Commit 9f65fabc by BellCodeEditor

auto save

parent 022ec8df
Showing with 52 additions and 4 deletions
import pygame
from pygame import locals
import random # 导入random模块
pygame.init() # 初始化
# 创建一个窗口
screen = pygame.display.set_mode((1000, 600))
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
pygame.display.set_caption("悟空酷跑") #设置窗口标题
# 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')
hero = [pygame.image.load('hero1.png'), # 5张图片放入列表中
pygame.image.load('hero2.png'),
pygame.image.load('hero3.png'),
pygame.image.load('hero4.png'),
pygame.image.load('hero5.png')]
index = 0
jumpState = "runing" # 设置变量jumpState为runing
y = 400 # 变量y设为400
t = 30 # 变量t设为30
obstacle = random.choice([apple, stone, cacti]) # 障碍物随机数列表
rect = obstacle.get_rect() # 获取图片属性
rect.x = 1000 # 障碍物x坐标
rect.y = 500 - rect.height # 障碍物y坐标
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: # 判断键盘是否按下
if jumpState == "runing": # 判断动作是否为跑步
if event.key == locals.K_SPACE: # 空格键
jumpState = "up"
if jumpState == "up": # 起跳
if t > 0:
y -= t
t -= 2
else:
jumpState = "down"
if jumpState == "down": # 降落
if t <= 30:
y += t
t += 2
else:
jumpState = "runing"
t = 30
# 将五张悟空跑步造型展示到画面上
wukong = hero[index]
if jumpState == "runing": # 跑步状态下
index += 1
if index == 5:
index = 0
# 将背景图画上去
screen.blit(background, (0, 0))
screen.blit(road, (0, 500))
screen.blit(hero, (150, 400))
screen.blit(wukong, (150, y)) # 参2坐标改为y
if rect.x <= 0-rect.width: # 障碍物消失
# 创建障碍物对象
obstacle = random.choice([apple,stone,cacti])
rect = obstacle.get_rect()
rect.x = 1000
rect.y = 500 - rect.height
rect.x -= 8
screen.blit(obstacle, (rect.x, rect.y)) # 渲染出画面
# 刷新画面
pygame.display.update()
FPS.tick(60)
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FPS.tick(30)
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