Commit 7220f77e by BellCodeEditor

save project

parent e1ffa7c9
Showing with 60 additions and 47 deletions
...@@ -9,6 +9,13 @@ class Block(pygame.sprite.Sprite): ...@@ -9,6 +9,13 @@ class Block(pygame.sprite.Sprite):
self.rect=self.image.get_rect() self.rect=self.image.get_rect()
self.rect.x=1000 self.rect.x=1000
self.rect.y=500-self.rect.height self.rect.y=500-self.rect.height
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=400
pygame.init() # 初始化 pygame.init() # 初始化
# 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))
...@@ -31,10 +38,10 @@ index = 0 ...@@ -31,10 +38,10 @@ index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
time=0 time=60
#aa=Block(bush,cacti,stone) #aa=Block(bush,cacti,stone)
block_list=pygame.sprite.Group() block_list=pygame.sprite.Group()
gs=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:
...@@ -44,58 +51,64 @@ while True: ...@@ -44,58 +51,64 @@ 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 gs==True:
shan_x -=2 if jumpState == "up": # 起跳状态
if shan_x <-1000: if t > 0:
shan_x=0 y -= t
screen.blit(background, (shan_x, 0)) # 远处背景 wukong.rect.y=y
lu_x -=10 t -= 2
if lu_x <-1000: else:
lu_x=0 jumpState = "down"
screen.blit(road, (lu_x, 500)) # 路 if jumpState == "down": # 降落状态
screen.blit(wukong, (150, y)) # 悟空 if t <= 30:
y += t
wukong.rect.y=y
t += 2
else:
jumpState = "runing"
t =30
# 悟空造型
# 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 -=10
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 #if aa.rect.x <= 0-aa.rect.width: # 障碍物消失
# 创建障碍物对象 # 创建障碍物对象
#aa=Block(bush,cacti,stone) #aa=Block(bush,cacti,stone)
#aa.rect.x -=10 #aa.rect.x -=10
time+=1 time+=1
if time>=60: if time>=40:
r=random.randint(0,50) r=random.randint(0,50)
if r>20: if r>20:
aa=Block(bush,cacti,stone) aa=Block(bush,cacti,stone)
block_list.add(aa) block_list.add(aa)
time=0 time=0
for i in block_list: for i in block_list:
i.rect.x-=8 i.rect.x-=8
screen.blit(i.image, (i.rect.x, i.rect.y)) screen.blit(i.image, (i.rect.x, i.rect.y))
if i.rect.x<=0-i.rect.width: if i.rect.x<=0-i.rect.width:
i.kill() i.kill()
if pygame.sprite.collide_rect(wukong,i):
go=pygame.image.load("gameover.png")
screen.blit(go,(400,200))
gs=False
#screen.blit(aa.image, (aa.rect.x, aa.rect.y))
#screen.blit(aa.image, (aa.rect.x, aa.rect.y)) # 刷新画面
# 刷新画面 pygame.display.update()
pygame.display.update() FPS.tick(60)
FPS.tick(60) \ No newline at end of file
\ No newline at end of file
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