Commit c40ea6d1 by BellCodeEditor

auto save

parent 83387a6a
Showing with 87 additions and 21 deletions
import pygame import pygame
from pygame import locals from pygame import locals
import random
pygame.init() # 鍒濆鍖? pygame.init() # 鍒濆鍖?
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
class player(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
# 鍒涘缓涓€涓獥鍙? # 鍒涘缓涓€涓獥鍙?
screen = pygame.display.set_mode((1000, 600)) screen = pygame.display.set_mode((1000, 600))
FPS = pygame.time.Clock() # pygame鏃堕挓锛屾帶鍒舵父鎴忛€熷害锛堝抚鏁帮級 FPS = pygame.time.Clock() # pygame鏃堕挓锛屾帶鍒舵父鎴忛€熷害锛堝抚鏁帮級
pygame.display.set_caption("悟空跑酷") pygame.display.set_caption("鎮熺┖閰疯窇")
# 杞藉叆鍥剧墖 # 杞藉叆鍥剧墖
background = pygame.image.load('bg.png') # 鑳屾櫙 background = pygame.image.load('bg.png') # 鑳屾櫙
road = pygame.image.load('road.png') # 璺? road = pygame.image.load('road.png') # 璺?
stone = pygame.image.load('stone.png') # 鐭冲ご stone = pygame.image.load('stone.png') # 鐭冲ご
cacti = pygame.image.load('cacti.png') # 浠欎汉鎺? cacti = pygame.image.load('cacti.png') # 浠欎汉鎺?
apple = pygame.image.load('bush.png') # 鐏屾湪涓? bush = pygame.image.load('bush.png') # 鐏屾湪涓?
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
y = 400
jumpState = "runing"
t = 30
road_x=0
bg_x=0
time=0
gamestate=True
obstacle = Block(bush,stone,cacti)
Block_list=pygame.sprite.Group()
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:
# 鎺ユ敹鍒伴€€鍑轰簨浠跺悗閫€鍑虹▼搴?
exit() exit()
if event.type == locals.KEYDOWN: if event.type == locals.KEYDOWN:
if event.key == locals.K_SPACE: if jumpState == "runing":
if event.key == locals.K_SPACE:
`` jumpState = "up"
wukong =player(hero[index])
wukong = hero[index] if jumpState == "runing": # 璺戞鐘舵€佷笅
index += 1 index += 1
if index == 5: if index >= 5:
index = 0 index = 0
if gamestate==True:
# 灏嗚儗鏅浘鐢讳笂鍘? if jumpState == "up": # 璧疯烦鐘舵€?
screen.blit(background, (0, 0)) if t > 0:
screen.blit(road, (0, 500)) y -= t
screen.blit(wukong, (150, 400)) wukong.rect.y=y
# 鍒锋柊鐢婚潰 t -= 2
pygame.display.update() else:
FPS.tick(60) jumpState = "down"
if jumpState == "down": # 闄嶈惤鐘舵€?
if t <= 30:
y += t
wukong.rect.y=y
t += 2
else:
jumpState = "runing"
t =30
# 鎮熺┖閫犲瀷
bg_x-=1
if bg_x<=-1000:
bg_x=0
# 灏嗚儗鏅浘鐢讳笂鍘?
screen.blit(background, (bg_x, 0))
road_x-=8
if road_x<=-1000:
road_x=0 # 杩滃鑳屾櫙
screen.blit(road, (road_x, 500)) # 璺?
screen.blit(wukong.image, (150, y)) # 鎮熺┖
time+=1
if time>=60:
time=0
num=random.randint(0,50)
if num>20:
obstacle = Block(bush,cacti,stone)
Block_list.add(obstacle)
for sprite in Block_list:
sprite.rect.x-=8
screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y))
if sprite.rect.x<=0-sprite.rect.width:
sprite.kill()
if pygame.sprite.collide_rect(wukong,sprite):
gameover=pygame.image.load('gameover.png')
screen.blit(gameover,(400,200))
gamestate=False
# 鍒锋柊鐢婚潰
pygame.display.update()
FPS.tick(30)
\ No newline at end of file
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