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  • pygame_lesson8_diy3
  • my_game.py
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  • BellCodeEditor's avatar
    auto save · 6c067fcc
    BellCodeEditor committed 3 years ago
    6c067fcc
my_game.py 2.54 KB
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import pygame
from pygame import locals
import random

pygame.init()  # 初始化

class Block(pygame.sprite.Sprite):
    def __init__(self,image,image2,image3):
        super().__init__()
        self.image=random.choice([image,image2,image3])
        self.rect=self.image.get_rect()
        self.rect.x=1000
        self.rect.y=500-self.rect.height
        
        
        
        
        
        
        # 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("悟空快跑")


# 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')]
index = 0 #指针来代表下标
y=400
t=30 #优化跳跃幅度
stone_x =1000
jumpState="running";
zaw=[stone,cacti,bush]
obstacle =  random.choice([stone,cacti,bush])
rect= obstacle.get_rect()  #获取图片的坐标和长宽属性
rect.x=1000
rect.y=500-rect.height

obstacle=Block(bush,cacti,stone)

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 == "running":
                if event.key==locals.K_SPACE:
                  jumpState="up"
    if jumpState == "up":    # 起跳
        if t > 0:
            y -= t
            t -= 2
        else:
            jumpState = "down"
    if jumpState == "down":    # 降落
        if t <= 30:
            y += t
            t += 0.00000002

        else:
            jumpState = "running"
            t = 30


    wukong=hero[index]
    if jumpState == "running":
        index+=1
        if index==5:
            index=0
    

    # 将背景图画上去
    screen.blit(background, (0, 0))
    screen.blit(road, (0, 500))
    screen.blit(wukong, (150, y))
    #一个障碍物消失后,在添加一个新的障碍物
    if rect.x<=0-rect.width:
        obstacle=random.choice(zaw)
        rect=obstacle.get_rect()
        rect.x=1000
        rect.y=500-rect.width



    rect.x-=8
    screen.blit(obstacle,(rect.x,rect.y))

    # 刷新画面
    pygame.display.update()
    FPS.tick(60)