Commit e039b670 by BellCodeEditor

save project

parent 5c4d4c42
Showing with 57 additions and 44 deletions
......@@ -9,7 +9,13 @@ class Block (pygame.sprite.Sprite):
self.rect = self.image.get_rect()
self.rect.x = 1000
self.rect.y = 500 - self.rect.height
pygame.init() # 初始化
class Wukong(pygame.sprite.Sprite):
def __init__(self ,image1):
super().__init__()
self.image = image1
self.rect = self.image.get_rect()
self.rect.x = 150
self.rect.y = 400 # 初始化
# 创建一个窗口
screen = pygame.display.set_mode((1000, 600))
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
......@@ -20,11 +26,11 @@ road = pygame.image.load('road.png') # 路
stone = pygame.image.load('stone.png') # 石头
cacti = pygame.image.load('cacti.png') # 仙人掌
bush = pygame.image.load('bush.png') # 灌木丛
hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero2.png'),
pygame.image.load('hero3.png'),
hero = [pygame.image.load('hero5.png'),
pygame.image.load('hero4.png'),
pygame.image.load('hero5.png')]
pygame.image.load('hero3.png'),
pygame.image.load('hero2.png'),
pygame.image.load('hero1.png')]
index = 0
y = 400
jumpState = "runing"
......@@ -33,6 +39,8 @@ block_list = pygame.sprite.Group()
time = 0
road_x = 0
bg_x = 0
wukong=Wukong(hero[0])
gameState=True
while True:
for event in pygame.event.get():
if event.type == locals.QUIT:
......@@ -45,54 +53,59 @@ while True:
if jumpState == "up": # 起跳状态
if t > 0:
y -= t
wukong.rect.y -= t
t -= 2
else:
jumpState = "down"
if jumpState == "down": # 降落状态
if t <= 30:
y += t
wukong.rect.y += t
t += 2
else:
jumpState = "runing"
t =30
if gameState==True:
# 悟空造型
wukong = 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 # 远处背景
screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空
'''
if obstacle.rect.x <= 0-obstacle.rect.width: # 障碍物消失
# 创建障碍物对象
obstacle = Block(stone , cacti ,bush)
obstacle.rect.x -= 8
screen.blit(obstacle.image, (obstacle.rect.x,obstacle.rect.y))
'''
time += 1
if time >= 60:
time = 0
jian = random.randint(0,5)
if jian >= 2:
wukong.image = 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 # 远处背景
screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong.image, (wukong.rect.x,wukong.rect.y)) # 悟空
'''
if obstacle.rect.x <= 0-obstacle.rect.width: # 障碍物消失
# 创建障碍物对象
obstacle = Block(stone , cacti ,bush)
block_list.add(obstacle)
for obstacle in block_list:
obstacle.rect.x -= 8
screen.blit(obstacle.image, (obstacle.rect.x,obstacle.rect.y))
if obstacle.rect.x <= 0-obstacle.rect.width:
obstacle.kill()
screen.blit(obstacle.image, (obstacle.rect.x,obstacle.rect.y))
'''
time += 1
if time >= 60:
time = 0
jian = random.randint(0,5)
if jian >= 2:
obstacle = Block(stone , cacti ,bush)
block_list.add(obstacle)
for obstacle in block_list:
obstacle.rect.x -= 8
screen.blit(obstacle.image, (obstacle.rect.x,obstacle.rect.y))
if obstacle.rect.x <= 0-obstacle.rect.width:
obstacle.kill()
if pygame.sprite.collide_rect(wukong,obstacle ):
over=pygame.image.load('gameover.png')
screen.blit(over,(400,200))
gameState=False
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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