Commit b78d0388 by BellCodeEditor

save project

parent d5f648bc
Showing with 109 additions and 86 deletions
import pygame import pygame
from pygame import locals from pygame import locals
import random import random
class Block(pygame.sprite.Sprite): pygame.init() # 初始化
def __init__(self,image1,image2,image3):
super().__init__() class Block(pygame.sprite.Sprite):
self.image=random.choice([image1,image2,image3]) def __init__(self,image1,image2,image3):
self.rect=self.image.get_rect() super().__init__()
self.rect.x=1000 # 加载障碍物的图片
self.rect.y=500-self.rect.height self.image = random.choice([image1, image2, image3])
pygame.init() # 初始化 # 根据障碍物位图的宽高设置矩形
# 创建一个窗口 self.rect = self.image.get_rect()
screen = pygame.display.set_mode((1000, 600)) # 障碍物绘制坐标
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) self.rect.x = 1000
pygame.display.set_caption("悟空酷跑") self.rect.y = 500 - self.rect.height
# 载入图片
background = pygame.image.load('bg.png') # 背景 # 创建一个窗口
road = pygame.image.load('road.png') # 路 screen = pygame.display.set_mode((1000, 600))
stone = pygame.image.load('stone.png') # 石头 FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
cacti = pygame.image.load('cacti.png') # 仙人掌 pygame.display.set_caption("悟空酷跑")
bush = pygame.image.load('bush.png') # 灌木丛 # 载入图片
hero = [pygame.image.load('hero1.png'), background = pygame.image.load('bg.png') # 背景
pygame.image.load('hero2.png'), road = pygame.image.load('road.png') # 路
pygame.image.load('hero3.png'), stone = pygame.image.load('stone.png') # 石头
pygame.image.load('hero4.png'), cacti = pygame.image.load('cacti.png') # 仙人掌
pygame.image.load('hero5.png')] bush = pygame.image.load('bush.png') # 灌木丛
road_x=0 hero = [pygame.image.load('hero1.png'),
bj_x=0 pygame.image.load('hero2.png'),
index = 0 pygame.image.load('hero3.png'),
y = 400 pygame.image.load('hero4.png'),
jumpState = "runing" pygame.image.load('hero5.png')]
t = 30 index = 0
aa=Block(bush,cacti,stone) y = 400
jumpState = "runing"
while True: t = 30
for event in pygame.event.get():
if event.type == locals.QUIT: bg_x = 0
# 接收到退出事件后退出程序 road_x = 0
exit() time = 0
if event.type == locals.KEYDOWN:
if jumpState == "runing": # obstacle = Block(bush,cacti,stone)
if event.key == locals.K_SPACE: block_list =pygame.sprite.Group()
jumpState = "up"
while True:
if jumpState == "up": # 起跳状态 for event in pygame.event.get():
if t > 0: if event.type == locals.QUIT:
y -= t # 接收到退出事件后退出程序
t -= 2 exit()
else: if event.type == locals.KEYDOWN:
jumpState = "down" if jumpState == "runing":
if jumpState == "down": # 降落状态 if event.key == locals.K_SPACE:
if t <= 30: jumpState = "up"
y += t
t += 2 if jumpState == "up": # 起跳状态
else: if t > 0:
jumpState = "runing" y -= t
t =30 t -= 2
else:
# 悟空造型 jumpState = "down"
wukong = hero[index] if jumpState == "down": # 降落状态
if jumpState == "runing": # 跑步状态下 if t <= 30:
index += 1 y += t
if index >= 5: t += 2
index = 0 else:
# 将背景图画上去 jumpState = "runing"
bj_x -=2 t =30
if bj_x <-1000:
bj_x=0 # 悟空造型
screen.blit(background, (bj_x, 0)) # 远处背景 wukong = hero[index]
if jumpState == "runing": # 跑步状态下
road_x-=8 index += 1
if road_x<=-1000: if index >= 5:
road_x=0 index = 0
screen.blit(road, (road_x, 500)) # 路 # 将背景图画上去
screen.blit(wukong, (150, y)) # 悟空 bg_x -= 1
if bg_x<=-1000:
if aa.rect.x <= 0-aa.rect.width: # 障碍物消失 bg_x = 0
# 创建障碍物对象 screen.blit(background, (bg_x, 0))
aa=Block(bush,cacti,stone) road_x -= 8
aa.rect.x -= 8 if road_x<=-1000:
road_x = 0
screen.blit(road, (road_x, 500))
screen.blit(aa.image, (aa.rect.x, aa.rect.y)) screen.blit(wukong, (150, y)) # 悟空
# 刷新画面
pygame.display.update() # 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(60) FPS.tick(60)
\ No newline at end of file
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