Commit fca4ca7d by BellCodeEditor

save project

parent 1bc8bd46
Showing with 53 additions and 37 deletions
...@@ -3,75 +3,91 @@ from pygame import locals ...@@ -3,75 +3,91 @@ from pygame import locals
import random import random
pygame.init() # 初始化 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
# 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))
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")
# 载入图片 # 载入图片
background = pygame.image.load('bg.png') # 背景 background = pygame.image.load('bg.png') # 背景
road = pygame.image.load('road.png') # 路 road = pygame.image.load('road.png') # 路
stone = pygame.image.load('stone.png') # 石头 stone = pygame.image.load('stone.png') # 石头
cacti = pygame.image.load('cacti.png') # 仙人掌 cacti = pygame.image.load('cacti.png') # 仙人掌
bush = pygame.image.load('bush.png'), # 灌木丛 bush = pygame.image.load('bush.png') # 灌木丛
hero = [pygame.image.load('hero1.png'), hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero2.png'), pygame.image.load('hero2.png'),
pygame.image.load('hero3.png'), pygame.image.load('hero3.png'),
pygame.image.load('hero4.png'), pygame.image.load('hero4.png'),
pygame.image.load('hero5.png')] pygame.image.load('hero5.png')]
index = 0 index = 0
jumpState='runing' y = 400
y=400 jumpState = "runing"
t=30 t = 30
bg_x=0
road_x=0 bg_x = 0
obstacle = random.choice([bush,stone,cacti]) road_x = 0
rect = obstacle.get_rect()
rect.x = 1000 # 创建障碍物
rect.y = 500-rect.height obstacle = 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 jumpState == 'up':
if jumpState == "up": # 起跳状态
if t > 0: if t > 0:
y -= t y -= t
t -= 2 t -= 2
else: else:
jumpState='done' jumpState = "down"
if jumpState == "down": # 降落状态
if jumpState == 'done': if t <= 30:
if t <= 30:
y += t y += t
t += 2 t += 2
else: else:
jumpState = 'runing' jumpState = "runing"
t=30 t =30
# 悟空造型
wukong = hero[index] wukong = hero[index]
if jumpState == 'runing': 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 # 将背景图画上去
bg_x-=1 bg_x -= 1
if bg_x<=-1000: if bg_x<=-1000:
bg_x=0 bg_x = 0
screen.blit(background,(bg_x,0)) screen.blit(background, (bg_x, 0))
road_x-=8 road_x -= 8
if road_x<=-1000: if road_x<=-1000:
road_x=0 road_x = 0
screen.blit(road, (road_x, 500)) # 路 screen.blit(road, (road_x, 500))
screen.blit(wukong, (150, y)) # 悟空 screen.blit(wukong, (150, y)) # 悟空
if rect.x <= 0-rect.width:
obstacle = random.choice([bush,stone,cacti]) # ++++++++++++++++++++++
rect = obstacle.get_rect() if obstacle.rect.x <= 0-obstacle.rect.width:
rect.x=1000 obstacle = Block(bush,cacti,stone)
rect.y=500-rect.height obstacle.rect.x -= 8
rect.x-=8 # ++++++++++++++++++++++
screen.blit(obstacle,(rect.x,rect.y)) screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y))
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
FPS.tick(30) FPS.tick(60)
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