Commit 76ded39c by BellCodeEditor

save project

parent 9f2e22c4
Showing with 64 additions and 50 deletions
import pygame import pygame
from pygame import locals from pygame import locals
import random import random
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
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")
# 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
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
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'),
index = 0 pygame.image.load('hero2.png'),
pygame.display.set_caption("悟空跑酷") pygame.image.load('hero3.png'),
y=400 pygame.image.load('hero4.png'),
w="run" pygame.image.load('hero5.png')]
t=30 lu_x=0
roadx=0 shan_x=0
bgx=0 index = 0
obstacle=random.choice([stone,bush,cacti]) y = 400
rect=obstacle.get_rect() jumpState = "runing"
t = 30
aa=Block(bush,cacti,stone)
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 w =="run": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
w="up" jumpState = "up"
if w=='up':
if t>0:
y-=t
t-=2
if jumpState == "up": # 起跳状态
if t > 0:
y -= t
t -= 2
else: else:
w="down" jumpState = "down"
if jumpState == "down": # 降落状态
if w=="down": if t <= 30:
if t<=30: y += t
y+=t t += 2
t+=2
else: else:
w="run" jumpState = "runing"
t=30 t =30
wukong=hero[index]
if w=="run": # 悟空造型
index=index+1 wukong = hero[index]
if index>=5: if jumpState == "runing": # 跑步状态下
index=0 index += 1
y=400 if index >= 5:
if rect.x<=0-rect.width: index = 0
obstacle=random.choice([stone,bush,cacti]) # 将背景图画上去
rect=obstacle.get_rect() shan_x -=2
rect.x=1000 if shan_x <-1000:
rect.y=500-rect.height shan_x=0
rect.x-=8 screen.blit(background, (shan_x, 0)) # 远处背景
screen.blit(background,(bgx,0)) lu_x -=8
bgx-=2 if lu_x <-1000:
if bgx<-2000: lu_x=0
bgx=0 screen.blit(road, (lu_x, 500)) # 路
screen.blit(road, (roadx, 500)) screen.blit(wukong, (150, y)) # 悟空
roadx-=8
if roadx<-1000: if aa.rect.x <= 0-aa.rect.width: # 障碍物消失
roadx=0 # 创建障碍物对z象
screen.blit(wukong, (150, y)) aa=Block(bush,cacti,stone)
screen.blit(obstacle, (rect.x, rect.y)) # aa.rect=aa.image.get_aa.rect()
aa.rect.x=1000
aa.rect.y=500-aa.rect.height
aa.rect.x -= 8
screen.blit(aa.image, (aa.rect.x, aa.rect.y))
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
FPS.tick(30) FPS.tick(60)
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