Commit 7be0b666 by BellCodeEditor

save project

parent e7acfd1a
Showing with 70 additions and 52 deletions
...@@ -2,6 +2,8 @@ import pygame ...@@ -2,6 +2,8 @@ import pygame
from pygame import locals from pygame import locals
import random import random
pygame.init() # 初始化
class Block(pygame.sprite.Sprite): class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3): def __init__(self,image1,image2,image3):
super().__init__() super().__init__()
...@@ -9,8 +11,14 @@ class Block(pygame.sprite.Sprite): ...@@ -9,8 +11,14 @@ 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
pygame.init() # 初始化
# 创建一个窗口 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
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)
pygame.display.set_caption("悟空酷跑") pygame.display.set_caption("悟空酷跑")
...@@ -32,8 +40,10 @@ y = 400 ...@@ -32,8 +40,10 @@ y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
time = 0 time = 0
gamestate = True
#aa=Block(bush,cacti,stone) #aa=Block(bush,cacti,stone)
Block_list = pygame.sprite.Group()
block_list = pygame.sprite.Group()
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
...@@ -44,56 +54,64 @@ while True: ...@@ -44,56 +54,64 @@ while True:
if jumpState == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
# 悟空造型
if jumpState == "up": # 起跳状态 wukong = Player(hero[index])
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:
shan_x -=2 if jumpState == "up": # 起跳状态
if shan_x <-1000: if t > 0:
shan_x=0 y -= t
screen.blit(background, (shan_x, 0)) # 远处背景 wukong.rect.y = y
lu_x -=8 t -= 2
if lu_x <-1000: else:
lu_x=0 jumpState = "down"
screen.blit(road, (lu_x, 500)) # 路 if jumpState == "down": # 降落状态
screen.blit(wukong, (150, y)) # 悟空 if t <= 30:
y += t
wukong.rect.y = y
t += 2
else:
jumpState = "runing"
t =30
# 将背景图画上去
shan_x -=2
if shan_x <-1000:
shan_x=0
screen.blit(background, (shan_x, 0)) # 远处背景
lu_x -=8
if lu_x <-1000:
lu_x=0
screen.blit(road, (lu_x, 500)) # 路
screen.blit(wukong.image, (150, y)) # 悟空
#if aa.rect.x <= 0-aa.rect.width: # 障碍物消失 #if aa.rect.x <= 0-aa.rect.width: # 障碍物消失
# 创建障碍物对象 # 创建障碍物对象
# aa=Block(bush,cacti,stone) # aa=Block(bush,cacti,stone)
#aa.rect.x -= 8 #aa.rect.x -= 8
time += 1 time += 1
if time >= 60: if time >= 60:
cai = random.randint(0,50) time = 0
if cai >= 20: cai = random.randint(0,50)
aa = Block(bush,stone,cacti) if cai >= 20:
block_list.add(aa) aa = Block(bush,stone,cacti)
time = 0 block_list.add(aa)
for prop in block_list:
prop.rect.x -= 8 for sprite in block_list:
screen.blit(prop.image, (prop.rect.x, prop.rect.y)) sprite.rect.x -= 8
if prop.rect.x <= 0-prop.rect.width: screen.blit(sprite.image, (sprite.rect.x, sprite.rect.y))
prop.kill() if sprite.rect.x <= 0-sprite.rect.width:
sprite.kill()
# 刷新画面 if pygame.sprite.collide_rect(wukong,sprite):
pygame.display.update() gameover = pygame.image.load('gameover.png')
FPS.tick(60) screen.blit(gameover,(400,200))
\ No newline at end of file gamestate = False
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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