From 201d1469c4676c6c349af818c1ffd8b575f35236 Mon Sep 17 00:00:00 2001
From: BellCodeEditor <bellcode_dev@bell.ai>
Date: Sun, 24 Jan 2021 22:49:27 +0800
Subject: [PATCH] auto save

---
 my_game.py | 136 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++--------------------------------------------
 1 file changed, 92 insertions(+), 44 deletions(-)

diff --git a/my_game.py b/my_game.py
index 3b72415..beb72bb 100644
--- a/my_game.py
+++ b/my_game.py
@@ -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
--
libgit2 0.25.0