Commit 7fdd198f by BellCodeEditor

save project

parent 080ee70a
Showing with 140 additions and 51 deletions
import pygame import pygame
from pygame import locals from pygame import locals
import random
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))
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")
# 载入图片 # 载入图片
background = pygame.image.load('bg.png') # 背景 background = pygame.image.load('bg.png') # 背景
road = pygame.image.load('road.png') # 路 road = pygame.image.load('road.png') # 路
stone = pygame.image.load('stone.png') # 石头 stone = pygame.image.load('stone.png') # 石头
cacti = pygame.image.load('cacti.png') # 仙人掌 cacti = pygame.image.load('cacti.png') # 仙人掌
bush = pygame.image.load('bush.png') # 灌木丛 apple = pygame.image.load('bush.png') # 灌木丛
hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero2.png'),
pygame.image.load('hero3.png'),
pygame.image.load('hero4.png'),
pygame.image.load('hero5.png')]
index = 0
G=5
y=400
IM='running'
from pygame import locals
import random
from random import *
pygame.init() # 初始化
# 创建一个窗口
screen = pygame.display.set_mode((1000, 600))
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
# 载入图片
bg = pygame.image.load('bg.png')
go = pygame.image.load('gameover.png') # 背景
road = pygame.image.load('road.png') # 路
stone = pygame.image.load('stone.png') # 石头
cacti = pygame.image.load('cacti.png') # 仙人掌
apple = pygame.image.load('bush.png') # 灌木丛
hero = [pygame.image.load('hero1.png'), hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero2.png'), pygame.image.load('hero2.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')]
index = 0 index = 0
y = 400 G=40
jumpState = "runing" y=400
t = 30 IM='running'
obstacle = random.choice([bush, stone, cacti]) I_M=0
rect = obstacle.get_rect() rond_x=0
rect.x = 1000 bg_x=0
rect.y = 500 - rect.height ind=0
dw,s=150,0
time=0
PS=60
gametate=True
class Rsc(pygame.sprite.Sprite):
def __init__(self,im1,im2,im3):
super().__init__()
self.image=choice([im1,im2,im3])
self.rect=self.image.get_rect()
self.rect.x=1000
self.rect.y=500-self.rect.height
class heros(pygame.sprite.Sprite):
def __init__(self,hero):
super().__init__()
self.image=hero
self.rect=self.image.get_rect()
self.rect.x=150
self.rect.y=400
obg=Rsc(stone,cacti,apple)
wukong=heros(hero[index])
blist=pygame.sprite.Group()
while True: while True:
wukong=heros(hero[index])
print(G)
time+=1
if time>=60:
a=randint(1,60)
if a>=20:
obg=Rsc(stone,cacti,apple)
blist.add(obg)
time=0
if IM=='running':
ind+=1
if ind>=5:
index+=1
ind=0
if index==5:
index=0
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == locals.QUIT: if event.type == locals.QUIT:
# 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 jumpState == "runing": if event.key == locals.K_SPACE:
if event.key == locals.K_SPACE: if IM=='running':
jumpState = "up" I_M=0
if IM!='up'and IM!='down':
if jumpState == "up": # 起跳状态 IM='up'
if t > 0: I_M=1
y -= t if IM!='running' and I_M>=1:
t -= 2 if event.key == locals.K_w:
else: IM='dup'
jumpState = "down" I_M=0
if jumpState == "down": # 降落状态 G+=2
if t <= 30: if index<=4:
y += t index+=1
t += 2 if index==5:
else: index=1
jumpState = "runing" dws=150,y
t =30 if gametate==True:
if IM=='up':
# 悟空造型 y-=G
wukong = hero[index] wukong.rect.y=y
if jumpState == "runing": # 跑步状态下 G-=2
index += 1 if G<= -42:
if index >= 5: IM='running'
index = 0 G=40
# 将背景图画上去
screen.blit(background, (0, 0)) # 远处背景 # if IM=='down':
screen.blit(road, (0, 500)) # 路 # if G==0:
screen.blit(wukong, (150, y)) # 悟空 # y+=G
# G+=2
# elif G>=0:
# y+=G
# G+=2
# if IM=='dup':
# if G>=0:
# y-=G
# G-=0.15
# else:
# IM='down'
herorun=hero[index]
if rect.x <= 0-rect.width: # 障碍物消失 # 将背景图画上去
# 创建障碍物对象 bg_x-=1
obstacle = random.choice([bush,stone,cacti]) if bg_x<=-1000:
rect = obstacle.get_rect() bg_x=0
rect.x = 1000 screen.blit(bg, (bg_x, 0))
rect.y = 500 - rect.height rond_x-=8
rect.x -= 8 if rond_x<= -1000:
screen.blit(obstacle, (rect.x, rect.y)) rond_x=0
# 刷新画面 screen.blit(road, (rond_x, 500))
pygame.display.update() screen.blit(wukong.image, (150, y))
FPS.tick(60) # if obg.rect.x<0-obg.rect.height:
\ No newline at end of file # obg=Rsc(stone,cacti,apple)
for pop in blist:
pop.rect.x-=8
screen.blit(pop.image,(pop.rect.x,pop.rect.y))
if pygame.sprite.collide_rect(wukong,pop):
screen.blit(go,(400,200))
gametate=False
for event in pygame.event.get():
if event.type == locals.KEYDOWN:
if event.key==locals.K_r:
gametate=True
pygame.sprite.kill(pop)
# 刷新画面
pygame.display.update()
FPS.tick(PS)
\ No newline at end of file
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