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  • pygame_lesson8_diy4
  • my_game.py
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  • BellCodeEditor's avatar
    save project · 64f79a9b
    BellCodeEditor committed 3 years ago
    64f79a9b
my_game.py 3.59 KB
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import pygame
from pygame import locals
import random

pygame.init()  # 初始化

class Block(pygame.sprite.Sprite):
    def __init__(self,image1,image2,image3):
        super().__init__()
        self.image=random.choice([bush, stone, cacti])
        self.rect=self.image.get_rect()
        self.rect.x=1000
        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
screen = pygame.display.set_mode((1000, 600))
FPS = pygame.time.Clock()  # pygame时钟,控制游戏速度(帧数)
pygame.display.set_caption("悟空酷跑")
# 载入图片
background = pygame.image.load('bg.png')    # 背景
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'),
        pygame.image.load('hero4.png'),
        pygame.image.load('hero5.png')]
index = 0   
y = 400
jumpState = "runing"
t = 30
block_list = pygame.sprite.Group()
#rect = obstacle.get_rect()
#rect.x = 1000
#rect.y = 500 - rect.height
road_x=0
background_x=0
time=0
gamestate=True


while True:
    for event in pygame.event.get():
        if event.type == locals.QUIT:
            # 接收到退出事件后退出程序
            exit()
        if event.type == locals.KEYDOWN:
            if jumpState == "runing":
                if event.key == locals.K_SPACE:
                    jumpState = "up"
        # 悟空造型
    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 t > 0:
                y -= t
                wukong.rect.y=y
                t -= 2
            else:
                jumpState = "down"  
        if jumpState == "down":    # 降落状态
            if t <= 30:
                y += t
                wukong.rect.y=y
                t += 2
            else:
                jumpState = "runing"
                t =30
    

    # 将背景图画上去
        background_x-=2
        if background_x<-1000:
            background_x=0
        screen.blit(background, (background_x, 0))     # 远处背景
        road_x-=8
        if road_x<-1000:
            road_x=0
        screen.blit(road, (road_x, 500))     # 路
        screen.blit(wukong.image, (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(bush,stone,cacti)
#    obstacle.rect.x -= 8
#    screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y)) 
    # 刷新画面

        time+=1
        if time>=60:
            time=0
            r=random.randint(0,50)
            if r>20:
                obstacle = Block(bush,stone,cacti)
                block_list.add(obstacle)
            
        for sprite in block_list:
            sprite.rect.x-=8
            screen.blit(sprite.image,(sprite.rect.x, sprite.rect.y))
            if sprite.rect.x<=0-sprite.rect.width:
                sprite.kill()
            if pygame.sprite.collide_rect(wukong,sprite):
                gameover=pygame.image.load('gameover.png')
                screen.blit(gameover,(400,200))
                gamestate=False
        pygame.display.update()
        FPS.tick(60)