import pygame
from pygame import locals
import random

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 P(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
pygame.init()  # 初始化
# 创建一个窗口
gs=True
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
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')]
lu_x=0
shan_x=0
index = 0   
y = 400
jumpState = "runing"
t = 30
#aa=Block(bush,cacti,stone)
block_list=pygame.sprite.Group()
time=0

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:
            if jumpState == "runing":
                if event.key == locals.K_SPACE:
                    jumpState = "up"
    if gs==True:
        if jumpState == "up":    # 起跳状态
            if t > 0:
                y -= t
                image.rect.y=y
                t -= 2
            else:
                jumpState = "down"  
        if jumpState == "down":    # 降落状态
            if t <= 30:
                y += t
                image.rect.y=y
                t += 2
            else:
                jumpState = "runing"
                t =30
        
        # 悟空造型
        wukong = P(hero[index])
        if jumpState == "runing":       # 跑步状态下
            index += 1
            if index >= 5:
                index = 0
        # 将背景图画上去
        shan_x -=2
        if shan_x <-1000:
            shan_x=0
        screen.blit(background, (shan_x, 0))     # 远处背景
        lu_x -=8
        if lu_x <-1000:
            lu_x=0
        screen.blit(road, (lu_x, 500))     # 路
        screen.blit(wukong.image, (150, y))     # 悟空

        #if aa.rect.x <= 0-aa.rect.width:      # 障碍物消失
            # 创建障碍物对象

        time+=1
        if time>=50:
            time=0
            rs=random.randint(0,100)
            if rs>45:
                aa=Block(bush,cacti,stone)
                block_list.add(aa)
        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,prop):
                gameover=pygame.image.load("gamemover.png")
                screen.blit(gameover,(500,300))
                gs=False
        # 刷新画面
        pygame.display.update()
        FPS.tick(50)