Commit 3dc1a68e by BellCodeEditor

save project

parent 2ec8f8e8
Showing with 15 additions and 32 deletions
...@@ -12,14 +12,6 @@ class Block(pygame.sprite.Sprite): ...@@ -12,14 +12,6 @@ class Block(pygame.sprite.Sprite):
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
# 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))
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)
...@@ -35,17 +27,17 @@ hero = [pygame.image.load('hero1.png'), ...@@ -35,17 +27,17 @@ 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')]
time=0
index = 0 index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
# +++++++++++++++++++++++
bg_x = 0 bg_x = 0
road_x = 0 road_x = 0
gamestate=True time=0
# +++++++++++++++++++++++ # +++++++++++++++++++++++
#obstacle = Block(bush, stone, cacti)
block_list=pygame.sprite.Group() block_list=pygame.sprite.Group()
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:
...@@ -55,29 +47,27 @@ while True: ...@@ -55,29 +47,27 @@ while True:
if jumpState == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" 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 jumpState == "up": # 起跳状态
if t > 0: if t > 0:
y -= t y -= t
wukong.rect.y=y
t -= 2 t -= 2
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
wukong.rect.y=y
t += 2 t += 2
else: else:
jumpState = "runing" jumpState = "runing"
t =30 t =30
# 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
# +++++++++++++++++++++++ # +++++++++++++++++++++++
bg_x -= 1 bg_x -= 1
...@@ -89,25 +79,19 @@ while True: ...@@ -89,25 +79,19 @@ while True:
road_x = 0 road_x = 0
screen.blit(road, (road_x, 500)) screen.blit(road, (road_x, 500))
# +++++++++++++++++++++++ # +++++++++++++++++++++++
screen.blit(wukong.image, (150, y)) # 悟空 screen.blit(wukong, (150, y)) # 悟空
# 创建障碍物对象
time+=1 time+=1
if time>=60: if time >=60:
time=0 time=0
num=random.randint(0,50) num=random.randint(0,50)
if num>20: if num >20:
obstacle = Block(bush,cacti,stone) obstacle = Block(bush,stone,cacti)
block_list.add(obstacle) block_list.add(obstacle)
for sprite in block_list: for sprite in block_list:
sprite.rect.x -= 8 sprite.rect.x -= 8
screen.blit(sprite.image, (sprite.rect.x, sprite.rect.y)) screen.blit(sprite.image, (sprite.rect.x, sprite.rect.y))
if sprite.rect.x<=0-sprite.rect.width: if sprite.rect.x <= 0-sprite.rect.x:
sprite.kill() 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 # 刷新画面
pygame.display.update() pygame.display.update()
FPS.tick(30) FPS.tick(30)
\ No newline at end of file
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