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Commit
68936972
authored
Mar 27, 2022
by
BellCodeEditor
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1.py
my_game.py
1.py
0 → 100644
View file @
68936972
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
my_game.py
View file @
68936972
...
...
@@ -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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