Commit 19be544e by BellCodeEditor

auto save

parent 2742489a
Showing with 70 additions and 40 deletions
import pygame import pygame
from pygame import locals from pygame import locals
import random import random
pygame.init() # 初始化
class Block(pygame.sprite.Sprite): class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3): def __init__(self,image1,image2,image3):
...@@ -9,7 +10,16 @@ class Block(pygame.sprite.Sprite): ...@@ -9,7 +10,16 @@ class Block(pygame.sprite.Sprite):
self.rect=self.image.get_rect() self.rect=self.image.get_rect()
self.rect.x=1000 self.rect.x=1000
self.rect.y=500-self.rect.height self.rect.y=500-self.rect.height
pygame.init() # 初始化
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
# 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))
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
...@@ -30,8 +40,11 @@ shan_x=0 ...@@ -30,8 +40,11 @@ shan_x=0
index = 0 index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 35
aa=Block(bush,cacti,stone) time=0
gamestate=True
block_list=pygame.sprite.Group()
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
...@@ -42,45 +55,62 @@ while True: ...@@ -42,45 +55,62 @@ 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
shan_x -=2 if gamestate == True:
if shan_x <-1000: if jumpState == "up": # 起跳状态
shan_x=0 if t > 0:
screen.blit(background, (shan_x, 0)) # 远处背景 y -= t
lu_x -=8 wukong.rect.y=y
if lu_x <-1000: t -= 2
lu_x=0 else:
screen.blit(road, (lu_x, 500)) # 路 jumpState = "down"
screen.blit(wukong, (150, y)) # 悟空 if jumpState == "down": # 降落状态
if t <=35:
if aa.rect.x <= 0-aa.rect.width: # 障碍物消失 y += t
# 创建障碍物对象 wukong.rect.y=y
aa=Block(bush,cacti,stone) t += 2
aa.rect.x -= 8 else:
jumpState = "runing"
t =35
# 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.image, (150, y)) # 悟空
# if aa.rect.x <= 0-aa.rect.width: # 障碍物消失
screen.blit(aa.image, (aa.rect.x, aa.rect.y)) # # 创建障碍物对象
# aa=Block(bush,cacti,stone)
# aa.rect.x -= 8
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):#检测精灵碰撞
gameover=pygame.image.load('gameover.png')
screen.blit(gameover,(400,200))
gamestate=False
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
FPS.tick(60) FPS.tick(60)
\ No newline at end of file \ No newline at end of file
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