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Commit
cf880de6
authored
Sep 17, 2023
by
BellCodeEditor
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2742489a
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142 additions
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24 deletions
1.py
my_game.py
1.py
0 → 100644
View file @
cf880de6
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
my_game.py
View file @
cf880de6
...
@@ -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
=
"ru
ning"
state
=
"run
ning"
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
==
"ru
ning"
:
if
state
==
"run
ning"
:
if
event
.
key
==
locals
.
K_SPACE
:
if
event
.
key
==
locals
.
K_SPACE
:
jumpS
tate
=
"up"
s
tate
=
"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
==
"ru
ning"
:
# 跑步状态下
if
state
==
"run
ning"
:
# 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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