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Commit
658a304e
authored
Oct 30, 2021
by
BellCodeEditor
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my_game.py
my_game.py
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658a304e
import
pygame
import
pygame
from
pygame
import
locals
from
pygame
import
locals
import
random
import
random
import
json
pygame
.
init
()
# 初始化
pygame
.
init
()
class
Block
(
pygame
.
sprite
.
Sprite
):
# 障碍物精灵类
class
Block
(
pygame
.
sprite
.
Sprite
):
def
__init__
(
self
,
image1
,
image2
,
image3
):
def
__init__
(
self
,
image1
,
image2
,
image3
):
super
()
.
__init__
()
super
()
.
__init__
()
# 加载障碍物的图片
self
.
image
=
random
.
choice
([
image1
,
image2
,
image3
])
self
.
image
=
random
.
choice
([
image1
,
image2
,
image3
])
self
.
rect
=
self
.
image
.
get_rect
()
# 根据障碍物位图的宽高设置矩形
self
.
rect
.
x
=
1000
self
.
rect
=
self
.
image
.
get_rect
()
self
.
rect
.
y
=
500
-
self
.
rect
.
height
# 障碍物绘制坐标
self
.
score
=
1
self
.
rect
.
x
=
1000
self
.
rect
.
y
=
500
-
self
.
rect
.
height
class
Player
(
pygame
.
sprite
.
Sprite
):
def
__init__
(
self
,
image
):
class
Player
(
pygame
.
sprite
.
Sprite
):
# 悟空
def
__init__
(
self
,
image
):
super
()
.
__init__
()
super
()
.
__init__
()
# 加载悟空精灵图像
self
.
image
=
image
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
screen
=
pygame
.
display
.
set_mode
((
1000
,
600
),
pygame
.
RESIZABLE
)
FPS
=
pygame
.
time
.
Clock
()
# 创建一个窗口
pygame
.
display
.
set_caption
(
'酷跑'
)
screen
=
pygame
.
display
.
set_mode
((
1000
,
600
))
FPS
=
pygame
.
time
.
Clock
()
# pygame时钟,控制游戏速度(帧数)
c
=
1
pygame
.
display
.
set_caption
(
"悟空酷跑"
)
info
=
'SCORES:'
# 载入图片
score_music
=
pygame
.
mixer
.
Sound
(
'score.wav'
)
word
=
pygame
.
font
.
Font
(
'STKAITI.TTF'
,
40
)
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
stone
=
pygame
.
image
.
load
(
'stone.png'
)
# 石头
stone
=
pygame
.
image
.
load
(
'stone.png'
)
# 石头
cacti
=
pygame
.
image
.
load
(
'cacti.png'
)
# 仙人掌
cacti
=
pygame
.
image
.
load
(
'cacti.png'
)
# 仙人掌
bush
=
pygame
.
image
.
load
(
'bush.png'
)
# 灌木丛
apple
=
pygame
.
image
.
load
(
'bush.png'
)
# 灌木丛
gameover
=
pygame
.
image
.
load
(
'gameover.png'
)
hero
=
[
pygame
.
image
.
load
(
'hero1.png'
),
hero
=
[
pygame
.
image
.
load
(
'hero1.png'
),
pygame
.
image
.
load
(
'hero2.png'
),
pygame
.
image
.
load
(
'hero2.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'
)]
#o=Block(stone,cacti,apple)
with
open
(
'record.txt'
,
'r'
,
encoding
=
'utf-8'
)
as
f
:
content
=
f
.
read
()
content
=
json
.
loads
(
content
)
one
=
content
[
'第1名'
]
two
=
content
[
'第2名'
]
three
=
content
[
'第3名'
]
block_list
=
pygame
.
sprite
.
Group
()
time
=
0
index
=
0
index
=
0
JumpSpeed
=
30
jumpState
=
'runing'
road_x
=
0
background_x
=
0
word2
=
0
nub1
=
0
nub
=
0
gamestate
=
True
old_score
=
word2
y
=
400
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
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
:
# 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
y
==
400
:
if
event
.
key
==
locals
.
K_SPACE
:
if
event
.
key
==
locals
.
