Commit bc533caf by BellCodeEditor

save project

parent 19e48bbe
Showing with 63 additions and 43 deletions
...@@ -10,6 +10,17 @@ class Block(pygame.sprite.Sprite): ...@@ -10,6 +10,17 @@ 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
# 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)
...@@ -25,6 +36,7 @@ hero = [pygame.image.load('hero1.png'), ...@@ -25,6 +36,7 @@ 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')]
bg_x=0 bg_x=0
road_x=0 road_x=0
time=0 time=0
...@@ -32,6 +44,7 @@ index = 0 ...@@ -32,6 +44,7 @@ index = 0
y = 400 y = 400
jumpState = "runing" jumpState = "runing"
t = 30 t = 30
gamestate=True
block_list=pygame.sprite.Group() block_list=pygame.sprite.Group()
...@@ -44,49 +57,56 @@ while True: ...@@ -44,49 +57,56 @@ while True:
if jumpState == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
# 悟空造型
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
bg_x-=1 if gamestate==True:
if bg_x<=-1000: if jumpState == "up": # 起跳状态
bg_x=0 # 将背景图画上去 if t > 0:
screen.blit(background, (bg_x, 0)) y -= t
road_x-=8 wukong.rect.y=y
if road_x<=-1000: t -= 2
road_x=0 # 远处背景 else:
screen.blit(road, (road_x, 500)) # 路 jumpState = "down"
screen.blit(wukong, (150, y)) # 悟空 if jumpState == "down": # 降落状态
time+=1 if t <= 30:
if time>60: y += t
r = random.randint(0,100) wukong.rect.y=y
if r >40: t += 2
obstacle = Block(bush,cacti,stone) else:
block_list.add(obstacle) jumpState = "runing"
time=0 t =30
for prop in block_list:
prop.rect.x-=8
screen.blit(prop.image, (prop.rect.x,prop.rect.y))
if prop.rect.x<=0-prop.rect.width:
prop.kill()
# 刷新画面 bg_x-=1
pygame.display.update() if bg_x<=-1000:
FPS.tick(60) bg_x=0 # 将背景图画上去
\ No newline at end of file screen.blit(background, (bg_x, 0))
road_x-=8
if road_x<=-1000:
road_x=0 # 远处背景
screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong.image, (150, y)) # 悟空
time+=1
if time>60:
r = random.randint(0,100)
if r >40:
obstacle = Block(bush,cacti,stone)
block_list.add(obstacle)
time=0
for prop in block_list:
prop.rect.x-=8
screen.blit(prop.image, (prop.rect.x,prop.rect.y))
if prop.rect.x<=0-prop.rect.width:
prop.kill()
if pygame.sprite.collide_rect(wukong,prop):
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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