Commit e2199485 by BellCodeEditor

save project

parent 3a1d14b3
Showing with 31 additions and 18 deletions
import pygame import pygame
from pygame import locals from pygame import locals
import random import random
pygame.init() # 初始化 pygame.init() # 初始化
class Block(pygame.sprite.Sprite): class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3): def __init__(self,image1,image2,image3):
...@@ -10,6 +9,13 @@ class Block(pygame.sprite.Sprite): ...@@ -10,6 +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
# 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))
...@@ -33,6 +39,7 @@ t = 30 ...@@ -33,6 +39,7 @@ t = 30
road_x = 0 road_x = 0
bg_x = 0 bg_x = 0
time = 0 time = 0
gamestate = True
#obstacle = Block(bush,cacti,stone) #obstacle = Block(bush,cacti,stone)
block_list = pygame.sprite.Group() block_list = pygame.sprite.Group()
while True: while True:
...@@ -44,27 +51,29 @@ while True: ...@@ -44,27 +51,29 @@ 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 == "runing": # 跑步状态下
index += 1
if index >= 5:
index = 0
if gamestate == True:
if jumpState == "up": # 起跳状态 if jumpState == "up": # 起跳状态
if t > 0: if t > 0:
y -= t y -= t
wukong.rect.y = y
t -= 2 t -= 2
else: else:
jumpState = "down" jumpState = "down"
if jumpState == "down": # 降落状态 if jumpState == "down": # 降落状态
if t <= 30: if t <= 30:
y += t y += t
wukong.rect.y = y
t += 2 t += 2
else: else:
jumpState = "runing" jumpState = "runing"
t =30 t =30
# 悟空造型
wukong = hero[index]
if jumpState == "runing": # 跑步状态下
index += 1
if index >= 5:
index = 0
bg_x -= 1 bg_x -= 1
if bg_x <=-1000: if bg_x <=-1000:
...@@ -73,26 +82,30 @@ while True: ...@@ -73,26 +82,30 @@ while True:
road_x -= 8 road_x -= 8
if road_x <=-1000: if road_x <=-1000:
road_x = 0 road_x = 0
# 将背景图画上去 # 将背景图画 # 远处背景
screen.blit(background, (bg_x, 0)) # 远处背景
screen.blit(road, (road_x, 500)) # 路 screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空 screen.blit(wukong.image, (150, y)) # 悟空
#if obstacle.rect.x <= 0-obstacle.rect.width: # 障碍物消失 #if obstacle.rect.x <= 0-obstacle.rect.width: # 障碍物消失
# 创建障碍物对象 # 创建障碍物对象
#obstacle = Block(bush,stone,cacti) #obstacle = Block(bush,stone,cacti)
#obstacle.rect.x -= 8 #obstacle.rect.x -= 8
time += 1 time += 1
if time >= 60: if time >= 60:
r = random.randint(0.100) num = random.randint(0,50)
if r > 40: time = 0
if num > 20:
obstacle = Block(bush,stone,cacti) obstacle = Block(bush,stone,cacti)
block_list.add(obstacle) block_list.add(obstacle)
time = 0 #time = 0
for prop in block_list: for sprite in block_list:
prop.rect.x -= 8 sprite.rect.x -= 8
screen.blit(prop.image,(prop.rect.x,prop.rect.y)) screen.blit(sprite.image,(sprite.rect.x,sprite.rect.y))
if prop.rect.x <= 0-prop.rect.width: if sprite.rect.x <= 0-sprite.rect.width:
prop.kill() sprite.kill()
if pygame.sprite.collide_rect(wukng,sprite):
gameover = pygame.image.load('gameover.png')
screen.blit(gameover,(400,200))
gamestate = False
#screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y)) #screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y))
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
......
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