Commit 3ffda1f9 by BellCodeEditor

auto save

parent ddb938b8
Showing with 46 additions and 60 deletions
...@@ -9,13 +9,6 @@ class Block(pygame.sprite.Sprite): ...@@ -9,13 +9,6 @@ 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=150
self.rect.y=400
road_x=0 road_x=0
pygame.init() # 初始化 pygame.init() # 初始化
# 创建一个窗口 # 创建一个窗口
...@@ -41,7 +34,6 @@ jumpState = "runing" ...@@ -41,7 +34,6 @@ jumpState = "runing"
t = 30 t = 30
aa=Block(bush,cacti,stone) aa=Block(bush,cacti,stone)
time = 0 time = 0
gamestate = True
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():
...@@ -52,62 +44,56 @@ while True: ...@@ -52,62 +44,56 @@ 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 gamestate == True: # 将背景图画上去
if jumpState == "up": # 起跳状态 shan_x -=2
if t > 0: if shan_x <-1000:
y -= t shan_x=0
wukong.rect.y=y screen.blit(background, (shan_x, 0)) # 远处背景
t -= 2 lu_x -=8
else: if lu_x <-1000:
jumpState = "down" lu_x=0
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 road_x -=8
wukong.rect.y=y if road_x < -1000:
t += 2 road_x=0
else: #if aa.rect.x <= 0-aa.rect.width: # 障碍物消失
jumpState = "runing" # 创建障碍物对象
t =30 #aa=Block(bush,cacti,stone)
#aa.rect.x -= 8
# 将背景图画上去 time+=1
shan_x -=2 if time >+ 60:
if shan_x <-1000: r = random.randint(0,100)
shan_x=0 if r > 40:
screen.blit(background, (shan_x, 0)) # 远处背景 obstacle = Block(bush,cacti,stone)
lu_x -=8 block_list.add(obstacle)
if lu_x <-1000: time = 0
lu_x=0 for prop in block_list:
screen.blit(road, (road_x, 500)) # 路 prop.rect.x -= 8
screen.blit(wukong.image, (150, y)) # 悟空 screen.blit(prop.image, (prop.rect.x, prop.rect.y))
road_x -=8 if prop.rect.x<=0-prop.rect.width:
if road_x < -1000: prop.kill()
road_x=0
#if aa.rect.x <= 0-aa.rect.width: # 障碍物消失
# 创建障碍物对象
#aa=Block(bush,cacti,stone)
#aa.rect.x -= 8
time+=1
if time >+ 60:
time=0
r = random.randint(0,100)
if r > 40:
obstacle = Block(bush,cacti,stone)
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
#screen.blit(aa.image, (aa.rect.x, aa.rect.y)) #screen.blit(aa.image, (aa.rect.x, aa.rect.y))
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
......
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