Commit 81fe4f6a by BellCodeEditor

save project

parent df492b8f
Showing with 71 additions and 58 deletions
...@@ -14,7 +14,16 @@ class Block(pygame.sprite.Sprite): ...@@ -14,7 +14,16 @@ class Block(pygame.sprite.Sprite):
# 障碍物绘制坐标 # 障碍物绘制坐标
self.rect.x = 1000 self.rect.x = 1000
self.rect.y = 500 - self.rect.height self.rect.y = 500 - self.rect.height
class P(pygame.sprite.Sprite):
def __init__(self,image):
super().__init__()
# 加载障碍物的图片
self.image = image
# 根据障碍物位图的宽高设置矩形
self.rect = self.image.get_rect()
# 障碍物绘制坐标
self.rect.x = 150
self.rect.y = 400
# 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)
...@@ -38,7 +47,7 @@ t = 30 ...@@ -38,7 +47,7 @@ t = 30
bg_x = 0 bg_x = 0
road_x = 0 road_x = 0
time = 0 time = 0
gamep="true"
# obstacle = Block(bush,cacti,stone) # obstacle = Block(bush,cacti,stone)
block_list =pygame.sprite.Group() block_list =pygame.sprite.Group()
...@@ -51,59 +60,63 @@ while True: ...@@ -51,59 +60,63 @@ while True:
if jumpState == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
if gamep=="true":
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 = 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
bg_x -= 1
if bg_x<=-1000:
bg_x = 0
screen.blit(background, (bg_x, 0))
road_x -= 8
if road_x<=-1000:
road_x = 0
screen.blit(road, (road_x, 500))
screen.blit(wukong.image, (150, y)) # 悟空
if jumpState == "up": # 起跳状态 # 绘制障碍物
if t > 0: # if obstacle.rect.x <= 0-obstacle.rect.width:
y -= t # obstacle = Block(bush,cacti,stone)
t -= 2 # obstacle.rect.x -= 8
else: # obstacle.draw()
jumpState = "down" # +++++++++++++++++++++++++++++++++++++++
if jumpState == "down": # 降落状态 # 创建障碍物对象
if t <= 30: time += 1
y += t if time >= 60:
t += 2 r = random.randint(0, 100)
else: if r > 40:
jumpState = "runing" obstacle = Block(bush,cacti,stone)
t =30 block_list.add(obstacle)
time = 0
# 悟空造型 # 遍历障碍物并展示
wukong = hero[index] for prop in block_list:
if jumpState == "runing": # 跑步状态下 prop.rect.x -= 8
index += 1 screen.blit(prop.image, (prop.rect.x, prop.rect.y))
if index >= 5: if prop.rect.x<=0-prop.rect.width:
index = 0 prop.kill()
# 将背景图画上去 if pygame.sprite.collide_rect(wukong,prop):
bg_x -= 1 go = pygame.image.load('gameover.png')
if bg_x<=-1000: screen.blit(go, (400, 200 ))
bg_x = 0 gamep="false"
screen.blit(background, (bg_x, 0)) # print(len(block_list))
road_x -= 8 # 刷新画面
if road_x<=-1000: pygame.display.update()
road_x = 0 FPS.tick(30)
screen.blit(road, (road_x, 500)) \ No newline at end of file
screen.blit(wukong, (150, y)) # 悟空
# 绘制障碍物
# if obstacle.rect.x <= 0-obstacle.rect.width:
# obstacle = Block(bush,cacti,stone)
# obstacle.rect.x -= 8
# obstacle.draw()
# +++++++++++++++++++++++++++++++++++++++
# 创建障碍物对象
time += 1
if time >= 60:
r = random.randint(0, 100)
if r > 40:
obstacle = Block(bush,cacti,stone)
block_list.add(obstacle)
time = 0
# 遍历障碍物并展示
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()
# print(len(block_list))
# 刷新画面
pygame.display.update()
FPS.tick(30)
\ No newline at end of file
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