Commit e00dab3f by BellCodeEditor

save project

parent 313d8bf0
Showing with 64 additions and 48 deletions
...@@ -3,7 +3,7 @@ from pygame import locals ...@@ -3,7 +3,7 @@ from pygame import locals
import random import random
pygame.init() # 初始化 pygame.init() # 初始化
game=True
class Block(pygame.sprite.Sprite): class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3): def __init__(self,image1,image2,image3):
super().__init__() super().__init__()
...@@ -15,6 +15,16 @@ class Block(pygame.sprite.Sprite): ...@@ -15,6 +15,16 @@ class Block(pygame.sprite.Sprite):
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__(self,image):
super().__init__()
# 加载障碍物的图片
self.image = image
# 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 =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)
...@@ -39,7 +49,7 @@ bg_x = 0 ...@@ -39,7 +49,7 @@ bg_x = 0
road_x = 0 road_x = 0
time = 0 time = 0
# obstacle = Block(bush,cacti,stone)
block_list =pygame.sprite.Group() block_list =pygame.sprite.Group()
while True: while True:
...@@ -51,53 +61,59 @@ while True: ...@@ -51,53 +61,59 @@ while True:
if jumpState == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
wukong = player(hero[index])
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
wukong = 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 game==True:
bg_x -= 1 if jumpState == "up": # 起跳状态
if bg_x<=-1000: if t > 0:
bg_x = 0 y -= t
screen.blit(background, (bg_x, 0)) wukong.rect.y=y
road_x -= 8 t -= 2
if road_x<=-1000: else:
road_x = 0 jumpState = "down"
screen.blit(road, (road_x, 500)) if jumpState == "down": # 降落状态
screen.blit(wukong, (150, y)) # 悟空 if t <= 30:
y+=t
wukong.rect.y=y
t += 2
else:
jumpState = "runing"
t =30
# 悟空造型
# 将背景图画上去
bg_x -= 1
if bg_x<=-1000:
bg_x = 0
screen.blit(background, (bg_x, 0))
road_x -= 8
if road_x<=-1000:
road_x = 0
screen.blit(road, (road_x, 500))
screen.blit(wukong.image, (150, y)) # 悟空
# 创建障碍物对象
time += 1 time += 1
if time >= 60: if time >= 60:
r = random.randint(0, 100) r = random.randint(0, 100)
if r > 40: if r > 40:
obstacle = Block(bush,cacti,stone) obstacle = Block(bush,cacti,stone)
block_list.add(obstacle) block_list.add(obstacle)
time = 0 time = 0
# 遍历障碍物并展示 # 遍历障碍物并展示
for prop in block_list: for sprite in block_list:
prop.rect.x -= 8 sprite.rect.x -= 8
screen.blit(prop.image, (prop.rect.x, prop.rect.y)) screen.blit(sprite.image, (sprite.rect.x,sprite.rect.y))
if prop.rect.x<=0-prop.rect.width: if sprite.rect.x<=0-sprite.rect.width:
prop.kill() sprite.kill()
# print(len(block_list)) if pygame.sprite.collide_rect(wukong,sprite):
# 刷新画面 gameover=pygame.image.load("gameover.png")
pygame.display.update() screen.blit(gameover,(400,200))
FPS.tick(60) game=False
\ No newline at end of file # print(len(block_list))
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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