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Commit
c40ea6d1
authored
Jun 03, 2023
by
BellCodeEditor
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my_game.py
my_game.py
View file @
c40ea6d1
import
pygame
from
pygame
import
locals
import
random
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?
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
pygame
.
display
.
set_caption
(
"
悟空跑酷
"
)
pygame
.
display
.
set_caption
(
"
鎮熺┖閰疯窇
"
)
# 杞藉叆鍥剧墖
background
=
pygame
.
image
.
load
(
'bg.png'
)
# 鑳屾櫙
road
=
pygame
.
image
.
load
(
'road.png'
)
# 璺?
stone
=
pygame
.
image
.
load
(
'stone.png'
)
# 鐭冲ご
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'
),
pygame
.
image
.
load
(
'hero2.png'
),
pygame
.
image
.
load
(
'hero3.png'
),
pygame
.
image
.
load
(
'hero4.png'
),
pygame
.
image
.
load
(
'hero5.png'
)]
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
:
for
event
in
pygame
.
event
.
get
():
if
event
.
type
==
locals
.
QUIT
:
# 鎺ユ敹鍒伴€€鍑轰簨浠跺悗閫€鍑虹▼搴?
exit
()
if
event
.
type
==
locals
.
KEYDOWN
:
if
jumpState
==
"runing"
:
if
event
.
key
==
locals
.
K_SPACE
:
``
wukong
=
hero
[
index
]
jumpState
=
"up"
wukong
=
player
(
hero
[
index
])
if
jumpState
==
"runing"
:
# 璺戞鐘舵€佷笅
index
+=
1
if
index
=
=
5
:
if
index
>
=
5
:
index
=
0
if
gamestate
==
True
:
if
jumpState
==
"up"
:
# 璧疯烦鐘舵€?
if
t
>
0
:
y
-=
t
wukong
.
rect
.
y
=
y
t
-=
2
else
:
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
,
(
0
,
0
))
screen
.
blit
(
road
,
(
0
,
500
))
screen
.
blit
(
wukong
,
(
150
,
400
))
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
(
60
)
FPS
.
tick
(
30
)
\ No newline at end of file
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