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Commit
2a02df5a
authored
3 years ago
by
BellCodeEditor
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parent
686c5f10
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1 changed file
with
7 additions
and
3 deletions
my_game.py
my_game.py
View file @
2a02df5a
...
@@ -14,7 +14,7 @@ class Block(pygame.sprite.Sprite): # 障碍物精灵类
...
@@ -14,7 +14,7 @@ class Block(pygame.sprite.Sprite): # 障碍物精灵类
# 障碍物绘制坐标
# 障碍物绘制坐标
self
.
rect
.
x
=
1000
self
.
rect
.
x
=
1000
self
.
rect
.
y
=
500
-
self
.
rect
.
height
self
.
rect
.
y
=
500
-
self
.
rect
.
height
self
.
score
=
1
class
Player
(
pygame
.
sprite
.
Sprite
):
# 悟空
class
Player
(
pygame
.
sprite
.
Sprite
):
# 悟空
def
__init__
(
self
,
image
):
def
__init__
(
self
,
image
):
super
()
.
__init__
()
super
()
.
__init__
()
...
@@ -50,8 +50,9 @@ bg_x = 0
...
@@ -50,8 +50,9 @@ bg_x = 0
time
=
0
time
=
0
gamestate
=
True
gamestate
=
True
block_list
=
pygame
.
sprite
.
Group
()
# 创建精灵组
block_list
=
pygame
.
sprite
.
Group
()
# 创建精灵组
score
=
0
while
True
:
while
True
:
for
event
in
pygame
.
event
.
get
():
for
event
in
pygame
.
event
.
get
():
if
event
.
type
==
locals
.
QUIT
:
if
event
.
type
==
locals
.
QUIT
:
...
@@ -59,7 +60,7 @@ while True:
...
@@ -59,7 +60,7 @@ while True:
exit
()
exit
()
if
event
.
type
==
locals
.
KEYDOWN
:
if
event
.
type
==
locals
.
KEYDOWN
:
if
jumpState
==
"runing"
:
if
jumpState
==
"runing"
:
if
event
.
key
==
locals
.
K_
SPACE
:
if
event
.
key
==
locals
.
K_
w
:
jumpState
=
"up"
jumpState
=
"up"
# 悟空造型
# 悟空造型
...
@@ -115,6 +116,9 @@ while True:
...
@@ -115,6 +116,9 @@ while True:
gameover
=
pygame
.
image
.
load
(
'gameover.png'
)
# 游戏结束
gameover
=
pygame
.
image
.
load
(
'gameover.png'
)
# 游戏结束
screen
.
blit
(
gameover
,
(
400
,
200
))
screen
.
blit
(
gameover
,
(
400
,
200
))
gamestate
=
False
gamestate
=
False
else
:
if
sprite
.
rest
.
x
+
sprite
.
rest
.
width
<
wukong
.
rect
.
x
:
score
+=
sprite
.
score
scoreSurf
=
basic_font
.
render
(
"分数:"
+
str
(
score
),
True
,(
255
,
0
,
0
))
scoreSurf
=
basic_font
.
render
(
"分数:"
+
str
(
score
),
True
,(
255
,
0
,
0
))
screen
.
blit
(
scoreSurf
,(
850
,
20
))
screen
.
blit
(
scoreSurf
,(
850
,
20
))
...
...
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