Commit 528e4b4a by BellCodeEditor

save project

parent 686c5f10
Showing with 82 additions and 72 deletions
File added
...@@ -4,31 +4,27 @@ import random ...@@ -4,31 +4,27 @@ import random
pygame.init() # 初始化 pygame.init() # 初始化
class Block(pygame.sprite.Sprite): # 障碍物精灵类 class Zhangai(pygame.sprite.Sprite):#子类Zhangai继承父类精灵
def __init__(self,image1,image2,image3): def __init__ (self,image1,image2,image3):#形参,后面再用实参
super().__init__() super().__init__()#继承
# 加载障碍物的图片 self.image = random.choice([image1,image2,image3])#随机选,后面用实参
self.image = random.choice([image1, image2, image3]) self.rect =self.image.get_rect()#前面要加self
# 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.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):#子类Player继承父类精灵
def __init__(self, image): def __init__ (self,image):#形参,后面再用实参
super().__init__() super().__init__()#继承
# 加载悟空精灵图像 self.image = image#后面用实参
self.image = image self.rect =self.image.get_rect()#前面要加self
# 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.x = 150#初始x坐标
self.rect = self.image.get_rect() self.rect.y = 400#初始y坐标
self.rect.x = 150
self.rect.y = 400
# 创建一个窗口 # 创建一个窗口
screen = pygame.display.set_mode((1000, 600)) screen = pygame.display.set_mode((1000, 600))
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) 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 # 载入图片
background = pygame.image.load('bg.png') # 背景 background = pygame.image.load('bg.png') # 背景
road = pygame.image.load('road.png') # 路 road = pygame.image.load('road.png') # 路
...@@ -40,17 +36,21 @@ hero = [pygame.image.load('hero1.png'), ...@@ -40,17 +36,21 @@ hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero3.png'), pygame.image.load('hero3.png'),
pygame.image.load('hero4.png'), pygame.image.load('hero4.png'),
pygame.image.load('hero5.png')] pygame.image.load('hero5.png')]
basic_font = pygame.font.Font('STKAITI.TTF',32) basic_font = pygame.font.Font('STKAITI.TTF',38)
index = 0 index = 0
jumpstate = 'runing'#初始状态
y = 400 y = 400
jumpState = "runing"
t = 30 t = 30
road_x = 0 road_x = 0
bg_x = 0 bg_x = 0
time = 0 time = 0
gamestate = True gamestate = True#游戏状态,后面会变成False,只有True才会运行
score = 0
block_list =pygame.sprite.Group() # 创建精灵组 #zhangai = Zhangai(stone,cacti,bush)#设置变量
zhangai_list = pygame.sprite.Group()#创建精灵组
while True: while True:
for event in pygame.event.get(): for event in pygame.event.get():
...@@ -58,66 +58,75 @@ while True: ...@@ -58,66 +58,75 @@ while True:
# 接收到退出事件后退出程序 # 接收到退出事件后退出程序
exit() exit()
if event.type == locals.KEYDOWN: 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: if event.key == locals.K_SPACE:
jumpState = "up" jumpstate = 'up'#按下空格,模式为跳跃
# 悟空造型 wukong = Player(hero[index])#变向遍历列表
wukong = Player(hero[index]) if jumpstate == 'runing':#只有在跑步才能切换造型
if jumpState == "runing": # 跑步状态下 index += 1#索引增加
index += 1 if index >= 5:#如果大于索引
if index >= 5: index = 0#改为零
index = 0 if gamestate == True:#只有在True状态下才能渲染
if jumpstate =='up':#起跳
if gamestate == True: if t >0:#小于起跳最大值
if jumpState == "up": # 起跳状态 y -= t#起跳
if t > 0: wukong.rect.y = y#避免出现人在天上飞却死了的bug
y -= t
wukong.rect.y = y
t -= 2 t -= 2
else: else:
jumpState = "down" jumpstate = 'down'#落下
if jumpState == "down": # 降落状态 if jumpstate == 'down':#降落
if t <= 30: if t <= 30:#大于落地最大值
y += t y += t#落下
wukong.rect.y = y wukong.rect.y = y#同理
t += 2 t += 2
else: else:
jumpState = "runing" jumpstate = 'runing'#跑步
t =30 t = 30#重定义t
# 将背景图画上去 # 将背景图画上去
bg_x -= 1 bg_x -= 1#移动
if bg_x<=-1000: 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 bg_x = 0#重滚
screen.blit(background, (bg_x, 0)) # 远景 screen.blit(background, (bg_x, 0))
road_x -= 8 road_x -= 8
if road_x<=-1000: if road_x <= -1000:#与背景相同
road_x = 0 road_x = 0
screen.blit(road, (road_x, 500)) # 道路 screen.blit(road, (road_x, 500))
screen.blit(wukong.image, (150,y))#渲染名要换一个
screen.blit(wukong.image, (150, y)) # 悟空
time+=1#每渲染一次加一
time += 1 if time >=60:#如果渲染了一秒,因为帧数设置为60
if time >= 60: # 创建障碍物精灵 r = random.randint(0,100)#随机选
time = 0 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
num = random.randint(0,50) zhangai = Zhangai(stone,cacti,bush)#渲染
if num > 20: zhangai_list.add(zhangai)#添加进列表
obstacle = Block(bush,cacti,stone) time = 0#重新设为零
block_list.add(obstacle) for prop in zhangai_list:#遍历
for sprite in block_list: # 遍历、展示障碍物精灵 prop.rect.x -=8#移动
sprite.rect.x -= 8 screen.blit(prop.image, (prop.rect.x, prop.rect.y))#渲染
screen.blit(sprite.image, (sprite.rect.x, sprite.rect.y)) if prop.rect.x <= 0-prop.rect.width:#超出界限时
if sprite.rect.x <= 0-sprite.rect.width: prop.kill()#杀掉精灵
sprite.kill() if pygame.sprite.collide_rect(wukong,prop):#检测悟空是否与障碍碰撞
if pygame.sprite.collide_rect(wukong, sprite): # 精灵碰撞检测 gameover = pygame.image.load('gameover.png')#展示失败
gameover = pygame.image.load('gameover.png') # 游戏结束 screen.blit(gameover,(400,200))#失败位置
screen.blit(gameover, (400, 200)) gamestate = False#变为False
gamestate = False else:
scoreSurf = basic_font.render("分数:"+str(score),True,(255,0,0)) if prop.rect.x + prop.rect.width <wukong.rect.x:
screen.blit(scoreSurf,(850,20)) 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 # 刷新画面
pygame.display.update() pygame.display.update()
FPS.tick(60) FPS.tick(60)
\ No newline at end of file
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