Commit 2f0907b7 by BellCodeEditor

save project

parent 0ca14129
Showing with 62 additions and 48 deletions
...@@ -11,7 +11,7 @@ class Block(pygame.sprite.Sprite): ...@@ -11,7 +11,7 @@ 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 Playerlayer(pygame.sprite.Sprite): class Player(pygame.sprite.Sprite):
def __init__(self,image): def __init__(self,image):
super().__init__() super().__init__()
self.image = image self.image = image
...@@ -33,6 +33,7 @@ hero = [pygame.image.load('hero1.png'), ...@@ -33,6 +33,7 @@ hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero3.png'), pygame.image.load('hero3.png'),
pygame.image.load('hero4.png'), pygame.image.load('hero4.png'),
pygame.image.load('hero5.png')] pygame.image.load('hero5.png')]
index = 0 index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
...@@ -42,6 +43,9 @@ bg_x = 0 ...@@ -42,6 +43,9 @@ bg_x = 0
road_x = 0 road_x = 0
time = 0 time = 0
block_list=pygame.sprite.Group() block_list=pygame.sprite.Group()
gamestate = True
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
...@@ -53,55 +57,65 @@ while True: ...@@ -53,55 +57,65 @@ while True:
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
if jumpState == "up": # 起跳状态 wukong = Player(hero[index])
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
# 将背景图画上去
bg_x-= 1
if bg_x<=-1000:
bg_x=0
screen.blit(background, (bg_x,0))
road_x-=8
if road_x<=-1000:
road_x=0
screen.blit(road, (road_x,500))
screen.blit(wukong, (150, y)) # 悟空
# 障碍物消失 if gamestate == True:
# 创建障碍物对象 if jumpState == "up": # 起跳状态
if obstacle.rect.x<=0-obstacle.rect.width: if t > 0:
obstacle = Block(bush,cacti,stone) y -= t
obstacle.rect.x -=8 wukong.rect.y=y
t -= 2
time += 1 else:
if time>=60: jumpState = "down"
time = 0 if jumpState == "down": # 降落状态
num = random.randint(0,50) if t <= 30:
if num>20: y += t
wukong.rect.y=y
t += 2
else:
jumpState = "runing"
t =30
# 悟空造型
# 将背景图画上去
bg_x-= 1
if bg_x<=-1000:
bg_x=0
screen.blit(background, (bg_x,0))
road_x-=8
if road_x<=-1000:
road_x=0
screen.blit(road, (road_x,500))
screen.blit(wukong.image, (150, y)) # 悟空
# 障碍物消失
# 创建障碍物对象
if obstacle.rect.x<=0-obstacle.rect.width:
obstacle = Block(bush,cacti,stone) obstacle = Block(bush,cacti,stone)
block_list.add(obstacle) obstacle.rect.x -=8
for sprite in block_list:
sprite.rect.x -=8 time += 1
screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y)) if time>=60:
if sprite.rect.x<=0-sprite.rect.width: time = 0
sprite.kill() num = random.randint(0,50)
# 刷新画面 if num>20:
pygame.display.update() obstacle = Block(bush,cacti,stone)
FPS.tick(60) block_list.add(obstacle)
\ No newline at end of file
for sprite in block_list:
sprite.rect.x -=8
screen.blit(obstacle.image, (obstacle.rect.x, obstacle.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
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
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