Commit cea6ab92 by BellCodeEditor

save project

parent 80198780
Showing with 73 additions and 70 deletions
......@@ -6,96 +6,99 @@ pygame.init() # 初始化
# 创建一个窗口
screen = pygame.display.set_mode((1000, 600))
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
pygame.display.set_caption("悟空酷跑")
# 载入图片
background = pygame.image.load('bg.png') # 背景
road = pygame.image.load('road.png') # 路
stone = pygame.image.load('stone.png') # 石头
cacti = pygame.image.load('cacti.png') # 仙人掌
bush = pygame.image.load('bush.png') # 灌木丛
hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero2.png'),
pygame.image.load('hero3.png'),
pygame.image.load('hero4.png'),
pygame.image.load('hero5.png')]
apple = pygame.image.load('bush.png') # 灌木丛
gameover = pygame.image.load('gameover.png')
#构建的精灵类,继承自Sprite类,主要用于后续做碰撞体积检测
class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3):
super().__init__()
self.image = random.choice([image1,image2,image3])
self.rect = self.image.get_rect()
self.rect.x = 1000
self.rect.y = 500 - self.rect.height
obstacle = Block(bush, stone, cacti)
class WuKong(pygame.sprite.Sprite):
def __init__(self,wukong_img):
self.image = wukong_img
self.rect = self.image.get_rect()
self.rect.x = 150
self.rect.y = 400
index = 0
y = 400
jumpState = "runing" #悟空状态 分为:running up down
t = 30 #跳跃速度
list_group = pygame.sprite.Group()
# obstacle = random.choice([bush, stone, cacti]) #产生障碍物
# rect = obstacle.get_rect()
# rect.x = 1000
# rect.y = 500 - rect.height
# 关卡1 实现悟空跑步效果
# 逻辑:绘制图画时,不断切换悟空图片
hero = [pygame.image.load('hero1.png'),pygame.image.load('hero2.png'),pygame.image.load('hero3.png')
,pygame.image.load('hero4.png'),pygame.image.load('hero5.png')] #加载悟空图片
index = 0
jumpStatus = 'running'
wukong = WuKong(hero[index])
t = 30
road_x = 0
background_x = 0
road_x = 0
gameState = 1
time = 0
while True:
if background_x < -1000:
background_x = 0
if road_x < -1000:
road_x = 0
for event in pygame.event.get():
if event.type == locals.QUIT:
# 接收到退出事件后退出程序
exit()
if event.type == locals.KEYDOWN:
if jumpState == "runing":
if event.key == locals.K_SPACE:
jumpState = "up"
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
index += 1
if index >= 5:
index = 0
# 将背景图画上去
road_x -= 8
background_x -= 5
if road_x <= -1000:
road_x = 0
if background_x <= -1000:
background_x = 0
screen.blit(background, (background_x, 0)) # 远处背景
screen.blit(road, (road_x, 500)) # 路
screen.blit(wukong, (150, y)) # 悟空
time += 1
if time >= 60:
time = 0
num = random.randint(0,50)
if num > 20:
obstacle = Block(bush, cacti, stone)
list
# 障碍物消失
# 创建障碍物对象
obstacle = Block(bush, cacti, stone)
if event.type == locals.KEYDOWN and jumpStatus == 'running': #键盘按下
if event.key == locals.K_SPACE:
jumpStatus = 'up'
if gameState == 1:
if jumpStatus == 'up':
if t>0:
wukong.rect.y -= t
t -= 2
else:
jumpStatus = 'down'
if jumpStatus == 'down':
if t<=30:
wukong.rect.y += t
t += 2
else:
jumpStatus = 'running'
t = 30
if jumpStatus == 'running':
index += 1
if index == 5:
index = 0
obstacle.rect.x -= 8
screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y))
# 刷新画面
pygame.display.update()
FPS.tick(30)
\ No newline at end of file
background_x -= 5
road_x -= 8
# 将背景图画上去
screen.blit(background, (background_x, 0))
screen.blit(road, (road_x, 500))
screen.blit(hero[index], (150, wukong.rect.y)) #绘制悟空
time += 1
if time >= 60:
time = 0
num = random.randint(0,60)
if num>30:
obstacle = Block(stone,cacti,apple)
list_group.add(obstacle)
for temp in list_group:
temp.rect.x -= 8
screen.blit(temp.image, (temp.rect.x, temp.rect.y))
if(pygame.sprite.collide_rect(wukong,temp)):
screen.blit(gameover, (350, 200))
gameState = 0
if temp.rect.x < 0 - temp.rect.width:
temp.kill()
# 刷新画面
pygame.display.update()
FPS.tick(60)
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