Commit 5fddf660 by BellCodeEditor

auto save

parent 4d36d640
Showing with 88 additions and 39 deletions
...@@ -15,6 +15,19 @@ cacti = pygame.image.load('cacti.png') # 仙人掌 ...@@ -15,6 +15,19 @@ cacti = pygame.image.load('cacti.png') # 仙人掌
bush = pygame.image.load('bush.png') # 灌木丛 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')] 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')]
if jumpstate=="run":
index += 1
if index == 5:
index = 0
screen.blit(wukong.image, (150,y))
if jumpstate=="up": #跳跃状态
if t>=0:
y-=t
wukong.rect.y = y
t-=2
screen.blit(wukong.image, (150,y))
else:
music=pygame.mixer.sound("")
class Block(pygame.sprite.Sprite): class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3): def __init__(self,image1,image2,image3):
super().__init__() super().__init__()
...@@ -22,15 +35,29 @@ class Block(pygame.sprite.Sprite): ...@@ -22,15 +35,29 @@ class Block(pygame.sprite.Sprite):
self.rect=self.image.get_rect() self.rect=self.image.get_rect()
self.rect.x=1000 self.rect.x=1000
self.rect.y=500-self.rect.height self.rect.y=500-self.rect.height
self.score=1
class Wukong(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
score=0
index = 0 index = 0
y = 400 y = 400
time=0
t=30 t=30
jumpstate="run" jumpstate="run"
obstacle=Block(stone,cacti,bush)
lu=road.get_rect() lu=road.get_rect()
lu.x=0 lu.x=0
bg_x=0 bg_x=0
gamestate= True
jingling_list=pygame.sprite.Group()
my_font=pygame.font.Font('STKAITI.TTF',18)
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:
...@@ -40,40 +67,62 @@ while True: ...@@ -40,40 +67,62 @@ while True:
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
if jumpstate=="run": if jumpstate=="run":
jumpstate="up" jumpstate="up"
# 将背景图画上去 if gamestate == True:
obstacle.rect.x-=8 # 将背景图画上去
lu.x-=8 bg_x-=1
bg_x-=1 screen.blit(background, (bg_x, 0))
screen.blit(background, (bg_x, 0)) if bg_x<-1000:
if bg_x<-1000: bg_x=0
bg_x=0
screen.blit(road, (lu.x, 500))
if lu.x<-1000: lu.x-=8
lu.x=0 screen.blit(road, (lu.x, 500))
screen.blit(obstacle.image,(obstacle.rect.x,obstacle.rect.y)) if lu.x<-1000:
#判断是否超出画面左边缘,重新创建障碍物 lu.x=0
if obstacle.rect.x<0-obstacle.rect.width:
obstacle=Block(stone,cacti,bush)
if jumpstate=="up": #跳跃状态
if t>=0:
y-=t #判断是否超出画面左边缘,重新创建障碍物
t-=2 wukong=Wukong(hero[index])
screen.blit(hero[index], (150, y)) jumestate="down"
else: if jumpstate=="down": #跳跃状态
jumestate="down" if t<=30:
if jumpstate=="down": #跳跃状态 y+=t
if t<=30: wukong.rect.y = y
y+=t t+=2
t+=2 screen.blit(wukong.image, (150,y))
screen.blit(hero[index], (150, y)) else:
else: jumestate="run"
jumestate="run" t=30
t=30
if jumpstate=="run":
index += 1 time+=1
if index == 5: if time>=60:
index = 0 time=0
screen.blit(hero[index], (150, y)) yun=random.randint(0,50)
# 刷新画面 if yun>25:
pygame.display.update() obstacle=Block(stone,bush,cacti)
FPS.tick(60) jingling_list.add(obstacle)
\ No newline at end of file
for sprite in jingling_list:
sprite.rect.x-=8
screen.blit(sprite.image, (sprite.rect.x, sprite.rect.y))
if pygame.sprite.collide_rect(wukong,sprite):
gamewu = pygame.image.load('gameover.png')
screen.blit(gamewu, (400,200))
gamestate = False
if sprite.rect.x<0-sprite.rect.width:
sprite.kill()
else:
if sprite.rect.x-sprite.rect.width<wukong.rect.x:
music.play()
score+=sprite.score
sprite.score=0
text=my_font.render("分数"+str(score),True,(255,255,255))
screen.blit(text,(900,0))
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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