Commit 3721ac4b by BellCodeEditor

save project

parent 256a0c68
Showing with 68 additions and 42 deletions
...@@ -9,6 +9,13 @@ class Block(pygame.sprite.Sprite): ...@@ -9,6 +9,13 @@ 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__(self,image):
super().__init__()
self.image=image
self.rect=self.image.get_rect()
self.rect.x=150
self.rect.y=400
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))
...@@ -31,56 +38,75 @@ index = 0 ...@@ -31,56 +38,75 @@ index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
gamestate=True
aa=Block(bush,cacti,stone) aa=Block(bush,cacti,stone)
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == locals.QUIT: if event.type == locals.QUIT:
# 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 == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
if gamestate==True:
if jumpState == "up": # 起跳状态
if t > 0:
y -= t
t-=2
wukong.rect.y=y
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
# 悟空造型
wukong = Player(hero[index])
if jumpState == "runing": # 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.image, (150, y)) # 悟空
if jumpState == "up": # 起跳状态 t+=1
if t > 0: if t>=60:
y -= t t=0
t -= 2 num=random.randint(0,50)
else: if num>20:
jumpState = "down" obstacle=Block(bush,cacti,stone)
if jumpState == "down": # 降落状态 block_list.add(obstacle)
if t <= 30: for sprite in block_list:
y += t sprite.rect.x-=8
t += 2 screen.blit(sprite.imaga,(sprite.rect.x,sprite.rect.y))
else: if sprite.rect.x<=0-sprite.rect.width:
jumpState = "runing" sprite.kill()
t =30 if pygame.sprite.collide_rect(wukong,sprite):
gameover=pygame.image.load('gameover.png')
# 悟空造型 screen.blit(gameover,(400,200))
wukong = hero[index] gamestate=False
if jumpState == "runing": # 跑步状态下 if aa.rect.x <= 0-aa.rect.width: # 障碍物消失
index += 1 # 创建障碍物对象
if index >= 5: aa=Block(bush,cacti,stone)
index = 0 aa.rect.x -= 8
# 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 screen.blit(wukong.image, (wukong.rect.x, wukong.rect.y))
aa=Block(bush,cacti,stone) # 刷新画面
aa.rect.x -= 8 pygame.display.update()
FPS.tick(50)
\ No newline at end of file
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
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