Commit 145ae082 by BellCodeEditor

save project

parent f7c37e16
Showing with 65 additions and 49 deletions
...@@ -10,10 +10,17 @@ class Block(pygame.sprite.Sprite): ...@@ -10,10 +10,17 @@ 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
pygame.init() # 初始化 pygame.init() # 初始化
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=480
# 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("空酷跑") pygame.display.set_caption("5!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
...@@ -39,7 +46,7 @@ block_list = pygame.sprite.Group() ...@@ -39,7 +46,7 @@ block_list = pygame.sprite.Group()
# rect = ob.get_rect() # rect = ob.get_rect()
# rect.x = 1000 # rect.x = 1000
# rect.y = 500-rect.height # rect.y = 500-rect.height
gamestate = True
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:
...@@ -49,53 +56,62 @@ while True: ...@@ -49,53 +56,62 @@ 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 if gamestate == True:
background_x -= 1
if background_x <1000: if jumpState == "up": # 起跳状态
background_x = 0 if t > 0:
screen.blit(background,(background_x,0)) y -= t
road_x -= 8 wukong.rect.y = y
if road_x <= -1000: t -= 2
road_x=0 else:
screen.blit(road,(road_x,500)) jumpState = "down"
screen.blit(wukong,(150,y)) if jumpState == "down": # 降落状态
# if obstacle.rect.x <= 0-obstacle.rect.width: if t <= 30:
# obstacle= Block(bush,stone,cacti) y += t
# obstacle.rect.x -=8 wukong.rect.y = y
# screen.blit(obstacle.image,(obstacle.rect.x,obstacle.rect.y)) t += 2
time += 1 else:
if time >= 60: jumpState = "runing"
s = random.randint(0,100) t =30
if s > 40:
obstacle = Block(bush,stone,cacti) # 悟空造型
block_list.add(obstacle)
time = 0 # 将背景图画上去
for sprite in block_list: background_x -= 1
sprite.rect.x -= 8 if background_x <1000:
screen.blit(sprite.image,(sprite.rect.x,sprite.rect.y)) background_x = 0
if sprite.rect.x < 0-sprite.rect.width: screen.blit(background,(background_x,0))
sprite.kill() road_x -= 8
# 刷新画面 if road_x <= -1000:
pygame.display.update() road_x=0
FPS.tick(60) screen.blit(road,(road_x,500))
\ No newline at end of file screen.blit(wukong.image,(150,y))
# if obstacle.rect.x <= 0-obstacle.rect.width:
# obstacle= Block(bush,stone,cacti)
# obstacle.rect.x -=8
# screen.blit(obstacle.image,(obstacle.rect.x,obstacle.rect.y))
time += 1
if time >= 60:
s = random.randint(0,100)
if s > 40:
obstacle = Block(bush,stone,cacti)
block_list.add(obstacle)
time = 0
for sprite in block_list:
sprite.rect.x -= 8
screen.blit(sprite.image,(sprite.rect.x,sprite.rect.y))
if sprite.rect.x < 0-sprite.rect.width:
sprite.kill()
if pygame.sprite.collide_rect(wukong,sprite):
gameover = pygame.image.load("gameover.png")
screen.blit(gameover,(400,200))
gamestate = False
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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