Commit 767e09bb by BellCodeEditor

auto save

parent b1626a64
Showing with 67 additions and 37 deletions
...@@ -10,6 +10,14 @@ class Block(pygame.sprite.Sprite): ...@@ -10,6 +10,14 @@ class Block(pygame.sprite.Sprite):
self.rect.x=1000 self.rect.x=1000
self.rect.y=500-self.rect.height self.rect.y=500-self.rect.height
pygame.init() # 初始化 pygame.init() # 初始化
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=480
# 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)
...@@ -32,11 +40,14 @@ jumpState = "runing" ...@@ -32,11 +40,14 @@ jumpState = "runing"
t = 30 t = 30
road_x = 0 road_x = 0
background_x = 0 background_x = 0
ob = Block(bush,stone,cacti) time = 0
block_list = pygame.sprite.Group()
# obstacle = Block(bush,stone,cacti)
# ob = random.choice([bush,stone,cacti]) # ob = random.choice([bush,stone,cacti])
# rect = ob.get_rect() # rect = ob.get_rect()
# rect.x = 1000 # rect.x = 1000
# rect.y = 500-rect.height # rect.y = 500-rect.height
gamestate = True
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == locals.QUIT: if event.type == locals.QUIT:
...@@ -46,41 +57,60 @@ while True: ...@@ -46,41 +57,60 @@ 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 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 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:
background_x -= 1 if jumpState == "up": # 起跳状态
if background_x <1000: if t > 0:
background_x = 0 y -= t
screen.blit(background,(background_x,0)) wukong.rect.y = y
road_x -= 8 t -= 2
if road_x <= -1000: else:
road_x=0 jumpState = "down"
screen.blit(road,(road_x,500)) if jumpState == "down": # 降落状态
screen.blit(wukong,(150,y)) if t <= 30:
if ob.rect.x <= 0-ob.rect.width: y += t
ob= Block(bush,stone,cacti) wukong.rect.y = y
ob.rect.x -=8 t += 2
screen.blit(ob.image,(ob.rect.x,ob.rect.y)) else:
# 刷新画面 jumpState = "runing"
pygame.display.update() t =30
FPS.tick(60)
\ No newline at end of file # 悟空造型
# 将背景图画上去
background_x -= 1
if background_x <1000:
background_x = 0
screen.blit(background,(background_x,0))
road_x -= 8
if road_x <= -1000:
road_x=0
screen.blit(road,(road_x,500))
screen.blit(wukong.image,(150,y))
# if obstacle.rect.x <= 0-obstacle.rect.width:
# obstacle= Block(bush,stone,cacti)
# obstacle.rect.x -=8
# screen.blit(obstacle.image,(obstacle.rect.x,obstacle.rect.y))
time += 1
if time >= 60:
s = random.randint(0,100)
if s > 40:
obstacle = Block(bush,stone,cacti)
block_list.add(obstacle)
time = 0
for sprite in block_list:
sprite.rect.x -= 8
screen.blit(sprite.image,(sprite.rect.x,sprite.rect.y))
if sprite.rect.x < 0-sprite.rect.width:
sprite.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
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or sign in to comment