K_SPACE
:
jumpState
=
"up"
jumpState
=
'up'
# 悟空造型
wukong
=
Player
(
hero
[
index
])
wukong
=
Player
(
hero
[
index
])
if
jumpState
==
"runing"
:
# 跑步状态下
if
gamestate
:
index
+=
1
if
jumpState
==
'up'
:
if
index
>=
5
:
if
JumpSpeed
>
0
:
index
=
0
y
-=
JumpSpeed
wukong
.
rect
.
y
=
y
JumpSpeed
-=
2
if
gamestate
==
True
:
if
jumpState
==
"up"
:
# 起跳状态
if
t
>
0
:
y
-=
t
wukong
.
rect
.
y
=
y
t
-=
2
else
:
else
:
jumpState
=
"down"
jumpState
=
'down'
if
jumpState
==
"down"
:
# 降落状态
if
t
<=
30
:
y
+=
t
if
jumpState
==
'down'
:
wukong
.
rect
.
y
=
y
if
JumpSpeed
<=
30
:
t
+=
2
y
+=
JumpSpeed
wukong
.
rect
.
y
=
y
JumpSpeed
+=
2
else
:
jumpState
=
'runing'
JumpSpeed
=
30
y
=
400
if
jumpState
!=
'up'
and
jumpState
!=
'down'
:
index
+=
1
else
:
else
:
jumpState
=
"runing"
index
=
1
t
=
30
# 将背景图画上去
if
index
==
5
:
bg_x
-=
1
index
=
0
if
bg_x
<=-
1000
:
if
old_score
!=
word2
:
bg_x
=
0
old_score
=
word2
screen
.
blit
(
background
,
(
bg_x
,
0
))
# 远景
score_music
.
play
()
road_x
-=
8
speed
=
10
+
word2
//
3
road_x
-=
speed
if
road_x
<=-
1000
:
if
road_x
<=-
1000
:
road_x
=
0
road_x
=
0
screen
.
blit
(
road
,
(
road_x
,
500
))
# 道路
background_x
-=
2
if
background_x
==-
1000
:
screen
.
blit
(
wukong
.
image
,
(
150
,
y
))
# 悟空
background_x
=
0
time
+=
1
if
word2
/
2
==
int
(
word2
/
2
):
if
time
>=
60
:
# 创建障碍物精灵
nub
=
random
.
choice
([
1
,
2
,
3
,
4
])
time
=
0
num
=
random
.
randint
(
0
,
50
)
if
num
>
20
:
screen
.
blit
(
background
,
(
background_x
,
0
))
obstacle
=
Block
(
bush
,
cacti
,
stone
)
screen
.
blit
(
road
,
(
road_x
,
500
))
block_list
.
add
(
obstacle
)
screen
.
blit
(
wukong
.
image
,
(
150
,
y
))
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
))
time
+=
1
if
sprite
.
rect
.
x
<=
0
-
sprite
.
rect
.
width
:
if
time
==
50
:
sprite
.
kill
()
time
=
0
if
pygame
.
sprite
.
collide_rect
(
wukong
,
sprite
):
# 精灵碰撞检测
r
=
random
.
randint
(
0
,
100
)
gameover
=
pygame
.
image
.
load
(
'gameover.png'
)
# 游戏结束
if
r
>
40
:
screen
.
blit
(
gameover
,
(
400
,
200
))
o
=
Block
(
stone
,
cacti
,
apple
)
gamestate
=
False
block_list
.
add
(
o
)
# 刷新画面
for
prop
in
block_list
:
prop
.
rect
.
x
-=
speed
screen
.
blit
(
prop
.
image
,(
prop
.
rect
.
x
,
prop
.
rect
.
y
))
if
pygame
.
sprite
.
collide_rect
(
wukong
,
prop
):
gamestate
=
False
screen
.
blit
(
gameover
,(
500
,
200
))
else
:
if
(
prop
.
rect
.
x
+
prop
.
rect
.
width
)
<
wukong
.
rect
.
x
:
word2
+=
prop
.
score
prop
.
score
=
0
if
prop
.
rect
.
x
<=
0
-
prop
.
rect
.
width
:
prop
.
kill
()
scoreWord
=
word
.
render
(
info
+
str
(
word2
),
True
,(
255
,
255
,
255
))
screen
.
blit
(
scoreWord
,
(
730
,
10
))
score1
=
word
.
render
(
'First:'
+
str
(
one
),
True
,(
255
,
255
,
255
))
screen
.
blit
(
score1
,
(
800
,
50
))
score1
=
word
.
render
(
'Second:'
+
str
(
two
),
True
,(
255
,
255
,
255
))
screen
.
blit
(
score1
,
(
800
,
90
))
score1
=
word
.
render
(
'Third:'
+
str
(
three
),
True
,(
255
,
255
,
255
))
screen
.
blit
(
score1
,
(
800
,
130
))
pygame
.
display
.
update
()
pygame
.
display
.
update
()
FPS
.
tick
(
60
)
FPS
.
tick
(
80
)
\ No newline at end of file
\ No newline at end of file
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