Commit 59476bd3 by BellCodeEditor

auto save

parent 3bb2e58c
Showing with 137 additions and 119 deletions
import pygame import pygame
from pygame import locals from pygame import locals
import random import random
pygame.init() # 初始化 pygame.init() # 初始化
class Block(pygame.sprite.Sprite): # 障碍物精灵类 class Block(pygame.sprite.Sprite): # 障碍物精灵类
def __init__(self,image1,image2,image3): def __init__(self,image1,image2,image3):
super().__init__() super().__init__()
# 加载障碍物的图片 # 加载障碍物的图片
self.image = random.choice([image1, image2, image3]) self.image = random.choice([image1, image2, image3])
# 根据障碍物位图的宽高设置矩形 # 根据障碍物位图的宽高设置矩形
self.rect = self.image.get_rect() self.rect = self.image.get_rect()
# 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
def __init__(self, image): class Player(pygame.sprite.Sprite): # 悟空
super().__init__() def __init__(self, image):
# 加载悟空精灵图像 super().__init__()
self.image = image # 加载悟空精灵图像
# image的get_rect()方法,可以返回pygame.Rect(0,0,图像宽,图像高)的对象 self.image = image
self.rect = self.image.get_rect() # 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 self.rect = self.image.get_rect()
self.rect.y = 400 self.rect.x = 150
self.rect.y = 400
# 创建一个窗口
screen = pygame.display.set_mode((1000, 600)) # 创建一个窗口
FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数) screen = pygame.display.set_mode((1000, 600))
pygame.display.set_caption("悟空酷跑") FPS = pygame.time.Clock() # pygame时钟,控制游戏速度(帧数)
# 载入图片 pygame.display.set_caption("悟空酷跑")
background = pygame.image.load('bg.png') # 背景 #字体++++++++++++++==
road = pygame.image.load('road.png') # 路 ziti=pygame.font.Font('STKAITI.TTF',18)
stone = pygame.image.load('stone.png') # 石头 #音效++++++++++++++++++++++
cacti = pygame.image.load('cacti.png') # 仙人掌 score_audio=pygame.mixer.Sound('score.wav')
bush = pygame.image.load('bush.png') # 灌木丛 # 载入图片
hero = [pygame.image.load('hero1.png'), background = pygame.image.load('bg.png') # 背景
pygame.image.load('hero2.png'), road = pygame.image.load('road.png') # 路
pygame.image.load('hero3.png'), stone = pygame.image.load('stone.png') # 石头
pygame.image.load('hero4.png'), cacti = pygame.image.load('cacti.png') # 仙人掌
pygame.image.load('hero5.png')] bush = pygame.image.load('bush.png') # 灌木丛
index = 0 hero = [pygame.image.load('hero1.png'),
y = 400 pygame.image.load('hero2.png'),
jumpState = "runing" pygame.image.load('hero3.png'),
t = 30 pygame.image.load('hero4.png'),
road_x = 0 pygame.image.load('hero5.png')]
bg_x = 0 index = 0
time = 0 y = 400
gamestate = True jumpState = "runing"
t = 30
block_list =pygame.sprite.Group() # 创建精灵组 road_x = 0
bg_x = 0
while True: time = 0
for event in pygame.event.get(): gamestate = True
if event.type == locals.QUIT: speed=8
# 接收到退出事件后退出程序 block_list =pygame.sprite.Group() # 创建精灵组
exit() score=0
if event.type == locals.KEYDOWN: old_score=score
if jumpState == "runing": while True:
if event.key == locals.K_SPACE: for event in pygame.event.get():
jumpState = "up" if event.type == locals.QUIT:
# 接收到退出事件后退出程序
# 悟空造型 exit()
wukong = Player(hero[index]) if event.type == locals.KEYDOWN:
if jumpState == "runing": # 跑步状态下 if jumpState == "runing":
index += 1 if event.key == locals.K_SPACE:
if index >= 5: jumpState = "up"
index = 0 #++++++++++
speed=8+score//3
if gamestate == True: # 悟空造型
if jumpState == "up": # 起跳状态 wukong = Player(hero[index])
if t > 0: if jumpState == "runing": # 跑步状态下
y -= t index += 1
wukong.rect.y = y if index >= 5:
t -= 2 index = 0
else:
jumpState = "down" if gamestate == True:
if jumpState == "down": # 降落状态 if jumpState == "up": # 起跳状态
if t <= 30: if t > 0:
y += t y -= t
wukong.rect.y = y wukong.rect.y = y
t += 2 t -= 1.5
else: else:
jumpState = "runing" jumpState = "down"
t =30 if jumpState == "down": # 降落状态
if t <= 30:
# 将背景图画上去 y += t
bg_x -= 1 wukong.rect.y = y
if bg_x<=-1000: t += 1.5
bg_x = 0 else:
screen.blit(background, (bg_x, 0)) # 远景 jumpState = "runing"
t =30
road_x -= 8
if road_x<=-1000: # 将背景图画上去
road_x = 0 bg_x -= 1
screen.blit(road, (road_x, 500)) # 道路 if bg_x<=-1000:
bg_x = 0
screen.blit(wukong.image, (150, y)) # 悟空 screen.blit(background, (bg_x, 0)) # 远景
time += 1 road_x -= speed
if time >= 60: # 创建障碍物精灵 if road_x<=-1000:
time = 0 road_x = 0
num = random.randint(0,50) screen.blit(road, (road_x, 500)) # 道路
if num > 20:
obstacle = Block(bush,cacti,stone) screen.blit(wukong.image, (150, y)) # 悟空
block_list.add(obstacle)
for sprite in block_list: # 遍历、展示障碍物精灵 time += 1
sprite.rect.x -= 8 if time >= 50: # 创建障碍物精灵
screen.blit(sprite.image, (sprite.rect.x, sprite.rect.y)) time = 0
if sprite.rect.x <= 0-sprite.rect.width: num = random.randint(0,40)
sprite.kill() if num > 20:
if pygame.sprite.collide_rect(wukong, sprite): # 精灵碰撞检测 obstacle = Block(bush,cacti,stone)
gameover = pygame.image.load('gameover.png') # 游戏结束 block_list.add(obstacle)
screen.blit(gameover, (400, 200)) for sprite in block_list: # 遍历、展示障碍物精灵
gamestate = False sprite.rect.x -= speed
screen.blit(sprite.image, (sprite.rect.x, sprite.rect.y))
# 刷新画面 if sprite.rect.x <= 0-sprite.rect.width:
pygame.display.update() 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
else:
if (sprite.rect.x + sprite.rect.width) < wukong.rect.x: #悟空越过障碍物
score+=sprite.score
sprite.score=0
#++++++++++++++=
if score>old_score:
score_audio.play()
old_score=score
#分数显示
text=ziti.render("分数:"+str(score),True,(255,255,255))
screen.blit(text,(880,20))
# 刷新画面
pygame.display.update()
FPS.tick(60) FPS.tick(60)
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