Commit 7602c50d by BellCodeEditor

auto save

parent b9469cb1
Showing with 47 additions and 71 deletions
class hero(): class a:
def __init__(self,attack,hp,level): def __init__(self):
self.attack=attack self.level=1
self.hp=hp self.hp=200
self.level=level self.attack=150
def upgrade(self): ad=a()
self.attack+=50 print(ad.level)
self.hp+=100 \ No newline at end of file
self.level+=1
def check(self):
print(self.attack)
print(self.hp)
print(self.level)
ad=hero(500,100,1)
ad.check()
\ No newline at end of file
...@@ -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
pygame.init() # 初始化 pygame.init() # 初始化
# 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))
...@@ -41,9 +34,6 @@ t = 30 ...@@ -41,9 +34,6 @@ t = 30
aa=Block(bush,cacti,stone) aa=Block(bush,cacti,stone)
obstacle_ti=0 obstacle_ti=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():
if event.type == locals.QUIT: if event.type == locals.QUIT:
...@@ -53,55 +43,49 @@ while True: ...@@ -53,55 +43,49 @@ 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, (lu_x, 500)) # 路
if t <= 30: screen.blit(wukong, (150, y)) # 悟空
y += t obstacle_ti+=1
wukong.rect.y=y if obstacle_ti>=60:
t += 2 obstacle_ti=0
else: num=random.randint(0,50)
jumpState = "runing" if num >20:
t =30 obstacle=Block(bush,cacti,stone)
block_list.add(obstacle)
# 悟空造型 for sprite_i in block_list:
sprite_i.rect.x-=8
# 将背景图画上去 screen.blit(sprite_i.image,(sprite_i.rect.x,sprite_i.rect.y))
shan_x -=2 if sprite_i.rect.x<0-sprite_i.rect.width:
if shan_x <-1000: sprite_i.kill()
shan_x=0
screen.blit(background, (shan_x, 0)) # 远处背景
lu_x -=8
if lu_x <-1000:
lu_x=0
screen.blit(road, (lu_x, 500)) # 路
screen.blit(wukong.image, (150, y)) # 悟空
obstacle_ti+=1
if obstacle_ti>=60:
obstacle_ti=0
num=random.randint(0,50)
if num >20:
obstacle=Block(bush,cacti,stone)
block_list.add(obstacle)
for sprite_i in block_list:
sprite_i.rect.x-=8
screen.blit(sprite_i.image,(sprite_i.rect.x,sprite_i.rect.y))
if sprite_i.rect.x<0-sprite_i.rect.width:
sprite_i.kill()
if pygame.sprite.collide_rect(wukong,sprite_i):
gameover=pygame.image.load("gameover.png")
screen.blit(gameover,(400,200))
#if aa.rect.x <= 0-aa.rect.width: # 障碍物消失 #if aa.rect.x <= 0-aa.rect.width: # 障碍物消失
# 创建障碍物对象 # 创建障碍物对象
# aa=Block(bush,cacti,stone) # aa=Block(bush,cacti,stone)
......
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