Commit cea6ab92 by BellCodeEditor

save project

parent 80198780
Showing with 60 additions and 57 deletions
...@@ -6,96 +6,99 @@ pygame.init() # 初始化 ...@@ -6,96 +6,99 @@ 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))
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)
pygame.display.set_caption("悟空酷跑")
# 载入图片 # 载入图片
background = pygame.image.load('bg.png') # 背景 background = pygame.image.load('bg.png') # 背景
road = pygame.image.load('road.png') # 路 road = pygame.image.load('road.png') # 路
stone = pygame.image.load('stone.png') # 石头 stone = pygame.image.load('stone.png') # 石头
cacti = pygame.image.load('cacti.png') # 仙人掌 cacti = pygame.image.load('cacti.png') # 仙人掌
bush = pygame.image.load('bush.png') # 灌木丛 apple = pygame.image.load('bush.png') # 灌木丛
hero = [pygame.image.load('hero1.png'), gameover = pygame.image.load('gameover.png')
pygame.image.load('hero2.png'),
pygame.image.load('hero3.png'),
pygame.image.load('hero4.png'),
pygame.image.load('hero5.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): class Block(pygame.sprite.Sprite):
def __init__(self,image1,image2,image3): def __init__(self,image1,image2,image3):
super().__init__()
self.image = random.choice([image1,image2,image3]) self.image = random.choice([image1,image2,image3])
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
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
list_group = pygame.sprite.Group()
# 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 index = 0
y = 400 jumpStatus = 'running'
jumpState = "runing" #悟空状态 分为:running up down
t = 30 #跳跃速度
# obstacle = random.choice([bush, stone, cacti]) #产生障碍物 wukong = WuKong(hero[index])
# rect = obstacle.get_rect() t = 30
# rect.x = 1000
# rect.y = 500 - rect.height
road_x = 0
background_x = 0 background_x = 0
road_x = 0
gameState = 1
time = 0 time = 0
while True: while True:
if background_x < -1000:
background_x = 0
if road_x < -1000:
road_x = 0
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == locals.QUIT: if event.type == locals.QUIT:
# 接收到退出事件后退出程序 # 接收到退出事件后退出程序
exit() exit()
if event.type == locals.KEYDOWN: if event.type == locals.KEYDOWN and jumpStatus == 'running': #键盘按下
if jumpState == "runing":
if event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" jumpStatus = 'up'
if gameState == 1:
if jumpState == "up": # 起跳状态 if jumpStatus == 'up':
if t > 0: if t>0:
y -= t wukong.rect.y -= t
t -= 2 t -= 2
else: else:
jumpState = "down" jumpStatus = 'down'
if jumpState == "down": # 降落状态 if jumpStatus == 'down':
if t <= 30: if t<=30:
y += t wukong.rect.y += t
t += 2 t += 2
else: else:
jumpState = "runing" jumpStatus = 'running'
t =30 t = 30
if jumpStatus == 'running':
# 悟空造型
wukong = hero[index]
if jumpState == "runing": # 跑步状态下
index += 1 index += 1
if index >= 5: if index == 5:
index = 0 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
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 time += 1
if time >= 60: if time >= 60:
time = 0 time = 0
num = random.randint(0,50) num = random.randint(0,60)
if num > 20: if num>30:
obstacle = Block(bush, cacti, stone) obstacle = Block(stone,cacti,apple)
list list_group.add(obstacle)
# 障碍物消失 for temp in list_group:
# 创建障碍物对象 temp.rect.x -= 8
obstacle = Block(bush, cacti, stone) screen.blit(temp.image, (temp.rect.x, temp.rect.y))
if(pygame.sprite.collide_rect(wukong,temp)):
obstacle.rect.x -= 8 screen.blit(gameover, (350, 200))
screen.blit(obstacle.image, (obstacle.rect.x, obstacle.rect.y)) gameState = 0
if temp.rect.x < 0 - temp.rect.width:
temp.kill()
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
FPS.tick(30) FPS.tick(60)
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