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Commit
293a7ee1
authored
May 21, 2022
by
BellCodeEditor
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686c5f10
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my_game.py
my_game.py
View file @
293a7ee1
...
...
@@ -2,122 +2,123 @@ import pygame
from
pygame
import
locals
import
random
pygame
.
init
()
# 初始化
class
Block
(
pygame
.
sprite
.
Sprite
):
# 障碍物精灵类
def
__init__
(
self
,
image1
,
image2
,
image3
):
super
()
.
__init__
()
# 加载障碍物的图片
self
.
image
=
random
.
choice
([
image1
,
image2
,
image3
])
# 根据障碍物位图的宽高设置矩形
self
.
rect
=
self
.
image
.
get_rect
()
# 障碍物绘制坐标
self
.
rect
.
x
=
1000
self
.
rect
.
y
=
500
-
self
.
rect
.
height
class
Player
(
pygame
.
sprite
.
Sprite
):
# 悟空
def
__init__
(
self
,
image
):
super
()
.
__init__
()
# 加载悟空精灵图像
self
.
image
=
image
# image的get_rect()方法,可以返回pygame.Rect(0,0,图像宽,图像高)的对象
self
.
rect
=
self
.
image
.
get_rect
()
self
.
rect
.
x
=
150
self
.
rect
.
y
=
400
# 创建一个窗口
pygame
.
init
()
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'
)]
basic_font
=
pygame
.
font
.
Font
(
'STKAITI.TTF'
,
32
)
index
=
0
y
=
400
jumpState
=
"runing"
t
=
30
road_x
=
0
bg_x
=
0
time
=
0
gamestate
=
True
FPS
=
pygame
.
time
.
Clock
()
background
=
pygame
.
image
.
load
(
'bg.png'
)
road
=
pygame
.
image
.
load
(
'road.png'
)
stone
=
pygame
.
image
.
load
(
'stone.png'
)
cacti
=
pygame
.
image
.
load
(
'cacti.png'
)
bush
=
pygame
.
image
.
load
(
'bush.png'
)
hole
=
pygame
.
image
.
load
(
'hole.png'
)
GG
=
pygame
.
image
.
load
(
'gameover.png'
)
GGG
=
pygame
.
image
.
load
(
'gameover_.png'
)
heroes
=
[
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'
),]
block_list
=
pygame
.
sprite
.
Group
()
# 创建精灵组
##流程
state
=
"moving"
i
=
0
y
=
400
t
=
30
road_x
=
0
bg_x
=
0
time
=
0
shadow_x
=
999
score
=
0
die
=
False
you_loser
=
False
##刻意的游戏设计
class
Block
(
pygame
.
sprite
.
Sprite
):
def
__init__
(
self
,
img1
,
img2
,
img3
,
img4
):
super
()
.
__init__
()
self
.
image
=
random
.
choice
([
img1
,
img2
,
img3
,
img4
])
self
.
rect
=
self
.
image
.
get_rect
()
self
.
rect
.
x
=
1000
+
self
.
rect
.
width
self
.
rect
.
y
=
500
-
self
.
rect
.
height
self
.
price
=
1
blocks
=
Block
(
hole
,
stone
,
bush
,
cacti
)
group
=
pygame
.
sprite
.
Group
()
class
Player
(
pygame
.
sprite
.
Sprite
):
def
__init__
(
self
,
img
):
super
()
.
__init__
()
self
.
image
=
img
self
.
rect
=
self
.
image
.
get_rect
()
self
.
rect
.
x
=
150
self
.
rect
.
y
=
400
while
True
:
##Shadow
shadow
=
1
if
shadow_x
<
521
and
shadow_x
>
200
and
state
!=
"down"
:
state
=
"up"
shadow
=
0
##Events
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"
# 悟空造型
wukong
=
Player
(
hero
[
index
])
if
jumpState
==
"runing"
:
# 跑步状态下
index
+=
1
if
index
>=
5
:
index
=
0
if
gamestate
==
True
:
if
jumpState
==
"up"
:
# 起跳状态
if
t
>
0
:
y
-=
t
wukong
.
rect
.
y
=
y
t
-=
2
if
event
.
type
==
locals
.
KEYDOWN
and
shadow
==
1
:
if
state
==
"moving"
and
event
.
key
==
locals
.
