Commit 528e4b4a by BellCodeEditor

save project

parent 686c5f10
Showing with 86 additions and 77 deletions
File added
......@@ -4,31 +4,27 @@ 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
class Zhangai(pygame.sprite.Sprite):#子类Zhangai继承父类精灵
def __init__ (self,image1,image2,image3):#形参,后面再用实参
super().__init__()#继承
self.image = random.choice([image1,image2,image3])#随机选,后面用实参
self.rect =self.image.get_rect()#前面要加self
self.rect.x = 1000
self.rect.y = 500 - self.rect.height
self.score = 1
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
class Player(pygame.sprite.Sprite):#子类Player继承父类精灵
def __init__ (self,image):#形参,后面再用实参
super().__init__()#继承
self.image = image#后面用实参
self.rect =self.image.get_rect()#前面要加self
self.rect.x = 150#初始x坐标
self.rect.y = 400#初始y坐标
# 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
......@@ -40,84 +36,97 @@ hero = [pygame.image.load('hero1.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
basic_font = pygame.font.Font('STKAITI.TTF',38)
index = 0
jumpstate = 'runing'#初始状态
y = 400
jumpState = "runing"
t = 30
road_x = 0
bg_x = 0
time = 0
gamestate = True
block_list =pygame.sprite.Group() # 创建精灵组
time = 0
gamestate = True#游戏状态,后面会变成False,只有True才会运行
score = 0
#zhangai = Zhangai(stone,cacti,bush)#设置变量
zhangai_list = pygame.sprite.Group()#创建精灵组
while True:
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 jumpstate == 'runing':#只有在跑步状态才能跳
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
jumpstate = 'up'#按下空格,模式为跳跃
wukong = Player(hero[index])#变向遍历列表
if jumpstate == 'runing':#只有在跑步才能切换造型
index += 1#索引增加
if index >= 5:#如果大于索引
index = 0#改为零
if gamestate == True:#只有在True状态下才能渲染
if jumpstate =='up':#起跳
if t >0:#小于起跳最大值
y -= t#起跳
wukong.rect.y = y#避免出现人在天上飞却死了的bug
t -= 2
else:
jumpState = "down"
if jumpState == "down": # 降落状态
if t <= 30:
y += t
wukong.rect.y = y
jumpstate = 'down'#落下
if jumpstate == 'down':#降落
if t <= 30:#大于落地最大值
y += t#落下
wukong.rect.y = y#同理
t += 2
else:
jumpState = "runing"
t =30
jumpstate = 'runing'#跑步
t = 30#重定义t
# 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
bg_x -= 1#移动
if bg_x <= -1000:#因为背景长2000,且为俩段长度为1000的相同图片合成
bg_x = 0#重滚
screen.blit(background, (bg_x, 0))
road_x -= 8
if road_x<=-1000:
if road_x <= -1000:#与背景相同
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
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))
screen.blit(road, (road_x, 500))
screen.blit(wukong.image, (150,y))#渲染名要换一个
time+=1#每渲染一次加一
if time >=60:#如果渲染了一秒,因为帧数设置为60
r = random.randint(0,100)#随机选
if r >40:#这样只有随机选时达与40才能渲染,相当于只有60%的概率渲染
zhangai = Zhangai(stone,cacti,bush)#渲染
zhangai_list.add(zhangai)#添加进列表
time = 0#重新设为零
for prop in zhangai_list:#遍历
prop.rect.x -=8#移动
screen.blit(prop.image, (prop.rect.x, prop.rect.y))#渲染
if prop.rect.x <= 0-prop.rect.width:#超出界限时
prop.kill()#杀掉精灵
if pygame.sprite.collide_rect(wukong,prop):#检测悟空是否与障碍碰撞
gameover = pygame.image.load('gameover.png')#展示失败
screen.blit(gameover,(400,200))#失败位置
gamestate = False#变为False
else:
if prop.rect.x + prop.rect.width <wukong.rect.x:
score += prop.score
prop.score = 0
#if zhangai.rect.x <= 0-zhangai.rect.width:#障碍物完全消失在窗口
# zhangai = Zhangai(stone,cacti,bush)#刷新
#zhangai.rect.x -=8 #左移
#screen.blit(zhangai.image, (zhangai.rect.x, zhangai.rect.y))#渲染
scoreSurf = basic_font.render('分数:'+str(score),True,(200,200,200))
screen.blit(scoreSurf,(880,20))
# 刷新画面
pygame.display.update()
FPS.tick(60)
\ No newline at end of file
FPS.tick(60)
\ No newline at end of file
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or sign in to comment