Commit 9de3ecf4 by BellCodeEditor

auto save

parent 080ee70a
Showing with 76 additions and 38 deletions
...@@ -3,6 +3,23 @@ from pygame import locals ...@@ -3,6 +3,23 @@ from pygame import locals
import random import random
pygame.init() # 初始化 pygame.init() # 初始化
class Block(pygame.sprite.Sprite): #障碍物
def __init__(self , image1 ,image2 ,image3):
super().__init__()
self.image = random.choice([image1,image2,image3])
self.rect = self.image.get_rect()
self.rect.x = 1000
self.rect.y = 500 - self.rect.height
class Player(pygame.sprite.Sprite): #悟空
def __init__(self , image1,y):
super().__init__()
self.image = image1
self.rect = self.image.get_rect()
self.rect.x = 150
self.rect.y = y
# 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)
...@@ -18,16 +35,21 @@ hero = [pygame.image.load('hero1.png'), ...@@ -18,16 +35,21 @@ 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')]
#创建障碍物对象
obstacle = Block(stone,cacti,bush)
#创建精灵组
block_list = pygame.sprite.Group()
index = 0 index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
obstacle = random.choice([bush, stone, cacti]) road_x = 0
rect = obstacle.get_rect() bg_x = 0
rect.x = 1000 time = 0
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:
# 接收到退出事件后退出程序 # 接收到退出事件后退出程序
...@@ -36,40 +58,55 @@ while True: ...@@ -36,40 +58,55 @@ 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:
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 = Player(hero[index],y)
if jumpState == "runing": # 跑步状态下
index += 1
if index >= 5:
index = 0
# 将背景图画上去
bg_x -= 1
if bg_x <= -1000:
bg_x = 0
screen.blit(background, (bg_x, 0)) # 远处背景
road_x -= 8
if road_x <= -1000:
road_x = 0
screen.blit(road, (road_x, 500)) # 路
if jumpState == "up": # 起跳状态 screen.blit(wukong.image, (wukong.rect.x, wukong.rect.y)) # 悟空
if t > 0:
y -= t time += 1
t -= 2 if time >= 60:
else: time = 0
jumpState = "down" num = random.randint(1,50)
if jumpState == "down": # 降落状态 if num >= 20:
if t <= 30: obstacle = Block(stone,cacti,bush)
y += t block_list.add(obstacle)
t += 2 for sprite in block_list:
else: sprite.rect.x -= 8
jumpState = "runing" screen.blit(sprite.image,(sprite.rect.x , sprite.rect.y))
t =30 if sprite.rect.x < 0- sprite.rect.width:
sprite.kill()
# 悟空造型 if pygame.sprite.collide_rect(wukong,sprite):
wukong = hero[index] gameover = pygame.image.load('gameover.png')
if jumpState == "runing": # 跑步状态下 screen.blit(gameover,(500,300))
index += 1 gamestate = False
if index >= 5:
index = 0
# 将背景图画上去
screen.blit(background, (0, 0)) # 远处背景
screen.blit(road, (0, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空
if rect.x <= 0-rect.width: # 障碍物消失
# 创建障碍物对象
obstacle = random.choice([bush,stone,cacti])
rect = obstacle.get_rect()
rect.x = 1000
rect.y = 500 - rect.height
rect.x -= 8
screen.blit(obstacle, (rect.x, rect.y))
# 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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