Commit 567a4950 by BellCodeEditor

auto save

parent 24a3c361
Showing with 51 additions and 82 deletions
import pygame
from pygame import locals
from random import*
import random
pygame.init() # 初始化
class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3):
super().__init__()
# 加载障碍物的图片
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__()
self.image=image
self.rect=self.image.get_rect()
self.rect.x=150
self.rect.y=400
# 创建一个窗口
class Block# 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")
......@@ -42,13 +22,12 @@ index = 0
y = 400
jumpState = "runing"
t = 30
bg_x = 0
road_x = 0
time=0
# 创建障碍物
#obstacle = Block(bush,cacti,stone)
block_list=pygame.sprite.Group() #创建精灵组
road_x=0
obstacle = random.choice([bush, stone, cacti])
rect = obstacle.get_rect()
rect.x = 1000
rect.y = 500 - rect.height
bg1_x=0
while True:
for event in pygame.event.get():
if event.type == locals.QUIT:
......@@ -58,57 +37,47 @@ while True:
if jumpState == "runing":
if event.key == locals.K_SPACE:
jumpState = "up"
if gamestate=="Ture"
bg_x-=
if bg_x<-1000:
bg_x=0
road_x-=8
if road_x<-1000:
road_x=0
if jumpState == "up": # 起跳状态
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 = 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
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
time+=1
if time>=60:
time=0
n=random.randint(0,50)
if n>20:
obstacle = Block(bush,cacti,stone)
block_list.add(obstacle)
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 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
index += 1
if index >= 5:
index = 0
# 将背景图画上去
screen.blit(background, (bg_x, 0)) # 远处背景
screen.blit(road, (0, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空
# ++++++++++++++++++++++
# if obstacle.rect.x <= 0-obstacle.rect.width:
# obstacle = Block(bush,cacti,stone)
# obstacle.rect.x -= 8
# # ++++++++++++++++++++++
# screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y))
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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
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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