Commit 95762b41 by BellCodeEditor

auto save

parent 01c47190
Showing with 39 additions and 15 deletions
...@@ -19,24 +19,34 @@ hero = [pygame.image.load('hero1.png'), ...@@ -19,24 +19,34 @@ hero = [pygame.image.load('hero1.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')]
gameover = pygame.image.load('gameover.png')
class Block(pygame.sprite.Sprite): class Block(pygame.sprite.Sprite): #创建block类,默认方法中的参数是渲染的图片
def __init__(self,image1,image2,image3): def __init__(self,image1,image2,image3):
super().__init__() super().__init__()
self.image = random.choice([image1,image2,image3]) self.image = random.choice([image1,image2,image3])
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
class player(pygame.sprite.Sprite):
def __init__(self,image):
super().__init__()
self.image = hero[image]
self.rect = self.image.get_rect()
self.rect.x = 150
self.rect.y = 400
block_list = pygame.sprite.Group() #创建一个精灵组
index = 0 index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
obstacle = Block(bush, stone, cacti) obstacle = Block(bush, stone, cacti)
obstacle2 = Block(bush, stone, cacti)
obstacle2.rect.x = 500
road_x = 0 road_x = 0
bg_x = 0 bg_x = 0
time = 0
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:
...@@ -46,23 +56,26 @@ while True: ...@@ -46,23 +56,26 @@ while True:
if jumpState == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
if gamestate == True:
wukong = player(index)
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 if jumpState == "runing": # 跑步状态下
index += 1 index += 1
if index >= 5: if index >= 5:
...@@ -76,17 +89,28 @@ while True: ...@@ -76,17 +89,28 @@ while True:
if road_x < -1000: if road_x < -1000:
road_x = 0 road_x = 0
screen.blit(road, (road_x, 500)) # 路 screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空 screen.blit(wukong.image, (150, y)) # 悟空
if obstacle.rect.x <= 0- obstacle.rect.width: # 障碍物消失 time += 1
# 创建障碍物对象 if time >= 60:
obstacle = Block(bush,stone,cacti) time = 0
num = random.randint(0,50)
if num >= 25 :
block_list.add(Block(bush,stone,cacti))
for obstacle in block_list:
obstacle.rect.x -= 8 obstacle.rect.x -= 8
if obstacle2.rect.x <= 0- obstacle2.rect.width:
obstacle2 = Block(bush,stone,cacti)
obstacle2.rect.x -= 8
screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y)) screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y))
screen.blit(obstacle2.image, (obstacle2.rect.x, obstacle.rect.y)) if obstacle.rect.x <= 0 - obstacle.rect.width:
obstacle.kill()
if pygame.sprite.collide_rect(wukong,obstacle):
screen.blit(gameover,(500,150))
gamestate = False
#if obstacle.rect.x <= 0- obstacle.rect.width: # 障碍物消失
# 创建障碍物对象
#obstacle = Block(bush,stone,cacti)
# obstacle.rect.x -= 8
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
FPS.tick(30) FPS.tick(60)
\ No newline at end of file \ No newline at end of file
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