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Commit
f9e74de8
authored
Jan 21, 2022
by
BellCodeEditor
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my_game.py
my_game.py
View file @
f9e74de8
import
pygame
from
pygame
import
locals
import
random
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)
# 载入图片
pygame
.
display
.
set_caption
(
"悟空酷跑"
)
# 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'
),
pygame
.
image
.
load
(
'hero2.png'
),
pygame
.
image
.
load
(
'hero3.png'
),
pygame
.
image
.
load
(
'hero4.png'
),
pygame
.
image
.
load
(
'hero5.png'
)]
index
=
0
t
=
30
y
=
400
jumps
=
"running"
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'
)]
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
obstacle
=
Block
(
bush
,
stone
,
cacti
)
index
=
0
r
=
0
y
=
400
jumpState
=
"runing"
t
=
30
pygamemode
=
"ture"
#obstacle = random.choice([bush,cacti,stone])
b_list
=
pygame
.
sprite
.
Group
()
road_x
=
0
back_x
=
0
time
=
0
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
# 接收到退出事件后退出程序
exit
()
if
event
.
type
==
locals
.
KEYDOWN
:
if
event
.
key
==
locals
.
K_SPACE
:
if
jumps
==
"running"
:
jumps
=
"down"
if
jumps
==
"down"
:
if
t
>
0
:
y
-=
t
t
-=
2
else
:
jumps
=
"up"
if
jumps
==
"up"
:
if
t
<=
30
:
y
+=
t
t
+=
2
else
:
jumps
=
"running"
t
=
30
ws
=
hero
[
index
]
if
jumps
==
"running"
:
index
+=
1
else
:
index
=
0
if
index
>
4
:
index
=
0
# 将背景图画上去
screen
.
blit
(
background
,
(
0
,
0
))
screen
.
blit
(
road
,
(
0
,
500
))
screen
.
blit
(
ws
,
(
150
,
y
))
# 刷新画面
pygame
.
display
.
update
()
FPS
.
tick
(
60
)
\ No newline at end of file
if
event
.
type
==
locals
.
KEYDOWN
:
if
jumpState
==
"runing"
:
if
event
.
key
==
locals
.
K_SPACE
:
jumpState
=
"up"
if
pygamemode
==
"ture"
:
wukong
=
Player
(
hero
[
index
])
if
jumpState
==
"runing"
:
# 跑步状态下
index
+=
1
if
index
>=
5
:
index
=
0
if
jumpState
==
"up"
:
# 起跳状态
if
t
>
0
:
y
-=
t
wukong
.
rect
.
y
=
y
t
-=
2
else
:
jumpState
=
"down"
if
jumpState
==
"down"
:
# 降落状态
if
t
<=
30
:
y
+=
t
wukong
.
rect
.
y
=
y
t
+=
2
else
:
jumpState
=
"runing"
t
=
30
road_x
-=
8
back_x
-=
1
# 悟空造型
if
road_x
<=-
1000
:
road_x
=
0
if
back_x
<=-
1000
:
back_x
=
0
# 将背景图画上去
screen
.
blit
(
background
,
(
back_x
,
0
))
# 远处背景
screen
.
blit
(
road
,
(
road_x
,
500
))
# 路
screen
.
blit
(
wukong
.
image
,(
150
,
y
))
# 悟空
time
+=
1
if
time
>=
50
:
r
=
random
.
randint
(
0
,
100
)
if
r
>
40
:
obstacle
=
Block
(
bush
,
cacti
,
stone
)
b_list
.
add
(
obstacle
)
time
=
0
for
sprite
in
b_list
:
sprite
.
rect
.
x
-=
8
screen
.
blit
(
sprite
.
image
,
(
sprite
.
rect
.
x
,
sprite
.
rect
.
y
))
if
sprite
.
rect
.
x
<=
0
-
sprite
.
rect
.
width
:
sprite
.
kill
()
if
pygame
.
sprite
.
collide_rect
(
wukong
,
sprite
):
pygamemode
=
"Fales"
gameover
=
pygame
.
image
.
load
(
'gameover.png'
)
screen
.
blit
(
gameover
,(
400
,
500
))
#if obstacle.rect.x <= 0-obstacle.rect.width: # 障碍物消失
# 创建障碍物对象
#obstacle = A(bush,cacti,stone)
#obztacle.rect.x -= 8
#screen.blit(obstacle.image, (obstacle.rect.x,obstacle.rect.y))
# 刷新画面
pygame
.
display
.
update
()
FPS
.
tick
(
100
)
\ No newline at end of file
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