Commit 2638fed7 by BellCodeEditor

save project

parent 47c8901e
Showing with 98 additions and 85 deletions
...@@ -9,90 +9,104 @@ class Block(pygame.sprite.Sprite): ...@@ -9,90 +9,104 @@ 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
# 创建一个窗口 class Hero(pygame.sprite.Sprite):
screen = pygame.display.set_mode((1000, 600)) def __init__(self, image):
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) super.__init__()
pygame.display.set_caption("悟空酷跑") self.image = image
# 载入图片 self.rect=self.image.get_rect()
background = pygame.image.load('bg.png') # 背景 self.rect.x = 150
road = pygame.image.load('road.png') # 路 self.rect.y = 400
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
block_list = []
aa=Block(bush,cacti,stone)
block_list.append(aa)
time = 0
num = 0
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"
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]
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
time = time + 1
if time>=60:
time = 0
num = random.randint(0,50)
if num>20:
aa=Block(bush,cacti,stone)
block_list.append (aa)
for obstacle in block_list: pygame.init() # 初始化
obstacle.rect.x -= 8 # 创建一个窗口
screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y)) screen = pygame.display.set_mode((1000, 600))
if obstacle.rect.x <= 0 - obstacle.rect.width: FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
obstacle.kill() 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
block_list = []
aa=Block(bush,cacti,stone)
block_list.append(aa)
time = 0
num = 0
zt = True
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"
while zt:
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(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
time = time + 1
if time>=60:
time = 0
num = random.randint(0,50)
if num>20:
aa=Block(bush,cacti,stone)
block_list.append (aa)
for obstacle in block_list:
obstacle.rect.x -= 8
screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y))
if obstacle.rect.x <= 0 - obstacle.rect.width:
obstacle.kill()
if pygame.sprite.collide_rect(wukong, aa):
gameover = pygame.image.load("gameover.png")
screen.blit(gameover, (400,200))
zt = 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
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