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Commit
98161231
authored
Aug 25, 2022
by
BellCodeEditor
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parent
2a6c4870
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62 additions
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70 deletions
my_game.py
my_game.py
View file @
98161231
...
@@ -4,27 +4,22 @@ import random
...
@@ -4,27 +4,22 @@ 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
):
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
):
#self.score=1
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
# 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
))
...
@@ -41,19 +36,21 @@ hero = [pygame.image.load('hero1.png'),
...
@@ -41,19 +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
)
score_audio
=
pygame
.
mixer
.
Sound
(
'score.wav'
)
basic_font
=
pygame
.
font
.
Font
(
'STKAITI.TTF'
,
18
)
lu_x
=
0
shan_x
=
0
index
=
0
index
=
0
y
=
400
y
=
400
jumpState
=
"runing"
jumpState
=
"runing"
t
=
30
t
=
30
road_x
=
0
aa_list
=
pygame
.
sprite
.
Group
()
bg_x
=
0
time
=
0
time
=
0
Gamestate
=
True
gamestate
=
True
score
=
0
#score=0
old_score
=
score
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
:
...
@@ -63,69 +60,64 @@ while True:
...
@@ -63,69 +60,64 @@ while True:
if
jumpState
==
"runing"
:
if
jumpState
==
"runing"
:
if
event
.
key
==
locals
.
K_SPACE
:
if
event
.
key
==
locals
.
K_SPACE
:
jumpState
=
"up"
jumpState
=
"up"
# 悟空造型
# 悟空造型
wukong
=
Player
(
hero
[
index
])
wukong
=
Player
(
hero
[
index
])
if
jumpState
==
"runing"
:
# 跑步状态下
if
jumpState
==
"runing"
:
# 跑步状态下
index
+=
1
index
+=
1
if
index
>=
5
:
if
index
>=
5
:
index
=
0
index
=
0
if
Gamestate
==
True
:
if
gamestate
==
True
:
if
jumpState
==
"up"
:
# 起跳状态
if
jumpState
==
"up"
:
# 起跳状态
if
t
>
0
:
if
t
>
0
:
y
-=
t
y
-=
t
wukong
.
rect
.
y
=
y
wukong
.
rect
.
y
=
y
t
-=
2
t
-=
2
else
:
else
:
jumpState
=
"down"
jumpState
=
"down"
if
jumpState
==
"down"
:
# 降落状态
if
jumpState
==
"down"
:
# 降落状态
if
t
<=
30
:
if
t
<=
30
:
y
+=
t
y
+=
t
wukong
.
rect
.
y
=
y
wukong
.
rect
.
y
=
y
t
+=
2
t
+=
2
else
:
else
:
jumpState
=
"runing"
jumpState
=
"runing"
t
=
30
t
=
30
# 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
road_x
-=
8
if
road_x
<=-
1000
:
road_x
=
0
screen
.
blit
(
road
,
(
road_x
,
500
))
# 道路
# 将背景图画上去
shan_x
-=
2
if
shan_x
<-
1000
:
shan_x
=
0
screen
.
blit
(
background
,
(
shan_x
,
0
))
# 远处背景
lu_x
-=
8
if
lu_x
<-
1000
:
lu_x
=
0
screen
.
blit
(
road
,
(
lu_x
,
500
))
# 路
screen
.
blit
(
wukong
.
image
,
(
150
,
y
))
# 悟空
screen
.
blit
(
wukong
.
image
,
(
150
,
y
))
# 悟空
time
+=
1
time
+=
1
if
time
>=
60
:
# 创建障碍物精灵
if
time
>
60
:
time
=
0
i
=
random
.
randint
(
0
,
50
)
num
=
random
.
randint
(
0
,
50
)
if
i
>
20
:
if
num
>
20
:
aa
=
Block
(
bush
,
cacti
,
stone
)
obstacle
=
Block
(
bush
,
cacti
,
stone
)
aa_list
.
add
(
aa
)
block_list
.
add
(
obstacle
)
time
=
0
for
sprite
in
block_list
:
# 遍历、展示障碍物精灵
sprite
.
rect
.
x
-=
8
for
sprite
in
aa_list
:
screen
.
blit
(
sprite
.
image
,
(
sprite
.
rect
.
x
,
sprite
.
rect
.
y
))
sprite
.
rect
.
x
-=
8
if
sprite
.
rect
.
x
<=
0
-
sprite
.
rect
.
width
:
screen
.
blit
(
sprite
.
image
,(
sprite
.
rect
.
x
,
sprite
.
rect
.
y
))
if
sprite
.
rect
.
x
<
0
-
sprite
.
rect
.
width
:
sprite
.
kill
()
sprite
.
kill
()
if
pygame
.
sprite
.
collide_rect
(
wukong
,
sprite
):
# 精灵碰撞检测
if
pygame
.
sprite
.
collide_rect
(
wukong
,
sprite
):
gameover
=
pygame
.
image
.
load
(
'gameover.png'
)
# 游戏结束
gameover
=
pygame
.
image
.
load
(
'gameover.png'
)
screen
.
blit
(
gameover
,
(
400
,
200
))
screen
.
blit
(
gameover
,(
400
,
200
))
gamestate
=
False
Gamestate
=
False
#else:
else
:
# if (sprite.rect.x+sprite.rect.width)<wukong.rect.x:
if
(
sprite
.
rect
.
x
+
sprite
.
rect
.
width
)
<
wukong
.
rect
.
x
:
# score+=sprite.score
score
+=
sprite
.
score
# sprite.score=0
sprite
.
score
=
0
scoreSurf
=
basic_font
.
render
(
"分数:"
+
str
(
score
),
True
,
(
255
,
255
,
255
))
screen
.
blit
(
scoreSurf
,(
880
,
20
))
#scoreSurf = basic_font.render("分数:"+str(score),True,(255,255,255))
# 刷新画面
#screen.blit(scoreSurf,(880,20))
# 刷新画面
pygame
.
display
.
update
()
pygame
.
display
.
update
()
FPS
.
tick
(
60
)
FPS
.
tick
(
60
)
\ No newline at end of file
\ No newline at end of file
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