Commit 00eb11b9 by BellCodeEditor

auto save

parent 080ee70a
Showing with 73 additions and 36 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__()
# 加载障碍物的图片
self.image = random.choice([image1, image2, image3])
# 根据障碍物位图的宽高设置矩形
self.rect = self.image.get_rect()
# 障碍物绘制坐标
self.rect.x = 1000
self.rect.y = 500 - self.rect.height
class Player(pygame.sprite.Sprite): # 悟空
def __init__(self, image):
super().__init__()
# 加载悟空精灵图像
self.image = image
# image的get_rect()方法,可以返回pygame.Rect(0,0,图像宽,图像高)的对象
self.rect = self.image.get_rect()
self.rect.x = 150
self.rect.y = 400
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))
...@@ -22,11 +40,16 @@ index = 0 ...@@ -22,11 +40,16 @@ index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
time = 0
gamestate = True
obstacle = random.choice([bush, stone, cacti]) obstacle = random.choice([bush, stone, cacti])
rect = obstacle.get_rect() rect = obstacle.get_rect()
rect.x = 1000 rect.x = 1000
rect.y = 500 - rect.height rect.y = 500 - rect.height
road_x = 0
background_x = 0
obstacle = Block(bush,cacti,stone)
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:
...@@ -36,40 +59,54 @@ while True: ...@@ -36,40 +59,54 @@ while True:
if jumpState == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
# 悟空造型
if jumpState == "up": # 起跳状态 wukong = Player(hero[index])
if t > 0:
y -= t
t -= 2
else:
jumpState = "down"
if jumpState == "down": # 降落状态
if t <= 30:
y += t
t += 2
else:
jumpState = "runing"
t =30
# 悟空造型
wukong = hero[index]
if jumpState == "runing": # 跑步状态下 if jumpState == "runing": # 跑步状态下
index += 1 index += 1
if index >= 5: if index >= 5:
index = 0 index = 0
# 将背景图画上去 if gamestate == True:
screen.blit(background, (0, 0)) # 远处背景 if jumpState == "up": # 起跳状态
screen.blit(road, (0, 500)) # 路 if t > 0:
screen.blit(wukong, (150, y)) # 悟空 y -= t
wukong.rect.y = y
if rect.x <= 0-rect.width: # 障碍物消失 t -= 2
# 创建障碍物对象 else:
obstacle = random.choice([bush,stone,cacti]) jumpState = "down"
rect = obstacle.get_rect() if jumpState == "down": # 降落状态
rect.x = 1000 if t <= 30:
rect.y = 500 - rect.height y += t
rect.x -= 8 wukong.rect.y = y
screen.blit(obstacle, (rect.x, rect.y)) t += 2
# 刷新画面 else:
pygame.display.update() jumpState = "runing"
FPS.tick(60) t =30
\ No newline at end of file # 将背景图画上去
background_x -= 1
if background_x <=-1000:
background_x = 0
screen.blit(background, (background_x, 0)) # 远处背景
road_x -= 8
if road_x <= -1000:
road_x = 0
screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong.image, (150, y)) # 悟空
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(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): # 精灵碰撞检测
gameover = pygame.image.load('gameover.png') # 游戏结束
screen.blit(gameover, (400, 200))
gamestate = False
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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