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  • pygame_lesson8_diy4
  • my_game.py
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  • BellCodeEditor's avatar
    auto save · be4581a9
    BellCodeEditor committed 3 years ago
    be4581a9
my_game.py 3.27 KB
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import pygame
from pygame import locals
import random

pygame.init()  # 初始化

pygame.sprite.Group()
add(obstacle = Block(bush,stone,cacti)) 
class Block(pygame.sprite.Sprite):
    def __init__(rect,image):
        super().__init__()
# 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
obstacle = random.choice([bush, stone, cacti])
rect = obstacle.get_rect()
rect.x = 1000
rect.y = 500 - rect.height
road_x = 0
background_x = 0
gamestate = True

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

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 jumpState == "up":    # 起跳状态
            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

        if road_x <= -1000:
            road_x = 0
        
        if background_x <= -1000:
            background_x = 0
        
    
        # 将背景图画上去
        screen.blit(background, (0, 0))     # 远处背景
        screen.blit(road, (0, 500))     # 路
        screen.blit(wukong.image, (150, y))     # 悟空
    
        time += 1
        if time >= 60:
            time = 0
            num = random.randint(0,50)
            if num > 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-obstacle.rect.width:
                    sprite.kill()
                if pygame.sprite.collide_rect(wukong,obstacle):
                    gamestate = False

            # 创建障碍物对象
            Group(obstacle = Block(bush,stone,cacti))
        obstacle.rect.x -= 8
        screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y)) 
        # 刷新画面
        pygame.display.update()
        FPS.tick(60)