Commit 201d1469 by BellCodeEditor

auto save

parent 6cb7d403
Showing with 93 additions and 45 deletions
......@@ -14,7 +14,17 @@ class Block(pygame.sprite.Sprite):
#绘制障碍物图标
self.rect.x = 1000
self.rect.y = 500 - self.rect.height
#悟空
class Player(pygame.sprite.Sprite):
def __init__(self,image):
#先继承父类的属性
super().__init__()
#加载悟空精灵图像
self.image = image
#image的get_rect的方法,之前音乐的图片旋转就用到过,返回四个值
self.rect = self.image.get_rect()
self.rect.x = 150
self.rect.y = 400
......@@ -40,15 +50,21 @@ t = 30
#道路的横坐标
road_x = 0
#远处背景的横坐标
bg_x = 0
#创建类之后,实例化对象
obstacle = Block(bush, stone, cacti)
#obstacle = Block(bush, stone, cacti)
#创建一个精灵组
block_list = pygame.sprite.Group()
# rect = obstacle.get_rect()
# rect.x = 1000
# rect.y = 500 - rect.height
#设置障碍物出现时间
time = 0
gamestate = True
while True:
for event in pygame.event.get():
if event.type == locals.QUIT:
......@@ -58,51 +74,83 @@ while True:
if jumpState == "runing":
if event.key == locals.K_SPACE:
jumpState = "up"
if jumpState == "up": # 起跳状态
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]
# 悟空造型,后面用类来实现
#wukong = hero[index]
wukong = Player(hero[index])
if jumpState == "runing": # 跑步状态下
index += 1
if index >= 5:
index = 0
# 将背景图画上去
#远处的背景变化的看上去很慢,所以速度小
bg_x -= 1
if bg_x <= -1000:
bg_x = 0
screen.blit(background, (bg_x, 0)) # 远处背景
#在渲染道路前先改变速度
road_x -= 8 #实现道路向左移动
if road_x <= -1000: #循环路的背景
road_x = 0
screen.blit(road, (road_x, 500)) # 路,注意为什么纵坐标为500,
#在悟空的脚下,悟空本身高100,总坐标为400,所以路应该在更靠下的500
screen.blit(wukong, (150, y)) # 悟空
#优化gameover,只有当状态为True时执行渲染代码
if gamestate == True:
if jumpState == "up": # 起跳状态
if t > 0:
y -= t
#优化碰撞侦测
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
#远处的背景变化的看上去很慢,所以速度小
bg_x -= 1
if bg_x <= -1000:
bg_x = 0
screen.blit(background, (bg_x, 0)) # 远处背景
#在渲染道路前先改变速度
road_x -= 8 #实现道路向左移动
if road_x <= -1000: #循环路的背景
road_x = 0
screen.blit(road, (road_x, 500)) # 路,注意为什么纵坐标为500,
#在悟空的脚下,悟空本身高100,总坐标为400,所以路应该在更靠下的500
screen.blit(wukong.image, (150, y)) # 悟空
#精灵组的优化方法
time+=1
if time > 60:
time = 0
num = random.randint(0,50)
if num > 20:
#创建精灵组之后~在重新使用实例化方法
obstacle = Block(bush, stone, cacti)
#将实例化的内容放入精灵组中
block_list.add(obstacle)
#遍历精灵组渲染
for sprite in block_list:
sprite.rect.x -= 8
screen.blit(sprite.image,(sprite.rect.x,sprite.rect.y))
# if obstacle.rect.x <= 0-obstacle.rect.width: # 障碍物消失
# # 创建障碍物对象
# obstacle = Block(bush, stone, cacti)
# # obstacle = random.choice([bush,stone,cacti])
# # rect = obstacle.get_rect()
# # rect.x = 1000
# # rect.y = 500 - rect.height
# obstacle.rect.x -= 8
#screen.blit(obstacle.image, (obstacle.rect.x,obstacle.rect.y))
#删除精灵
if sprite.rect.x <= 0-sprite.rect.width:
sprite.kill()
#精灵和悟空的碰撞检测:
if pygame.sprite.collide_rect(wukong,sprite):
gameover = pygame.image.load("gameover.png")
screen.blit(gameover,(400,200))
#碰撞之后停止程序,改变游戏状态
gamestate = False
if obstacle.rect.x <= 0-obstacle.rect.width: # 障碍物消失
# 创建障碍物对象
obstacle = Block(bush, stone, cacti)
# obstacle = random.choice([bush,stone,cacti])
# rect = obstacle.get_rect()
# rect.x = 1000
# rect.y = 500 - rect.height
obstacle.rect.x -= 8
screen.blit(obstacle.image, (obstacle.rect.x,obstacle.rect.y))
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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