Commit 15d8e612 by BellCodeEditor

auto save

parent 2742489a
Showing with 156 additions and 79 deletions
import pygame import pygame
from pygame import locals from pygame import locals
import random import random
import json
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
pygame.init() # 初始化 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")
# 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
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')]
lu_x=0
shan_x=0
index = 0
y = 400
jumpState = "runing"
t = 30
aa=Block(bush,cacti,stone)
while True: class Block(pygame.sprite.Sprite): # 障碍物精灵类
for event in pygame.event.get(): def __init__(self, image1, image2, image3):
if event.type == locals.QUIT: super().__init__()
# 接收到退出事件后退出程序 # 加载障碍物的图片
exit() self.image = random.choice([image1, image2, image3])
if event.type == locals.KEYDOWN: # 根据障碍物位图的宽高设置矩形
if jumpState == "runing": self.rect = self.image.get_rect()
if event.key == locals.K_SPACE: # 障碍物绘制坐标
jumpState = "up" self.rect.x = 1000
self.rect.y = 500 - self.rect.height
self.score = 1 #定义每一个障碍物的分数都是1
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
# 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")
# 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
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')]
score_audio = pygame.mixer.Sound('score.wav') #得分的音乐
basic_font = pygame.font.Font('STKAITI.TTF', 18) # 字体
index = 0 #下标
y = 400
jumpState = "runing" #跳跃状态
t = 30
road_x = 0
bg_x = 0
time = 0
gamestate = True #游戏状态
score = 0 #分数初始化
old_score = score #旧的成绩
block_list = pygame.sprite.Group() # 创建精灵组
with open("score.txt","r",encoding='utf-8')as f:
content=f.read()
recort=json.loads(content)
one=record["第一名"]
two=record["第二名"]
three=recored["第三名"]
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:
if jumpState == "runing":
if event.key == locals.K_SPACE:
jumpState = "up"
speed=8+score//3
# 悟空造型
wukong = Player(hero[index])
if jumpState == "runing": # 跑步状态下
index += 1
if index >= 5:
index = 0
if gamestate == True:
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
# 将背景图画上去
bg_x -= 1
if bg_x <= -1000:
bg_x = 0
screen.blit(background, (bg_x, 0)) # 远景
road_x -= 8
if road_x <= -1000:
road_x = 0
screen.blit(road, (road_x, 500)) # 道路
screen.blit(wukong.image, (150, y)) # 悟空
time += 1
if time >= 60: # 创建障碍物精灵
time = 0
num = random.randint(0, 50)
if num > 20:
obstacle = Block(bush, cacti, stone)
block_list.add(obstacle)
for sprite in block_list: # 遍历、展示障碍物精灵
sprite.rect.x-=speed
screen.blit(sprite.image, (sprite.rect.x, sprite.rect.y))
if sprite.rect.x <= 0 - sprite.rect.width:#如果障碍物已经跑出去窗口外
sprite.kill()#把障碍物删除
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
if score>one:
record["第一名"]=score
record["第二名"]=one
record["第三名"]=two
elif:
score>two:
record["第二名"]=score
record["第三名"]=score
else
record["第三名"]=score
ecord=json.dumps(record,ensure_ascii=False)
with open("record.txt","w",encoding='utf-8')as f:
f.write(record)
else:
if (sprite.rect.x + sprite.rect.width) < wukong.rect.x:
score += sprite.score
sprite.score = 0
if score >old_score:
score_audio.play()
old_score=score
if jumpState == "up": # 起跳状态 # 分数
if t > 0: scoreSurf = basic_font.render("分数:"+str(score), True, (255, 255, 255))
y -= t screen.blit(scoreSurf, (880,20))
t -= 2 scoreSurf = basic_font.render("第一名:"+str(one), True, (255, 255, 255))
else: screen.blit(scoreSurf, (880,50))
jumpState = "down" scoreSurf = basic_font.render("第二名:"+str(two), True, (255, 255, 255))
if jumpState == "down": # 降落状态 screen.blit(scoreSurf, (880,80))
if t <= 30: scoreSurf = basic_font.render("第三名:"+str(three), True, (255, 255, 255))
y += t screen.blit(scoreSurf, (880,110))
t += 2 # 刷新画面
else: pygame.display.update()
jumpState = "runing" FPS.tick(60)
t =30
# 悟空造型
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
shan_x -=2
if shan_x <-1000:
shan_x=0
screen.blit(background, (shan_x, 0)) # 远处背景
lu_x -=8
if lu_x <-1000:
lu_x=0
screen.blit(road, (lu_x, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空
if aa.rect.x <= 0-aa.rect.width: # 障碍物消失
# 创建障碍物对象
aa=Block(bush,cacti,stone)
aa.rect.x -= 8
screen.blit(aa.image, (aa.rect.x, aa.rect.y))
# 刷新画面
pygame.display.update()
FPS.tick(60)
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