Commit d52e6e96 by BellCodeEditor

auto save

parent 080ee70a
Showing with 95 additions and 36 deletions
...@@ -3,6 +3,26 @@ from pygame import locals ...@@ -3,6 +3,26 @@ from pygame import locals
import random import random
pygame.init() # 初始化 pygame.init() # 初始化
class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3):
super().__init__()
#加载障碍物图片
self.image=random.choice([image1,image2,image3])
#根据障碍物位图的宽高设置矩形
self.rect=self.image.get_rect()
#障碍物绘制坐标
self.rect.x=1000
self.rect.y=500-self.rect.height
class Player(pygame.sprite.Sprite):
def __init__(self,image):
super().__init__()
#加载悟空精灵图像
self.image=image
self.rect=self.image.get_rect()
self.rect.x=150
self.rect.y=400
# 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)
...@@ -22,10 +42,18 @@ index = 0 ...@@ -22,10 +42,18 @@ index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
obstacle = random.choice([bush, stone, cacti]) bg_x=0
rect = obstacle.get_rect() road_x=0
rect.x = 1000 time=0
rect.y = 500 - rect.height gamestate=True
#创建障碍物
#obstacle=Block(bush,cacti,stone)
block_list=pygame.sprite.Group()
# obstacle = random.choice([bush, stone, cacti])
# rect = obstacle.get_rect()
# rect.x = 1000
# rect.y = 500 - rect.height
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
...@@ -36,40 +64,71 @@ while True: ...@@ -36,40 +64,71 @@ while True:
if jumpState == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
if jumpState == "up": # 起跳状态
if t > 0:
y -= t
t -= 2
else:
jumpState = "down"
if jumpState == "down": # 降落状态
if t <= 30:
y += t
t += 2
else:
jumpState = "runing"
t =30
# 悟空造型 # 悟空造型
wukong = hero[index] wukong = Player(hero[index])
if jumpState == "runing": # 跑步状态下 if jumpState == "runing": # 跑步状态下
index += 1 index += 1
if index >= 5: if index >= 5:
index = 0 index = 0
# 将背景图画上去 if gamestate==True:
screen.blit(background, (0, 0)) # 远处背景 if jumpState == "up": # 起跳状态
screen.blit(road, (0, 500)) # 路 if t > 0:
screen.blit(wukong, (150, y)) # 悟空 y -= t
wukong.rect.y=y
t -= 2
else:
jumpState = "down"
if jumpState == "down": # 降落状态
if t <= 30:
y += t
wukong.rect.y=y
t += 2
else:
jumpState = "runing"
t =30
# 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
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
# 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
time+=1
if time>=60:
time=0
num=random.randint(0,50)
if num>20:
obstacle=Block(bush,cacti,stone)
block_list.add(obstacle)
# r=random.randint(0,100)
# if r>40:
# obstacle=Block(bush,cacti,stone)
# block_list.add(obstacle)
# time=0
#遍历障碍物并展示
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
if rect.x <= 0-rect.width: # 障碍物消失 # 刷新画面
# 创建障碍物对象 pygame.display.update()
obstacle = random.choice([bush,stone,cacti]) FPS.tick(60)
rect = obstacle.get_rect() \ No newline at end of file
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)
\ No newline at end of file
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