Commit 6be12f7b by BellCodeEditor

auto save

parent 080ee70a
Showing with 78 additions and 39 deletions
...@@ -3,6 +3,23 @@ from pygame import locals ...@@ -3,6 +3,23 @@ from pygame import locals
import random import random
pygame.init() # 初始化 pygame.init() # 初始化
class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3):
super().__init__()
self.image = random.choice([image1,image2,image3])
#设置障碍物的宽高
self.rect = self.image.get_rect()
#绘制坐标
self.rect.x = 1000
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
# 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))
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
...@@ -22,10 +39,14 @@ index = 0 ...@@ -22,10 +39,14 @@ index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
obstacle = random.choice([bush, stone, cacti]) ####################################
rect = obstacle.get_rect() bg_x = 0 #初始化背景的x坐标
rect.x = 1000 road_x = 0 #初始化路的x坐标
rect.y = 500 - rect.height ####################################
time = 0
gamestate = True
#obstacle = Block(bush,cacti,stone)
blocklist=pygame.sprite.Group()
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
...@@ -36,40 +57,58 @@ while True: ...@@ -36,40 +57,58 @@ while True:
if jumpState == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
wukong = Player(hero[index])
if jumpState == "up": # 起跳状态 if jumpState =="runing":
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 index += 1
if index >= 5: if index >= 5:
index = 0 index = 0
# 将背景图画上去 if gamestate == True:
screen.blit(background, (0, 0)) # 远处背景 if jumpState == "up": # 起跳状态
screen.blit(road, (0, 500)) # 路 if t > 0:
screen.blit(wukong, (150, y)) # 悟空 y -= t
t -= 2
if rect.x <= 0-rect.width: # 障碍物消失 else:
# 创建障碍物对象 jumpState = "down"
obstacle = random.choice([bush,stone,cacti]) if jumpState == "down": # 降落状态
rect = obstacle.get_rect() if t <= 30:
rect.x = 1000 y += t
rect.y = 500 - rect.height t += 2
rect.x -= 8 else:
screen.blit(obstacle, (rect.x, rect.y)) jumpState = "runing"
# 刷新画面 t =30
pygame.display.update() ###############################
FPS.tick(60) bg_x -= 1 #坐标减少
\ No newline at end of file if bg_x <= -1000:
bg_x = 0
# 将背景图画上去
screen.blit(background, (bg_x, 0)) # 远处背景
road_x -= 8
if road_x <= -1000:
road_x = 0
screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong.image, (150, y)) # 悟空
##############################
# if obstacle.rect.x <= 0-obstacle.rect.width:
# obstacle = Block([bush,cacti,stone])
# obstacle.rect.x -= 8
##############################
time += 1
if time >= 60:
r = random.randint(0,100)
if r >40:
obstacle = Block(bush,cacti,stone)
blocklist.add(obstacle)
time = 0
#遍历障碍物并显示
for prop in blocklist:
prop.rect.x -= 8
screen.blit(prop.image,(prop.rect.x,prop.rect.y))
if prop.rect.x <= 0-prop.rect.width:
prop.kill()
if pygame.sprite.collide_rect(wukong,sprite):
gameover = pygame.image.load('gameover.png')
screen.blit(gameover,(400,200))
gamestate = False
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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