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Commit
528e4b4a
authored
Mar 12, 2022
by
BellCodeEditor
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86 additions
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77 deletions
STKAITI.TTF
my_game.py
STKAITI.TTF
0 → 100644
View file @
528e4b4a
File added
my_game.py
View file @
528e4b4a
...
...
@@ -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
jump
State
==
"runing"
:
if
jump
state
==
'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
:
jump
State
=
"down"
if
jump
State
==
"down"
:
# 降落状态
if
t
<=
30
:
y
+=
t
wukong
.
rect
.
y
=
y
jump
state
=
'down'
#落下
if
jump
state
==
'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
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