Commit e7746039 by BellCodeEditor

save project

parent 1c38884a
Showing with 74 additions and 38 deletions
...@@ -12,6 +12,14 @@ class Block(pygame.sprite.Sprite): ...@@ -12,6 +12,14 @@ class Block(pygame.sprite.Sprite):
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
screen = pygame.display.set_mode((1000, 600)) screen = pygame.display.set_mode((1000, 600))
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
pygame.display.set_caption("悟空酷跑") pygame.display.set_caption("悟空酷跑")
...@@ -33,8 +41,11 @@ t = 30 ...@@ -33,8 +41,11 @@ t = 30
# +++++++++++++++++++++++ # +++++++++++++++++++++++
bg_x = 0 bg_x = 0
road_x = 0 road_x = 0
time=0
gamestate=True
# +++++++++++++++++++++++ # +++++++++++++++++++++++
obstacle = Block(bush,cacti,stone) # obstacle = Block(bush,cacti,stone)
Block_list=pygame.sprite.Group()
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
...@@ -45,44 +56,69 @@ while True: ...@@ -45,44 +56,69 @@ while True:
if jumpState == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
wukong = Player(hero[index])
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 if jumpState == "runing": # 跑步状态下
index += 1 index += 1
if index >= 5: if index >= 5:
index = 0 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, (150, y)) # 悟空
if obstacle.rect.x<=0-obstacle.rect.width: if gamestate==True:
obstacle=Block(bush,cacti,stone) if jumpState == "up": # 起跳状态
obstacle.rect.x-=8 if t > 0:
screen.blit(obstacle.image,(obstacle.rect.x,obstacle.rect.y)) y -= t
# 刷新画面 wukong.rect.y=y
pygame.display.update() t -= 2
FPS.tick(60) else:
\ No newline at end of file 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 = 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, (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))
time+=1
if time>=60:
r=random.randint(0,100)
if r>40:
obstacle=Block(bush,cacti,stone)
Block_list.add(obstacle)
time=0
for prop in Block_list:
prop.rect.x-=8
screen.blit(prop.image,(prop.rect.x,prop.rect.y))
if prop.rect.x<=0-prop.rect.width:
prop.kill()
if pygame.sprite.collide_rect(wukong,sprite):
gamestate=pygame.image.load('gameover.png')
screen.blit(gameover,(400,200))
gamestate=False
# 刷新画面
pygame.display.update()
FPS.tick(999999999999999999999)
\ No newline at end of file
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