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)