Commit 58b5ad85 by BellCodeEditor

save project

parent 1c1d767e
Showing with 74 additions and 41 deletions
...@@ -9,6 +9,14 @@ class Block(pygame.sprite.Sprite): ...@@ -9,6 +9,14 @@ 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))
...@@ -25,14 +33,16 @@ hero = [pygame.image.load('hero1.png'), ...@@ -25,14 +33,16 @@ hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero3.png'), pygame.image.load('hero3.png'),
pygame.image.load('hero4.png'), pygame.image.load('hero4.png'),
pygame.image.load('hero5.png')] pygame.image.load('hero5.png')]
gameover = pygame.image.load('gameover.png')
index = 0 index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
obstacle = Block(bush,cacti,stone) block_list = pygame.sprite.Group()
road_x = 0 road_x = 0
bg_x = 0 bg_x = 0
time = 0
gamestate = True
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
...@@ -40,48 +50,71 @@ while True: ...@@ -40,48 +50,71 @@ while True:
# 接收到退出事件后退出程序 # 接收到退出事件后退出程序
exit() exit()
if event.type == locals.KEYDOWN: if event.type == locals.KEYDOWN:
if gamestate == False:
for sprite in block_list:
sprite.kill()
gamestate = True
if jumpState == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
if gamestate == True:
wukong = Player(hero[index])
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
if jumpState == "up": # 起跳状态
if t > 0: # 悟空造型
y -= t
t -= 2 if jumpState == "runing": # 跑步状态下
else: index += 1
jumpState = "down" if index >= 5:
if jumpState == "down": # 降落状态 index = 0
if t <= 30: wukong.rect.y = y
y += t # 将背景图画上去
t += 2 screen.blit(background, (bg_x, 0)) # 远处背景
else: screen.blit(road, (road_x, 500)) # 路
jumpState = "runing" screen.blit(wukong.image, (150, y)) # 悟空
t =30 time += 1
if time == 60:
# 悟空造型 time = 0
wukong = hero[index] num = random.randint(0,50)
if jumpState == "runing": # 跑步状态下 if num>20:
index += 1 obstacle = Block(bush,cacti,stone)
if index >= 5: block_list.add(obstacle)
index = 0
# 将背景图画上去
screen.blit(background, (bg_x, 0)) # 远处背景
screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空
if obstacle.rect.x <= 0-obstacle.rect.width: # 障碍物消失
# 创建障碍物对象 for sprite in block_list:
obstacle = Block(bush,cacti,stone) sprite.rect.x -= 8
obstacle.rect.x -= 8 screen.blit( sprite.image,( sprite.rect.x, sprite.rect.y))
screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y)) if sprite.rect.x <= 0-sprite.rect.width:
sprite.kill()
if pygame.sprite.collide_rect(wukong,sprite):
screen.blit(gameover,(400,200))
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,cacti,stone)
# obstacle.rect.x -= 8
# screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y))
road_x-= 8 road_x-= 8
if road_x <= -1000: if road_x <= -1000:
road_x = 0 road_x = 0
bg_x-= 2 bg_x-= 2
if bg_x <= -1000: if bg_x <= -1000:
bg_x = 0 bg_x = 0
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
FPS.tick(60) FPS.tick(60)
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