Commit c4ce2bd0 by BellCodeEditor

save project

parent 26b31748
Showing with 76 additions and 40 deletions
...@@ -9,6 +9,17 @@ class Block(pygame.sprite.Sprite): ...@@ -9,6 +9,17 @@ 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
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
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))
...@@ -27,11 +38,14 @@ hero = [pygame.image.load('hero1.png'), ...@@ -27,11 +38,14 @@ hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero5.png')] pygame.image.load('hero5.png')]
lu_x=0 lu_x=0
shan_x=0 shan_x=0
gamestate = True
time = 0
index = 0 index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
aa=Block(bush,cacti,stone) aa=Block(bush,cacti,stone)
block_list = pygame.sprite.Group()
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
...@@ -43,44 +57,66 @@ while True: ...@@ -43,44 +57,66 @@ while True:
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
if jumpState == "up": # 起跳状态 if gamestate == True:
if t > 0: wukong = Player(hero[index])
y -= t if jumpState == "up": # 起跳状态
t -= 2 if t > 0:
else: y -= t
jumpState = "down" wukong.rect.y = y
if jumpState == "down": # 降落状态 t -= 2
if t <= 30: else:
y += t jumpState = "down"
t += 2
else: if jumpState == "down": # 降落状态
jumpState = "runing" if t <= 30:
t =30 y += t
wukong.rect.y = y
# 悟空造型 t += 2
wukong = hero[index] else:
if jumpState == "runing": # 跑步状态下 jumpState = "runing"
index += 1 t =30
if index >= 5:
index = 0 # 悟空造型
# 将背景图画上去 wukong = Player(hero[index])
shan_x -=1 if jumpState == "runing": # 跑步状态下
if shan_x <-1000: index += 1
shan_x=0 if index >= 5:
screen.blit(background, (shan_x, 0)) # 远处背景 index = 0
lu_x -=8 # 将背景图画上去
if lu_x <-1000: shan_x -=1
lu_x=0 if shan_x <-1000:
screen.blit(road, (lu_x, 500)) # 路 shan_x=0
screen.blit(wukong, (150, y)) # 悟空 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 time += 1
# 创建障碍物对象 if time >=60 :
aa=Block(bush,cacti,stone) time = 0
aa.rect.x -= 8 num = random.randint(0,50)
if num > 20:
aa = Block(bush,cacti,stone)
block_list.add(aa)
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
# 障碍物消失
screen.blit(aa.image, (aa.rect.x, aa.rect.y)) # 创建障碍物对象
# 刷新画面 aa=Block(bush,cacti,stone)
pygame.display.update() aa.rect.x -= 8
FPS.tick(60)
\ No newline at end of file
screen.blit(aa.image, (aa.rect.x, aa.rect.y))
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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