Commit 2aabee71 by BellCodeEditor

auto save

parent 2742489a
Showing with 70 additions and 40 deletions
...@@ -9,6 +9,15 @@ class Block(pygame.sprite.Sprite): ...@@ -9,6 +9,15 @@ 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
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
pygame.init() # 初始化 pygame.init() # 初始化
# 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))
...@@ -32,6 +41,9 @@ y = 400 ...@@ -32,6 +41,9 @@ y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
aa=Block(bush,cacti,stone) aa=Block(bush,cacti,stone)
block_list = pygame.sprite.Group() #创建精灵组
time = 0
zt = True
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
...@@ -43,44 +55,62 @@ while True: ...@@ -43,44 +55,62 @@ while True:
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
if jumpState == "up": # 起跳状态 wukong = Player(hero[index])
if t > 0: if zt:
y -= t if jumpState == "up": # 起跳状态
t -= 2 if t > 0:
else: y -= t
jumpState = "down" wukong.rect.y = y
if jumpState == "down": # 降落状态 t -= 2
if t <= 30: else:
y += t jumpState = "down"
t += 2 if jumpState == "down": # 降落状态
else: if t <= 30:
jumpState = "runing" y += t
t =30 wukong.rect.y = y
t += 2
# 悟空造型 else:
wukong = hero[index] jumpState = "runing"
if jumpState == "runing": # 跑步状态下 t =30
index += 1
if index >= 5: # 悟空造型
index = 0
# 将背景图画上去 if jumpState == "runing": # 跑步状态下
shan_x -=2 index += 1
if shan_x <-1000: if index >= 5:
shan_x=0 index = 0
screen.blit(background, (shan_x, 0)) # 远处背景 # 将背景图画上去
lu_x -=8 shan_x -=2
if lu_x <-1000: if shan_x <-1000:
lu_x=0 shan_x=0
screen.blit(road, (lu_x, 500)) # 路 screen.blit(background, (shan_x, 0)) # 远处背景
screen.blit(wukong, (150, y)) # 悟空 lu_x -=8
if lu_x <-1000:
lu_x=0
screen.blit(road, (lu_x, 500)) # 路
screen.blit(wukong.image, (150, wukong.rect.y)) # 悟空
if aa.rect.x <= 0-aa.rect.width: # 障碍物消失 time = time + 1
# 创建障碍物对象 if time >= 60:
aa=Block(bush,cacti,stone) time = 0
aa.rect.x -= 8 s = random.randint(0,50)
if s > 20:
aa=Block(bush,cacti,stone)
block_list.add(aa)
for sprite in block_list:
screen.blit(aa.image, (aa.rect.x, aa.rect.y)) sprite.rect.x -= 8
# 刷新画面 screen.blit(sprite.image, sprite.rect)
pygame.display.update() if sprite.rect.x <= 0-sprite.rect.width: # 障碍物消失
FPS.tick(60) # 删除障碍物对象
\ No newline at end of file sprite.kill()
if pygame.sprite.collide_rect(sprite, wukong):
gameover = pygame.image.load("gameover.png")
screen.blit(gameover, (400,200))
zt = False
screen.blit(aa.image, aa.rect)
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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