Commit 000d3faf by BellCodeEditor

save project

parent 7146e481
File added
bg.png

200 KB

bush.png

14.5 KB

cacti.png

5.58 KB

hero1.png

12.4 KB

hero2.png

10.9 KB

hero3.png

11.3 KB

hero4.png

11.5 KB

hero5.png

11.9 KB

import pygame
from pygame import locals
import random as sb
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
bg = 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')]
class Block(pygame.sprite.Sprite):
def __init__(self,i1,i2,i3):
super().__init__()
self.i=sb.choice([i1,i2,i3])
self.rice=self.i.get_rect()
self.rice.x=1000
self.rice.y=500-self.rice.height
index = 0
y = 400
jumpState = "runing"
t = 30
shit = Block(bush,stone,cacti)
nmsl=0
fuck=0
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 jumpState == "runing":
if event.key == locals.K_SPACE:
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
wukong = hero[index]
if jumpState == "runing": # 跑步状态下
index += 1
if index >= 5:
index = 0
screen.blit(bg,(nmsl,0))# 将背景图画上去 # 远处背景
screen.blit(road, (0, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空
fuck-=8
nmsl-=2
if fuck<=-1000:
fuck=0
if nmsl<=-1000:
nmsl=0
screen.blit(road,(fuck,500))
if shit.rice.x <= 0-shit.rice.width: # 障碍物消失
shit = Block(bush,stone,cacti)
shit.rice.x -= 8
screen.blit(shit.i, (shit.rice.x,shit.rice.y))
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
{"第1名": 0, "第2名": 0, "第3名": 0}
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road.png

34.7 KB

File added
stone.png

11.3 KB

import pygame,random
import pygame,random
from pygame import locals
pygame.init() # 初始化
# 精灵
class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3):
super().__init__()
self.image = random.choice([image1,image2,image3]) # 加载图片
self.rect = self.image.get_rect()
self.rect.x = 1000
self.rect.y = 500 - self.rect.height
class Cao(pygame.sprite.Sprite):
def __init__(self,image):
super().__init__()
self.image = image # 加载图片
self.rect = self.image.get_rect()
self.rect.x = 150
self.rect.y = 400
# 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("我是傻逼")
# 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
jumpState = "runing"
y = 400
t = 30
road_x = 0 # 道路坐标
bg_x = 0
time=0
gamestate=True
#obstacle = Block(bush,stone,cacti) # 障碍物列表, 随机一个对象
b_l=pygame.sprite.Group()
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 jumpState == "runing":
if event.key == locals.K_SPACE:
jumpState = "up"
wukong=Cao(hero[index])
if jumpState == "runing":
index += 1
if index == 5:
index = 0
if gamestate==True:
if jumpState == "up": # 起跳
if t > 0:
y -= t
wukong.rect.y=y
t -= 2
else:
jumpState = "down"
if jumpState == "down": # 降落
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))
road_x -= 8 # 道路移动
if road_x <= -1000:
road_x = 0
screen.blit(road, (road_x, 500))
screen.blit(wukong.image, (150, y))
# 精灵使用,类属性,类名,类方法
# if obstacle.rect.x < 0-obstacle.rect.width:
# obstacle = Block(bush,stone,cacti)
# obstacle.rect.x -= 8
time+=1
if time>=60:
time=0
num=random.randint(0,50)
if num>20:
obstacle=Block(bush,stone,cacti)
b_l.add(obstacle)
for sprite in b_l:
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
# 刷新画面
pygame.display.update()
FPS.tick(30)
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