Commit e42ec3d2 by BellCodeEditor

auto save

parent 7e54ea2d
Showing with 62 additions and 149 deletions
...@@ -4,13 +4,7 @@ import random ...@@ -4,13 +4,7 @@ import random
pygame.init() # 初始化 pygame.init() # 初始化
import pygame class Block(pygame.sprite.Sprite): # 障碍物精灵类
from pygame import locals
import random
pygame.init() # 初始化
class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3): def __init__(self,image1,image2,image3):
super().__init__() super().__init__()
# 加载障碍物的图片 # 加载障碍物的图片
...@@ -21,6 +15,16 @@ class Block(pygame.sprite.Sprite): ...@@ -21,6 +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): # 悟空
def __init__(self, image):
super().__init__()
# 加载悟空精灵图像
self.image = image
# image的get_rect()方法,可以返回pygame.Rect(0,0,图像宽,图像高)的对象
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)
...@@ -40,13 +44,12 @@ index = 0 ...@@ -40,13 +44,12 @@ index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
bg_x = 0
road_x = 0 road_x = 0
bg_x = 0
time = 0 time = 0
gamestate = True
# obstacle = Block(bush,cacti,stone) block_list =pygame.sprite.Group() # 创建精灵组
block_list =pygame.sprite.Group()
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
...@@ -57,151 +60,61 @@ while True: ...@@ -57,151 +60,61 @@ 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
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, (150, y)) # 悟空
# 绘制障碍物 if gamestate == True:
# if obstacle.rect.x <= 0-obstacle.rect.width: if jumpState == "up": # 起跳状态
# obstacle = Block(bush,cacti,stone) if t > 0:
# obstacle.rect.x -= 8 y -= t
# obstacle.draw() wukong.rect.y = y
# +++++++++++++++++++++++++++++++++++++++ t -= 2
# 创建障碍物对象 else:
time += 1 jumpState = "down"
if time >= 60: if jumpState == "down": # 降落状态
r = random.randint(0, 100) if t <= 30:
if r > 40: y += t
obstacle = Block(bush,cacti,stone) wukong.rect.y = y
block_list.add(obstacle) t += 2
time = 0 else:
# 遍历障碍物并展示 jumpState = "runing"
for prop in block_list: t =30
prop.rect.x -= 8
screen.blit(prop.image, (prop.rect.x, prop.rect.y)) # 将背景图画上去
if prop.rect.x<=0-prop.rect.width: bg_x -= 1
prop.kill() if bg_x<=-1000:
# print(len(block_list)) bg_x = 0
# 刷新画面 screen.blit(background, (bg_x, 0)) # 远景
pygame.display.update()
FPS.tick(60)
# 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')]
index = 0
y = 400
jumpState = "runing"
t = 30
bg_x = 0 road_x -= 8
road_x = 0 if road_x<=-1000:
time = 0 road_x = 0
screen.blit(road, (road_x, 500)) # 道路
# obstacle = Block(bush,cacti,stone) screen.blit(wukong.image, (150, y)) # 悟空
block_list =pygame.sprite.Group()
while True: time += 1
for event in pygame.event.get(): if time >= 60: # 创建障碍物精灵
if event.type == locals.QUIT: time = 0
# 接收到退出事件后退出程序 num = random.randint(0,50)
exit() if num > 20:
if event.type == locals.KEYDOWN: obstacle = Block(bush,cacti,stone)
if jumpState == "runing": block_list.add(obstacle)
if event.key == locals.K_SPACE: for sprite in block_list: # 遍历、展示障碍物精灵
jumpState = "up" sprite.rect.x -= 8
screen.blit(sprite.image, (sprite.rect.x, sprite.rect.y))
if jumpState == "up": # 起跳状态 if sprite.rect.x <= 0-sprite.rect.width:
if t > 0: sprite.kill()
y -= t if pygame.sprite.collide_rect(wukong, sprite): # 精灵碰撞检测
t -= 2 gameover = pygame.image.load('gameover.png') # 游戏结束
else: screen.blit(gameover, (400, 200))
jumpState = "down" gamestate = False
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
index += 1
if index >= 5:
index = 0
# 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, (150, y)) # 悟空
# 绘制障碍物 # 刷新画面
# if obstacle.rect.x <= 0-obstacle.rect.width: pygame.display.update()
# obstacle = Block(bush,cacti,stone) FPS.tick(60)
# obstacle.rect.x -= 8 \ No newline at end of file
# obstacle.draw()
# +++++++++++++++++++++++++++++++++++++++
# 创建障碍物对象
time += 1
if time >= 60:
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 prop in block_list:
prop.rect.x -= 8
screen.blit(prop.image, (prop.rect.x, prop.rect.y))
if prop.rect.x<=0-prop.rect.width:
prop.kill()
# print(len(block_list))
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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