosition[0] -= 20
if direction == 'up':
snakePosition[1] -= 20
if direction == 'down':
snakePosition[1] += 20
#增加蛇的长度
snakeBody.insert(0,list(snakePosition))
#判断目标方块是否被吃掉
if snakePosition[0] == targetPosition[0] and snakePosition[1] == targetPosition[1]:
targerflag = 0
else:
snakeBody.pop()
if targerflag == 0:
x = random.randrange(1,32)
y = random.randrange(1,24)
targetPosition = [int(x*20),int(y*20)]
targerflag = 1
#绘制pygame的显示层
playSurface.fill(blackColor)
for position in snakeBody:
pygame.draw.rect(playSurface,whiteColor,Rect(position[0],position[1],20,20))
pygame.draw.rect(playSurface,redColor,Rect(targetPosition[0],targetPosition[1],20,20))
pygame.display.flip()
if snakePosition[0]> 620 or snakePosition[0] < 0:
gameOver()
elif snakePosition[1] > 460 or snakePosition[1] < 0:
gameOver()
fpsColck.tick(50)
if __name__ == '__main__':
main()
import pygame import pygame
from pygame import locals from pygame import locals
pygame.init() # 初始化 pygame.init() # 初始化
# 创建一个窗口 # 创建一个窗口
screen = pygame.display.set_mode((1000, 600)) screen = pygame.display.set_mode((1000, 600))
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
pygame.display.set_caption("悟空酷跑") pygame.display.set_caption("悟空酷跑")
# 载入图片 # 载入图片
background = pygame.image.load('bg.png') # 背景 background = pygame.image.load('bg.png') # 背景
road = pygame.image.load('road.png') # 路 road = pygame.image.load('road.png') # 路
...@@ -17,21 +19,35 @@ hero = [pygame.image.load('hero1.png'), ...@@ -17,21 +19,35 @@ hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero4.png'), pygame.image.load('hero4.png'),
pygame.image.load('hero5.png')] pygame.image.load('hero5.png')]
index=0 index=0
wukong = hero[0] y=400
jumpState = "runing"
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == locals.QUIT: if event.type == locals.QUIT:
# 接收到退出事件后退出程序 # 接收到退出事件后退出程序
exit() exit()
if event.type==locals.KEYDOWN:
if event.key==locals.K_SPACE:
jumpState="up"
if jumpState=="up":
if y>150:
y-=5
else:
jumpState="down"
if jumpState=="down":
if y<400:
y+=5
else:
jumpState="runing"
wukong = hero[index] wukong = hero[index]
index+=1 index += 1
if index==5: if index >= 5:
index=0 index=0
# 将背景图画上去 # 将背景图画上去
screen.blit(background, (0, 0)) screen.blit(background, (0, 0)) #背景
screen.blit(road, (0, 500)) screen.blit(road, (0, 500)) #路
screen.blit(wukong, (150, 400)) screen.blit(wukong, (150, y)) #悟空
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
FPS.tick(60) FPS.tick(60)
\ No newline at end of file
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