Commit 22f22598 by BellCodeEditor

save project

parent 20935887
Showing with 53 additions and 72 deletions
...@@ -12,14 +12,6 @@ class Block(pygame.sprite.Sprite): ...@@ -12,14 +12,6 @@ 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=151
self.rect.y=400
screen = pygame.display.set_mode((1000, 600)) screen = pygame.display.set_mode((1000, 600))
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
...@@ -43,7 +35,7 @@ y = 400 ...@@ -43,7 +35,7 @@ y = 400
jumpState = "runing" jumpState = "runing"
t = 40 t = 30
# obstacle = Block(bush, stone, cacti) # obstacle = Block(bush, stone, cacti)
Block_list=pygame.sprite.Group() Block_list=pygame.sprite.Group()
...@@ -52,10 +44,8 @@ Block_list=pygame.sprite.Group() ...@@ -52,10 +44,8 @@ Block_list=pygame.sprite.Group()
road_x=0 road_x=0
back_x=0 back_x=0
time=0 time=0
game=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:
# 接收到退出事件后退出程序 # 接收到退出事件后退出程序
...@@ -64,66 +54,56 @@ while True: ...@@ -64,66 +54,56 @@ 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 == "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
# 悟空造型
wukong = hero[index]
if jumpState == "runing": # 跑步状态下 if jumpState == "runing": # 跑步状态下
index += 1 index += 1
if index >= 5: if index >= 5:
index = 0 index = 0
if game==True: # 将背景图画上去
if jumpState == "up": # 起跳状态 road_x-=8
if t > 0: back_x-=1
y -= t if road_x <= -1000:
wukong.rect.y=y road_x = 0
t -= 2 if back_x <= -1000:
else: back_x = 0
jumpState = "down" screen.blit(background, (back_x, 0)) # 远处背景
if jumpState == "down": # 降落状态 screen.blit(road, (road_x, 500)) # 路
if t <= 30: screen.blit(wukong, (150, y)) # 悟空
y += t
wukong.rect.y=y # if obstacle.rect.x <= 0-obstacle.rect.width: # 障碍物消失
t += 2 # # 创建障碍物对象
else: # obstacle = Block(bush,stone,cacti)
jumpState = "runing" # obstacle.rect.x -= 8
t =30 time+=1
if time>=60: #创建障碍物精灵
# 悟空造型 time=0
num=random.randint(0,50)
# 将背景图画上去 if num>=20:
road_x-=8 a=Block(bush, stone, cacti)
back_x-=1 Block_list.add(a)
if road_x <= -1000: for sprite in Block_list: #遍历、展示障碍物精灵
road_x = 0 sprite.rect.x-=8
if back_x <= -1000: screen.blit(sprite.image,(sprite.rect.x,sprite.rect.y))
back_x = 0 if sprite.rect.x<=0-sprite.rect.width:
screen.blit(background, (back_x, 0)) # 远处背景 sprite.kill()
screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong.image, (wukong.rect.x, wukong.rect.y)) # 悟空 #screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y))
# 刷新画面
# if obstacle.rect.x <= 0-obstacle.rect.width: # 障碍物消失 pygame.display.update()
# # 创建障碍物对象 FPS.tick(60)
# obstacle = Block(bush,stone,cacti) \ No newline at end of file
# obstacle.rect.x -= 8
time+=1
if time>=60: #创建障碍物精灵
time=0
num=random.randint(0,50)
if num>=20:
a=Block(bush, stone, cacti)
Block_list.add(a)
for sprite in Block_list: #遍历、展示障碍物精灵
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))
game=False
#screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y))
# 刷新画面
pygame.display.update()
FPS.tick(60)
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