Commit 767e09bb by BellCodeEditor

auto save

parent b1626a64
Showing with 43 additions and 12 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:
...@@ -46,27 +57,30 @@ while True: ...@@ -46,27 +57,30 @@ 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 == "runing": # 跑步状态下
index += 1
if index >= 5:
index = 0
if gamestate == True:
if jumpState == "up": # 起跳状态 if jumpState == "up": # 起跳状态
if t > 0: if t > 0:
y -= t y -= t
wukong.rect.y = y
t -= 2 t -= 2
else: else:
jumpState = "down" jumpState = "down"
if jumpState == "down": # 降落状态 if jumpState == "down": # 降落状态
if t <= 30: if t <= 30:
y += t y += t
wukong.rect.y = y
t += 2 t += 2
else: else:
jumpState = "runing" jumpState = "runing"
t =30 t =30
# 悟空造型 # 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 # 将背景图画上去
background_x -= 1 background_x -= 1
if background_x <1000: if background_x <1000:
...@@ -76,11 +90,27 @@ while True: ...@@ -76,11 +90,27 @@ while True:
if road_x <= -1000: if road_x <= -1000:
road_x=0 road_x=0
screen.blit(road,(road_x,500)) screen.blit(road,(road_x,500))
screen.blit(wukong,(150,y)) screen.blit(wukong.image,(150,y))
if ob.rect.x <= 0-ob.rect.width: # if obstacle.rect.x <= 0-obstacle.rect.width:
ob= Block(bush,stone,cacti) # obstacle= Block(bush,stone,cacti)
ob.rect.x -=8 # obstacle.rect.x -=8
screen.blit(ob.image,(ob.rect.x,ob.rect.y)) # 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 # 刷新画面
pygame.display.update() pygame.display.update()
FPS.tick(60) FPS.tick(60)
\ No newline at end of file
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