Commit cddea0a4 by BellCodeEditor

save project

parent f3a2c498
Showing with 58 additions and 45 deletions
...@@ -10,6 +10,13 @@ class Block(pygame.sprite.Sprite): ...@@ -10,6 +10,13 @@ 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)
...@@ -34,7 +41,7 @@ t = 30 ...@@ -34,7 +41,7 @@ t = 30
# rect.x = 1000 # rect.x = 1000
# rect.y = 500 - rect.height # rect.y = 500 - rect.height
road_x,bg_x=0,0 road_x,bg_x=0,0
z=0
#obstacle=Block(bush,stone,cacti) #obstacle=Block(bush,stone,cacti)
block_list=pygame.sprite.Group() block_list=pygame.sprite.Group()
time=0 time=0
...@@ -47,49 +54,54 @@ while True: ...@@ -47,49 +54,54 @@ while True:
if jumpState == "runing": if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpState = "up"
if z==0:
if jumpState == "up": # 起跳状态 wukong =Player(hero[index])
if t > 0: if jumpState == "up": # 起跳状态
y -= t if t > 0:
t -= 2 y -= t
else: wukong.rect.y=y
jumpState = "down" t -= 2
if jumpState == "down": # 降落状态 else:
if t <= 30: jumpState = "down"
y += t if jumpState == "down": # 降落状态
t += 2 if t <= 30:
else: y += t
jumpState = "runing" wukong.rect.y=y
t =30 t += 2
else:
# 悟空造型 jumpState = "runing"
wukong = hero[index] t =30
if jumpState == "runing": # 跑步状态下
index += 1 # 悟空造型
if index >= 5: if jumpState == "runing": # 跑步状态下
index = 0 index += 1
road_x-=8 if index >= 5:
if road_x<-1000: index = 0
road_x=0 road_x-=8
bg_x-=2 if road_x<-1000:
if bg_x<-1000: road_x=0
bg_x=0 bg_x-=2
# 将背景图画上去 if bg_x<-1000:
screen.blit(background, (bg_x, 0)) # 远处背景 bg_x=0
screen.blit(road, (road_x, 500)) # 路 # 将背景图画上去
screen.blit(wukong, (150, y)) # 悟空 screen.blit(background, (bg_x, 0)) # 远处背景
time+=1 screen.blit(road, (road_x, 500)) # 路
if time>=60: screen.blit(wukong.image, (150, y)) # 悟空
num=random.randint(0,100) time+=1
if num>40: if time>=60:
obstacle=Block(bush,cacti,stone) num=random.randint(0,100)
block_list.add(obstacle) if num>40:
time=0 obstacle=Block(bush,cacti,stone)
for sprite in block_list: block_list.add(obstacle)
sprite.rect.x-=8 time=0
screen.blit(sprite.image, (sprite.rect.x,sprite.rect.y)) for sprite in block_list:
if sprite.rect.x<=0-sprite.rect.width: sprite.rect.x-=8
sprite.kill() screen.blit(sprite.image, (sprite.rect.x,sprite.rect.y))
# 刷新画面 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,(450,100))
z=1
pygame.display.update() pygame.display.update()
FPS.tick(60) FPS.tick(60)
\ No newline at end of file
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