Commit c9a45194 by BellCodeEditor

auto save

parent 080ee70a
Showing with 91 additions and 74 deletions
import pygame import pygame
from pygame import locals from pygame import locals
import random import random
pygame.init() # 初始化 pygame.init() # 初始化
# 创建一个窗口 #
screen = pygame.display.set_mode((1000, 600)) class Block(pygame.sprite.Sprite):
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) def __init__(self,image1,image2,image3):
pygame.display.set_caption("悟空酷跑") super().__init__()
# 载入图片 self.image=random.choice([image1,image2,image3])
background = pygame.image.load('bg.png') # 背景 self.rect=self.image.get_rect()
road = pygame.image.load('road.png') # 路 self.rect.x=1000
stone = pygame.image.load('stone.png') # 石头 self.rect.y=500-self.rect.height
cacti = pygame.image.load('cacti.png') # 仙人掌 # 创建一个窗口
bush = pygame.image.load('bush.png') # 灌木丛 screen = pygame.display.set_mode((1000, 600))
hero = [pygame.image.load('hero1.png'), FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
pygame.image.load('hero2.png'), pygame.display.set_caption("悟空酷跑")
pygame.image.load('hero3.png'), # 载入图片
pygame.image.load('hero4.png'), background = pygame.image.load('bg.png') # 背景
pygame.image.load('hero5.png')] road = pygame.image.load('road.png') # 路
index = 0 stone = pygame.image.load('stone.png') # 石头
y = 400 cacti = pygame.image.load('cacti.png') # 仙人掌
jumpState = "runing" bush = pygame.image.load('bush.png') # 灌木丛
t = 30 hero = [pygame.image.load('hero1.png'),
obstacle = random.choice([bush, stone, cacti]) pygame.image.load('hero2.png'),
rect = obstacle.get_rect() pygame.image.load('hero3.png'),
rect.x = 1000 pygame.image.load('hero4.png'),
rect.y = 500 - rect.height pygame.image.load('hero5.png')]
index = 0
while True: y = 400
for event in pygame.event.get(): jumpState = "runing"
if event.type == locals.QUIT: t = 30
# 接收到退出事件后退出程序 obstacle = random.choice([bush, stone, cacti])
exit() rect = obstacle.get_rect()
if event.type == locals.KEYDOWN: rect.x = 1000
if jumpState == "runing": rect.y = 500 - rect.height
if event.key == locals.K_SPACE: road_x=0
jumpState = "up" bg_x=0
while True:
if jumpState == "up": # 起跳状态 for event in pygame.event.get():
if t > 0: if event.type == locals.QUIT:
y -= t # 接收到退出事件后退出程序
t -= 2 exit()
else: if event.type == locals.KEYDOWN:
jumpState = "down" if jumpState == "runing":
if jumpState == "down": # 降落状态 if event.key == locals.K_SPACE:
if t <= 30: jumpState = "up"
y += t
t += 2 if jumpState == "up": # 起跳状态
else: if t > 0:
jumpState = "runing" y -= t
t =30 t -= 2
else:
# 悟空造型 jumpState = "down"
wukong = hero[index] if jumpState == "down": # 降落状态
if jumpState == "runing": # 跑步状态下 if t <= 30:
index += 1 y += t
if index >= 5: t += 2
index = 0 else:
# 将背景图画上去 jumpState = "runing"
screen.blit(background, (0, 0)) # 远处背景 t =30
screen.blit(road, (0, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空 # 悟空造型
wukong = hero[index]
if rect.x <= 0-rect.width: # 障碍物消失 if jumpState == "runing": # 跑步状态下
# 创建障碍物对象 index += 1
obstacle = random.choice([bush,stone,cacti]) if index >= 5:
rect = obstacle.get_rect() index = 0
rect.x = 1000 # 将背景图画上去
rect.y = 500 - rect.height bg_x-=1
rect.x -= 8 if bg_x<=-1000:
screen.blit(obstacle, (rect.x, rect.y)) bg_x=0
# 刷新画面 screen.blit(background, (bg_x, 0)) # 远处背景
pygame.display.update() screen.blit(road, (0, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空
#道路
road_x-=8
if road_x<=-1000:
road_x=0
screen.blit(road,(road_x,500)) #道路
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
pygame.display.update()
FPS.tick(60) FPS.tick(60)
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