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Commit
cd76f1c0
authored
Jan 03, 2021
by
BellCodeEditor
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my_game.py
my_game.py
View file @
cd76f1c0
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
# 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"
)
pygame
.
display
.
set_caption
(
"悟空酷跑"
)
# 载入图片
#创建一个障碍物的类,继承精灵类+++++++++++++++++++++++
background
=
pygame
.
image
.
load
(
'bg.png'
)
# 背景
class
Block
(
pygame
.
sprite
.
Sprite
):
road
=
pygame
.
image
.
load
(
'road.png'
)
# 路
def
__init__
(
self
,
image1
,
image2
,
image3
):
stone
=
pygame
.
image
.
load
(
'stone.png'
)
# 石头
super
()
.
__init__
()
cacti
=
pygame
.
image
.
load
(
'cacti.png'
)
# 仙人掌
self
.
image
=
random
.
choice
([
image1
,
image2
,
image3
])
#加载图片
bush
=
pygame
.
image
.
load
(
'bush.png'
)
# 灌木丛
self
.
rect
=
self
.
image
.
get_rect
()
#获取图片x、y、宽度和高度参数
hero
=
[
pygame
.
image
.
load
(
'hero1.png'
),
self
.
rect
.
x
=
1000
#移到窗口右边
pygame
.
image
.
load
(
'hero2.png'
),
self
.
rect
.
y
=
500
-
self
.
rect
.
height
pygame
.
image
.
load
(
'hero3.png'
),
#+++++++++++++++++
pygame
.
image
.
load
(
'hero4.png'
),
class
Player
(
pygame
.
sprite
.
Sprite
):
# 悟空
pygame
.
image
.
load
(
'hero5.png'
)]
def
__init__
(
self
,
image
):
index
=
0
super
()
.
__init__
()
y
=
400
# 加载悟空精灵图像
jumpState
=
"runing"
self
.
image
=
image
t
=
30
# image的get_rect()方法,可以返回pygame.Rect(0,0,图像宽,图像高)的对象
obstacle
=
random
.
choice
([
bush
,
stone
,
cacti
])
self
.
rect
=
self
.
image
.
get_rect
()
rect
=
obstacle
.
get_rect
()
self
.
rect
.
x
=
150
rect
.
x
=
1000
self
.
rect
.
y
=
400
rect
.
y
=
500
-
rect
.
height
# 载入图片++++++++++++++++++
background
=
pygame
.
image
.
load
(
'bg.png'
)
# 背景
while
True
:
road
=
pygame
.
image
.
load
(
'road.png'
)
# 路
for
event
in
pygame
.
event
.
get
():
stone
=
pygame
.
image
.
load
(
'stone.png'
)
# 石头
if
event
.
type
==
locals
.
QUIT
:
cacti
=
pygame
.
image
.
load
(
'cacti.png'
)
# 仙人掌
# 接收到退出事件后退出程序
bush
=
pygame
.
image
.
load
(
'bush.png'
)
# 灌木丛
exit
()
hero
=
[
pygame
.
image
.
load
(
'hero1.png'
),
if
event
.
type
==
locals
.
KEYDOWN
:
pygame
.
image
.
load
(
'hero2.png'
),
if
jumpState
==
"runing"
:
pygame
.
image
.
load
(
'hero3.png'
),
if
event
.
key
==
locals
.
K_SPACE
:
pygame
.
image
.
load
(
'hero4.png'
),
jumpState
=
"up"
pygame
.
image
.
load
(
'hero5.png'
)]
index
=
0
if
jumpState
==
"up"
:
# 起跳状态
y
=
400
if
t
>
0
:
jumpState
=
"runing"
y
-=
t
t
=
35
t
-=
2
#+++++++++++++++++++++++++++++++++++++++++++++
else
:
#zhangai = Block(bush, stone, cacti)
jumpState
=
"down"
#+++++++++++++++++++++++++++++++++++++++++++++
if
jumpState
==
"down"
:
# 降落状态
road_x
=
0
if
t
<=
30
:
bg_x
=
0
y
+=
t
#++++++++++++
t
+=
2
gamestate
=
True
else
:
block_list
=
pygame
.
sprite
.
Group
()
#精灵组
jumpState
=
"runing"
time
=
0
t
=
30
while
True
:
for
event
in
pygame
.
event
.
get
():
# 悟空造型
if
event
.
type
==
locals
.
QUIT
:
wukong
=
hero
[
index
]
# 接收到退出事件后退出程序
if
jumpState
==
"runing"
:
# 跑步状态下
exit
()
index
+=
1
if
event
.
type
==
locals
.
KEYDOWN
:
if
index
>=
5
:
if
jumpState
==
"runing"
:
index
=
0
if
event
.
key
==
locals
.
K_SPACE
:
# 将背景图画上去
jumpState
=
"up"
screen
.
blit
(
background
,
(
0
,
0
))
# 远处背景
screen
.
blit
(
road
,
(
0
,
500
))
# 路
# 悟空造型
screen
.
blit
(
wukong
,
(
150
,
y
))
# 悟空
wukong
=
Player
(
hero
[
index
])
if
jumpState
==
"runing"
:
# 跑步状态下
if
rect
.
x
<=
0
-
rect
.
width
:
# 障碍物消失
index
+=
1
# 创建障碍物对象
if
index
>=
5
:
obstacle
=
random
.
choice
([
bush
,
stone
,
cacti
])
index
=
0
rect
=
obstacle
.
get_rect
()
#游戏状态
rect
.
x
=
1000
if
gamestate
==
True
:
rect
.
y
=
500
-
rect
.
height
if
jumpState
==
"up"
:
# 起跳状态
rect
.
x
-=
8
if
t
>
0
:
screen
.
blit
(
obstacle
,
(
rect
.
x
,
rect
.
y
))
y
-=
t
# 刷新画面
wukong
.
rect
.
y
=
y
pygame
.
display
.
update
()
t
-=
2
FPS
.
tick
(
60
)
else
:
\ No newline at end of file
jumpState
=
"down"
if
jumpState
==
"down"
:
# 降落状态
if
t
<=
40
:
y
+=
t
wukong
.
rect
.
y
=
y
t
+=
2
else
:
jumpState
=
"runing"
t
=
40
# 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
#道路++++++++++++++++++++++++
road_x
-=
8
if
road_x
<-
1000
:
road_x
=
0
screen
.
blit
(
road
,
(
road_x
,
500
))
# 路
#++++++++++++++++++++++++++++++++++
screen
.
blit
(
wukong
.
image
,
(
150
,
y
))
# 悟空
#创建障碍物++++++++++++++++++++++++++
time
+=
1
if
time
>=
60
:
time
=
0
num
=
random
.
randint
(
0
,
50
)
if
num
>
20
:
zhangai
=
Block
(
bush
,
stone
,
cacti
)
block_list
.
add
(
zhangai
)
for
prop
in
block_list
:
#遍历并展示
prop
.
rect
.
x
-=
8
screen
.
blit
(
prop
.
image
,
(
prop
.
rect
.
x
,
prop
.
rect
.
y
))
if
prop
.
rect
.
x
<=
0
-
prop
.
rect
.
width
:
prop
.
kill
()
#精灵组碰撞
if
pygame
.
sprite
.
collide_rect
(
wukong
,
prop
)
==
True
:
gameover
=
pygame
.
image
.
load
(
'gameover.png'
)
screen
.
blit
(
gameover
,(
400
,
200
))
gamestate
=
False
# 刷新画面
pygame
.
display
.
update
()
FPS
.
tick
(
60
)
\ No newline at end of file
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