Commit 4aa56fd9 by BellCodeEditor

save project

parent 080ee70a
Showing with 48 additions and 41 deletions
......@@ -6,70 +6,78 @@ pygame.init() # 初始化
# 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")
pygame.display.set_caption("悟空快跑")
# 载入图片
background = pygame.image.load('bg.png') # 背景
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
apple = 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
obstacle = random.choice([bush, stone, cacti])
rect = obstacle.get_rect()
rect.x = 1000
rect.y = 500 - rect.height
index = 0 #指针来代表下标
y=400
t=30 #优化跳跃幅度
stone_x =1000
jumpState="running";
zaw=[stone,cacti,apple]
obstacle = random.choice([stone,cacti,apple])
rect= obstacle.get_rect() #获取图片的坐标和长宽属性
rect.x=1000
rect.y=500-rect.height
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 event.type ==locals.KEYDOWN:
if jumpState == "running":
if event.key==locals.K_SPACE:
jumpState="up"
if jumpState == "up": # 起跳
if t > 0:
y -= t
t -= 2
else:
jumpState = "down"
if jumpState == "down": # 降落状态
jumpState = "down"
if jumpState == "down": # 降落
if t <= 30:
y += t
t += 2
else:
jumpState = "runing"
t =30
jumpState = "running"
t = 30
wukong=hero[index]
if jumpState == "running":
index+=1
if index==5:
index=0
# 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
screen.blit(background, (0, 0)) # 远处背景
screen.blit(road, (0, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空
screen.blit(background, (0, 0))
screen.blit(road, (0, 500))
screen.blit(wukong, (150, y))
#一个障碍物消失后,在添加一个新的障碍物
if rect.x<=0-rect.width:
obstacle=random.choice(zaw)
rect=obstacle.get_rect()
rect.x=1000
rect.y=500-rect.width
rect.x-=8
screen.blit(obstacle,(rect.x,rect.y))
if rect.x <= 0-rect.width: # 障碍物消失
# 创建障碍物对象
obstacle = random.choice([bush,stone,cacti])
rect = obstacle.get_rect()
rect.x = 1000
rect.y = 500 - rect.height
rect.x -= 8
screen.blit(obstacle, (rect.x, rect.y))
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
FPS.tick(60)
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