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Commit
389975bb
authored
Feb 05, 2021
by
BellCodeEditor
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389975bb
import
pygame
from
pygame
import
locals
import
random
pygame
.
init
()
# 初始化
# 定义类
class
Block
(
pygame
.
sprite
.
Sprite
):
def
__init__
(
self
,
image1
,
image2
,
image3
):
super
()
.
__init__
()
#加载障碍物的图片
self
.
image
=
random
.
choice
([
image1
,
image2
,
image3
])
#根据障碍物的位图宽高设置矩形
self
.
rect
=
self
.
image
.
get_rect
()
#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__
()
#加载悟空精灵的图像
self
.
image
=
image
#
self
.
rect
=
self
.
image
.
get_rect
()
self
.
rect
.
x
=
150
self
.
rect
.
y
=
400
# 创建一个窗口
screen
=
pygame
.
display
.
set_mode
((
1000
,
600
))
FPS
=
pygame
.
time
.
Clock
()
# pygame时钟,控制游戏速度(帧数)
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'
)]
index
=
0
y
=
400
jumpState
=
"runing"
t
=
30
# 道路横坐标
road_x
=
0
# 远处背景横坐标
bg_x
=
0
#创建类后实例化对象
#obstacle=Block(bush,stone,cati)
#创建一个精灵组
block_list
=
pygame
.
sprite
.
Group
()
#rect = obstacle.get_rect()
#rect.x = 1000
#rect.y = 500 - rect.height
#设置出现时间
time
=
0
gamestate
=
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"
# 悟空造型,后面用类实现
#wukong=hero[index]
wukong
=
Player
(
hero
[
index
])
if
jumpState
==
"running"
:
index
+=
1
if
index
>=
5
:
index
=
0
#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
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,悟空身高为100,位于纵坐标400,所以路的纵坐标为500
screen
.
blit
(
wukong
.
image
,
(
150
,
y
))
# 悟空
#精灵组优化的方法
time
+=
1
if
time
>
60
:
time
=
0
num
=
random
.
randint
(
0
,
50
)
if
num
>
20
:
#创建精灵组之后再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
)
#遍历精灵组的渲染
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
()
#精灵与悟空的碰撞检测
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
# 刷新画面
pygame
.
display
.
update
()
FPS
.
tick
(
60
)
\ No newline at end of file
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