Commit 37389ee5 by BellCodeEditor

save project

parent c4a42564
Showing with 30 additions and 19 deletions
...@@ -12,45 +12,56 @@ road = pygame.image.load('road.png') # 路 ...@@ -12,45 +12,56 @@ road = pygame.image.load('road.png') # 路
stone = pygame.image.load('stone.png') # 石头 stone = pygame.image.load('stone.png') # 石头
cacti = pygame.image.load('cacti.png') # 仙人掌 cacti = pygame.image.load('cacti.png') # 仙人掌
apple = pygame.image.load('bush.png') # 灌木丛 apple = pygame.image.load('bush.png') # 灌木丛
hero = [pygame.image.load('hero1.png') hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero2.png') pygame.image.load('hero2.png'),
pygame.image.load('hero3.png') pygame.image.load('hero3.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
jumpState = "runing" jumpState = "runing"
y = 400 y = 400
t=30 t=30
stone_x = 1000
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.type == locals.KEYDOWN:
if event.key == locals.K_SPACE: if jumpState == "runing":
jumpState = "up" if event.key ==locals.K_SPACE:
if jumpState == "up" jumpState = "up"
if y > 150:
y -=5
if jumpState == "up" :
if t > 0:
y -=t
t-=2
else: else:
jumpState = "down" jumpState = "down"
if jumpState == "down" if jumpState == "down" :
if y < 400: if t<=30:
y +=5 y+=t
t +=2
else: else:
jumpState = "runing" jumpState = "runing"
t=30
wukong = hero[index] wukong = hero[index]
index += 1 if jumpState == "runing":
if index == 5: index += 1
index = 0 if index == 5:
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))
screen.blit(road, (0, 500)) screen.blit(road, (0, 500))
screen.blit(hero, (150, 400)) screen.blit(wukong, (150, y))
stone_x -=5
screen.bilt(stone,(stone_x,400))
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
FPS.tick(60) #FPS.tick(60)
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