Commit e5ec0cf1 by BellCodeEditor

save project

parent 7c9396e6
Showing with 28 additions and 14 deletions
...@@ -9,6 +9,13 @@ class Block(pygame.sprite.Sprite): ...@@ -9,6 +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
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))
...@@ -34,7 +41,7 @@ t = 30 ...@@ -34,7 +41,7 @@ t = 30
#aa=Block(bush,cacti,stone) #aa=Block(bush,cacti,stone)
time = 0 time = 0
block_list = pygame.sprite.Group() block_list = pygame.sprite.Group()
g = True
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == locals.QUIT: if event.type == locals.QUIT:
...@@ -44,27 +51,30 @@ while True: ...@@ -44,27 +51,30 @@ 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 g == 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
t -= 1.5 wukong.rect.y=y
t -= 1
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
t += 1.5 wukong.rect.y=y
t += 1
else: else:
jumpState = "runing" jumpState = "runing"
t =30 t =30
# 悟空造型 # 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 # 将背景图画上去
shan_x -=2 shan_x -=2
if shan_x <-1000: if shan_x <-1000:
...@@ -74,16 +84,16 @@ while True: ...@@ -74,16 +84,16 @@ while True:
if lu_x <-1000: if lu_x <-1000:
lu_x=0 lu_x=0
screen.blit(road, (lu_x, 500)) # 路 screen.blit(road, (lu_x, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空 screen.blit(wukong.image, (150, y)) # 悟空
# if aa.rect.x <= 0-aa.rect.width: # 障碍物消失 # if aa.rect.x <= 0-aa.rect.width: # 障碍物消失
# # 创建障碍物对象 # # 创建障碍物对象
# aa=Block(bush,cacti,stone) # aa=Block(bush,cacti,stone)
# aa.rect.x -= 8 # aa.rect.x -= 8
time+=1 time+=1
if time > 45: if time > 2:
r = random.randint(0,50) r = random.randint(0,100)
if r>30: if r>99:
aa = Block(bush,cacti,stone) aa = Block(bush,cacti,stone)
block_list.add(aa) block_list.add(aa)
time = 0 time = 0
...@@ -91,7 +101,11 @@ while True: ...@@ -91,7 +101,11 @@ while True:
i.rect.x-=8 i.rect.x-=8
screen.blit(i.image,(i.rect.x,i.rect.y)) screen.blit(i.image,(i.rect.x,i.rect.y))
if i.rect.x<0-i.rect.width: if i.rect.x<0-i.rect.width:
i.kill i.kill()
if pygame.sprite.collide_rect(wukong,i):
gameover = pygame.image.load("gameover.png")
screen.blit(gameover,(400,200))
g = False
#screen.blit(aa.image, (aa.rect.x,aa.rect.y)) #screen.blit(aa.image, (aa.rect.x,aa.rect.y))
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
......
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