Commit 293a7ee1 by BellCodeEditor

auto save

parent 686c5f10
Showing with 110 additions and 109 deletions
......@@ -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 = "runing"
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="moving"
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)
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