Commit cd191ff9 by BellCodeEditor

save project

parent 2360115f
Showing with 65 additions and 46 deletions
...@@ -9,11 +9,21 @@ class Block(pygame.sprite.Sprite): ...@@ -9,11 +9,21 @@ 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=random.choice([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))
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("悟空酷跑") pygame.display.set_caption("悟空酷跑")\
# 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
...@@ -31,8 +41,9 @@ index = 0 ...@@ -31,8 +41,9 @@ index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
bb=pygame.sprite.Group() block_list=pygame.sprite.Group()
time=0 time=0
gamestate=True
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
...@@ -42,51 +53,59 @@ while True: ...@@ -42,51 +53,59 @@ while True:
if event.type == locals.KEYDOWN: if event.type == locals.KEYDOWN:
if jumpState == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
if jumpState == "up": # 起跳状态 wukong = Player(hero[index])
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:
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 -=8 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 -=8
if lu_x <-1000:
lu_x=0
screen.blit(road, (lu_x, 500)) # 路
screen.blit(wukong.image, (150, y)) # 悟空
time+=1 time+=1
if time>=60: if time>=60:
time=0 time=0
num=random.randint(0,50) num=random.randint(0,50)
if num >20: if num >20:
cc=Block(bush,cacti,stone) obstacle=Block(bush,cacti,stone)
bb.add(cc) block_list.add(obstacle)
for aa in bb: for sprite in block_list:
aa.rect.x-=8 sprite.rect.x-=8
screen.blit(aa.image, (aa.rect.x, aa.rect.y)) screen.blit(sprite.image, (sprite.rect.x, sprite.rect.y))
if aa.rect.x<=0-aa.rect.width: if sprite.rect.x<=0-sprite.rect.width:
aa.kill() sprite.kill()
# 刷新画面 if pygame.sprite.collide_rect(wukong,sprite):
pygame.display.update() gameover=pygame.image.load('gameover.png')
FPS.tick(60) screen.blit(gameover,(400,200))
\ No newline at end of file gamestate= False
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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