K_UP
:
state
=
"up"
if
event
.
key
==
locals
.
K_DOWN
and
die
:
die
=
False
for
block
in
group
:
block
.
kill
()
##Action
if
not
die
:
monkey
=
Player
(
heroes
[
i
])
if
state
==
"up"
:
if
t
>
0
:
y
-=
t
monkey
.
rect
.
y
=
y
t
-=
2
else
:
jumpState
=
"down"
if
jumpState
==
"down"
:
# 降落状态
if
t
<=
30
:
y
+=
t
wukong
.
rect
.
y
=
y
t
+=
2
state
=
"down"
if
state
==
"down"
:
if
t
<=
30
:
y
+=
t
monkey
.
rect
.
y
=
y
t
+=
2
else
:
jumpState
=
"run
ing"
t
=
30
# 将背景图画上去
bg_x
-=
1
if
bg_x
<=-
1000
:
bg_x
=
0
screen
.
blit
(
background
,
(
bg_x
,
0
))
# 远景
road_x
-=
8
if
road_x
<=-
1000
:
road_x
=
0
screen
.
blit
(
road
,
(
road_x
,
500
))
# 道路
screen
.
blit
(
wukong
.
image
,
(
150
,
y
))
# 悟空
time
+=
1
if
time
>
=
60
:
# 创建障碍物精灵
state
=
"mov
ing"
t
-=
2
bg_x
-=
10
if
bg_x
<-
1000
:
bg_x
=
0
road_x
-=
20
if
road_x
<-
1000
:
road_x
=
0
if
i
<
4
and
state
==
"moving"
:
i
+=
1
else
:
i
=
0
##Play
screen
.
blit
(
background
,
(
bg_x
,
0
))
screen
.
blit
(
road
,
(
road_x
,
500
))
screen
.
blit
(
monkey
.
image
,
(
150
,
y
))
time
+=
1
if
time
>
30
:
time
=
0
num
=
random
.
randint
(
0
,
50
)
if
num
>
20
:
obstacle
=
Block
(
bush
,
cacti
,
stone
)
block_list
.
add
(
obstacle
)
for
sprite
in
block_list
:
# 遍历、展示障碍物精灵
sprite
.
rect
.
x
-=
8
screen
.
blit
(
sprite
.
image
,
(
sprite
.
rect
.
x
,
sprite
.
rect
.
y
))
if
sprite
.
rect
.
x
<=
0
-
sprite
.
rect
.
width
:
sprite
.
kill
()
if
pygame
.
sprite
.
collide_rect
(
wukong
,
sprite
):
# 精灵碰撞检测
gameover
=
pygame
.
image
.
load
(
'gameover.png'
)
# 游戏结束
screen
.
blit
(
gameover
,
(
400
,
200
))
gamestate
=
False
scoreSurf
=
basic_font
.
render
(
"分数:"
+
str
(
score
),
True
,(
255
,
0
,
0
))
screen
.
blit
(
scoreSurf
,(
850
,
20
))
# 刷新画面
seed
=
random
.
randint
(
0
,
50
)
if
seed
>
20
:
blocks
=
Block
(
hole
,
bush
,
cacti
,
stone
)
group
.
add
(
blocks
)
for
block
in
group
:
block
.
rect
.
x
-=
20
shadow_x
-=
20
if
block
.
rect
.
x
+
block
.
rect
.
width
<
monkey
.
rect
.
x
:
score
+=
block
.
price
block
.
price
=
0
print
(
score
)
if
block
.
rect
.
x
<
0
-
block
.
rect
.
width
:
block
.
kill
()
if
len
(
group
)
<=
1
:
shadow_x
=
block
.
rect
.
x
screen
.
blit
(
block
.
image
,(
block
.
rect
.
x
,
block
.
rect
.
y
))
if
pygame
.
sprite
.
collide_rect
(
block
,
monkey
):
for
block
in
group
:
block
.
rect
.
x
=-
100
screen
.
blit
(
GG
,(
0
,
0
))
#screen.blit(GGG,(0,0))
die
=
True
pygame
.
display
.
update
()
FPS
.
tick
(
60
)
\ No newline at end of file
FPS
.
tick
(
30
)
\ No newline at end of file
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