Commit cf880de6 by BellCodeEditor

auto save

parent 2742489a
Showing with 142 additions and 24 deletions
import pygame
from pygame import locals
import random
class Block(pygame.sprite.Sprite):
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
pygame.init() # 初始化
# 创建一个窗口
screen = pygame.display.set_mode((1000, 600))
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
pygame.display.set_caption("悟空酷跑")
# 载入图片
background = pygame.image.load('bg.png') # 背景
road = pygame.image.load('road.png') # 路
stone = pygame.image.load('stone.png') # 石头
cacti = pygame.image.load('cacti.png') # 仙人掌
bush = pygame.image.load('bush.png') # 灌木丛
hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero2.png'),
pygame.image.load('hero3.png'),
pygame.image.load('hero4.png'),
pygame.image.load('hero5.png')]
lu_x=0
shan_x=0
index = 0
y = 400
state = "running"
t = 30
aa=Block(bush,cacti,stone)
while True:
for event in pygame.event.get():
if event.type == locals.QUIT:
# 接收到退出事件后退出程序
exit()
if event.type == locals.KEYDOWN:
if state=="running":
if event.key==locals.K_SPACE:
state = "up"
if state == "up":
if t>0:
y-=t
t-=1.5
else:
state="down"
if state == "down":
if t<=30:
y+=t
t+=1.5
else:
state="running"
t=30
if state=="running":
wukong=hero[index%5]
# 悟空造型
wukong = hero[index]
if state == "running": # 跑步状态下
index += 1
if index >= 5:
index = 0
# 将背景图画上去
shan_x -=2
if shan_x <-1000:
shan_x=0
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, (150, y)) # 悟空
if aa.rect.x <= 0-aa.rect.width: # 障碍物消失
# 创建障碍物对象
aa=Block(bush,cacti,stone)
aa.rect.x -= 8
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
...@@ -9,6 +9,16 @@ class Block(pygame.sprite.Sprite): ...@@ -9,6 +9,16 @@ 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__(salf,image):
super().__init__()
self.image=image
self.rect=self.image.get_rect()
self.rect.x=150
self.rect.y=400
blocklist=pygame.sprite.Group()
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))
...@@ -29,9 +39,11 @@ lu_x=0 ...@@ -29,9 +39,11 @@ lu_x=0
shan_x=0 shan_x=0
index = 0 index = 0
y = 400 y = 400
jumpState = "runing" state = "running"
t = 30 t = 30
aa=Block(bush,cacti,stone) speed=0
score=0
time=0
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
...@@ -39,27 +51,29 @@ while True: ...@@ -39,27 +51,29 @@ while True:
# 接收到退出事件后退出程序 # 接收到退出事件后退出程序
exit() exit()
if event.type == locals.KEYDOWN: if event.type == locals.KEYDOWN:
if jumpState == "runing": if state=="running":
if event.key == locals.K_SPACE: if event.key==locals.K_SPACE:
jumpState = "up" state = "up"
speed=8+score//3
if jumpState == "up": # 起跳状态 if state == "up":
if t > 0: if t>0:
y -= t y-=t
t -= 2 t-=2
else: else:
jumpState = "down" state="down"
if jumpState == "down": # 降落状态 if state == "down":
if t <= 30: if t<=30:
y += t y+=t
t += 2 t+=2
else: else:
jumpState = "runing" state="running"
t =30 t=30
if state=="running":
wukong=hero[index%5]
# 悟空造型 # 悟空造型
wukong = hero[index] wukong = hero[index]
if jumpState == "runing": # 跑步状态下 if state == "running": # 跑步状态下
index += 1 index += 1
if index >= 5: if index >= 5:
index = 0 index = 0
...@@ -68,19 +82,34 @@ while True: ...@@ -68,19 +82,34 @@ while True:
if shan_x <-1000: if shan_x <-1000:
shan_x=0 shan_x=0
screen.blit(background, (shan_x, 0)) # 远处背景 screen.blit(background, (shan_x, 0)) # 远处背景
lu_x -=8 lu_x -=speed
if lu_x <-1000: if lu_x <-1000:
lu_x=0 lu_x=0
screen.blit(road, (lu_x, 500)) # 路 screen.blit(road, (lu_x, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空 screen.blit(wukong, (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)
blocklist.add(aa)
for sprite in blocklist:
sprite.rect.x-=speed
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():
screen.blit(aa.image, (aa.rect.x, aa.rect.y))
# if aa.rect.x <= 0-aa.rect.width: # 障碍物消失
# # 创建障碍物对象
# aa=Block(bush,cacti,stone)
# aa.rect.x -= speed
screen.blit(aa.image, (aa.rect.x, aa.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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