Commit 68936972 by BellCodeEditor

save project

parent 347287f7
Showing with 225 additions and 50 deletions
import pygame
from pygame import locals
import random
pygame.init() # 初始化
class Block(pygame.sprite.Sprite): #障碍物
#创建创建子类并且继承,pygame.sprite.Sprite类里面处理图象交互的功能,类的第一个字母需要大写
def __init__(self,image1,image2,image3): #定义类的
super().__init__() #没有初始化,继承父类的属性
self.image = random.choice([image1,image2,image3])#随机加载障碍物的图片
self.rect = self.image.get_rect()#根据障碍物位图的宽高设置矩形
#绘制出障碍物的坐标
self.rect.x = 1000
self.rect.y = 500 - self.rect.height
class Player(pygame.sprite.Sprite): #悟空
#创建创建子类并且继承,pygame.sprite.Sprite类里面处理图象交互的功能,类的第一个字母需要大写
def __init__(self,image): #定义类的
super().__init__() #没有初始化,继承父类的属性
self.image = image#加载悟空的图片
#imag的get_rect()方法,可以返回pygame.Rect(0,0,weight,height)
self.rect = self.image.get_rect()#根据悟空位图的宽高设置矩形
#绘制出悟空的坐标
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("悟空酷跑")#游戏窗口的标题
# 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 #悟空的x位置
y = 400 #悟空出现的高度
jumpState = "runing" #悟空的状态:上升、下降和跑步
t = 30 #重力加速度
road_x = 0 #道路的初始化
bg_x = 0 #远景的初始值
time = 0 #时间变量
gamestate = True
##创建障碍物
# obstacle = random.choice([bush, stone, cacti]) #障碍物的随机出现
# rect = obstacle.get_rect() #获取图片的属性 get_rect(x,y,width,height)
# rect.x = 1000 #获取障碍物的x坐标
# rect.y = 500 - rect.height #障碍物的y坐标=路面的高度-障碍物的高度
obstacle = Block(bush,stone,cacti)
block_list = pygame.sprite.Group() #创建一个精灵组
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:#侦测键盘按键
if jumpState == "runing": #在跑步状态下起跳
if event.key == locals.K_SPACE: #按下空格键
jumpState = "up"#换成起跳状态
# 悟空造型
wukong = Player(hero[index])
if jumpState == "runing": # 跑步状态下,切换造型
index += 1 #造型编号的切换索引
if index >= 5:
index = 0
if gamestate == True:#如果执行Tru,就是下面的逻辑
if jumpState == "up": # 起跳状态
if t > 0:
y -= t #起跳速度减慢
wukong.rect.y = y
t -= 2
else:
jumpState = "down"
if jumpState == "down": # 降落状态
if t <= 30:
y += t #下降速度加快
wukong.rect.y = y
t += 2
else:
jumpState = "runing"
t =30 #重新赋值给重力加速度
# 将背景图画上去
bg_x -= 1
if bg_x < -1000:
bg_x = 0
screen.blit(background, (bg_x, 0)) # 远处背景
road_x -= 8 #道路的移动,需要和障碍物的速度一样
if road_x < -1000:
road_x = 0
screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong.image, (150, y)) # 悟空
# if obstacle.rect.x <= 0 - obstacle.rect.width: # 障碍物消失
# # 创建障碍物对象
# # obstacle = random.choice([bush,stone,cacti])#随机出现障碍物
# # rect = obstacle.get_rect() #创建新的障碍物
# # rect.x = 1000
# # rect.y = 500 - rect.height
# obstacle = Block(bush,stone,cacti)
# obstacle.rect.x -= 8 #障碍物的移动
# screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y)) #渲染出障碍物的位置
#障碍物出现的时间,以及间隔
time += 1
if time >= 60:
time = 0
num = random.randint(0,50)
if num > 20:
obstacle = Block(bush,stone,cacti)
block_list.add(obstacle)
for sprite in block_list:#遍历精灵组
sprite.rect.x -= 8
screen.blit(sprite.image, (sprite.rect.x, sprite.rect.y)) #渲染出障碍物的位置
#print(len(block_list))#查看精灵组
if sprite.rect.x <= 0 - sprite.rect.width: #如果出现在左边
sprite.kill() #删除精灵组
if pygame.sprite.collide_rect(wukong,sprite):#检测精灵是否发生变化
gameover = pygame.image.load('gameover.png')
screen.blit(gameover,(400,200))
gamestate = False
# 刷新画面
pygame.display.update()
FPS.tick(30)
\ No newline at end of file
......@@ -2,21 +2,35 @@ import pygame
from pygame import locals
import random
pygame.init() # 初始化
# 创建一个窗口
screen = pygame.display.set_mode((1000, 600))
class Block(pygame.Sprite):
def __init__(self,imge2,imge3):
super().__init__()
self.image = random.choice([self,imge2,imge3])
# class Block(pygame.sprite.Sprite):
# def __init__(self,image1,image2,image3):
# super().__init__()
# self.image = random.choice([image1,image2,image3])
# self.rect = self.image.get_rect()
# self.rect.x = 1000
# self.rect.y = 500 -self.rect.height
class Block(pygame.sprite.Sprite): #障碍物
#创建创建子类并且继承,pygame.sprite.Sprite类里面处理图象交互的功能,类的第一个字母需要大写
def __init__(self,image1,image2,image3): #定义类的
super().__init__() #没有初始化,继承父类的属性
self.image = random.choice([image1,image2,image3])#随机加载障碍物的图片
self.rect = self.image.get_rect()#根据障碍物位图的宽高设置矩形
#绘制出障碍物的坐标
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.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
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
......@@ -40,6 +54,11 @@ rect.x = 1000
rect.y = 500 - rect.height
road_x = 0
bg_x = 0
time=0
gamestate = True
obstacle = Block(bush,stone,cacti)
block_list = pygame.sprite.Group()
while True:
for event in pygame.event.get():
......@@ -50,46 +69,63 @@ while True:
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
# 悟空造型
wukong = hero[index]
# 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 -= 4
if bg_x <= -1000:
bg_x=0
screen.blit(background, (bg_x, 0)) # 远处背景
road_x -=8
if road_x <= -1000:
road_x=0
screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空
if gamestate == True:
if jumpState == "up": # 起跳状态
if t > 0:
y -= t
wukong.rect.y = y
t -= 2
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
# 将背景图画上去
bg_x -= 4
if bg_x <= -1000:
bg_x=0
screen.blit(background, (bg_x, 0)) # 远处背景
road_x -=8
if road_x <= -1000:
road_x=0
screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong.image, (150, y)) # 悟空
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
# 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))
time+=1
if time >= 60:
time = 0
num = random.randint(0,50)
if num > 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()
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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