Commit c383b59c by BellCodeEditor

save project

parent 686c5f10
Showing with 200 additions and 88 deletions
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
t -= 2
else:
jumpState = "down"
if jumpState == "down": # 降落状态
if t <= 30:
y += t
wukong.rect.y = y
t += 2
else:
jumpState = "runing"
t =30
\ No newline at end of file
import pygame import pygame
from pygame import locals from pygame import locals
import random import json
pygame.init() # 初始化 pygame.init() # 初始化
# 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)
# 载入图片
background = pygame.image.load('bg.png') # 背景
road = pygame.image.load('road.png') # 路
stone = pygame.image.load('stone.png') # 石头
cacti = pygame.image.load('cacti.png') # 仙人掌
apple = pygame.image.load('bush.png') # 灌木丛
hero = [pygame.image.load('hero1.png'),
pygame.image.load('hero2.png'),
pygame.image.load('hero3.png'),
pygame.image.load('hero4.png'),
pygame.image.load('hero5.png')]
index = 0
G=5
y=400
IM='running'
class Block(pygame.sprite.Sprite): # 障碍物精灵类 from pygame import locals
def __init__(self,image1,image2,image3): import random
super().__init__() from random import *
# 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
self.rect.x = 1000
self.rect.y = 500 - self.rect.height
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
pygame.init() # 初始化
# 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 bg = pygame.image.load('bg.png')
go = pygame.image.load('gameover.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
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')]
basic_font = pygame.font.Font('STKAITI.TTF',32) a_font=pygame.font.Font('STKAITI.TTF',18)
s_v=pygame.mixer.Sound('score.wav')
index = 0 index = 0
y = 400 G=40
jumpState = "runing" y=400
t = 30 IM='running'
road_x = 0 I_M=0
bg_x = 0 rond_x=0
time = 0 bg_x=0
gamestate = True ind=0
dw,s=150,0
time=0
PS=60
gametate=True
yy=0
yyy=8
l=0
score=0
speed=8
os=score
killer=False
p=0
block_list =pygame.sprite.Group() # 创建精灵组 class Rsc(pygame.sprite.Sprite):
def __init__(self,im1,im2,im3):
super().__init__()
self.image=choice([im1,im2,im3])
self.rect=self.image.get_rect()
self.rect.x=1000
self.rect.y=500-self.rect.height
self.score=1
class heros(pygame.sprite.Sprite):
def __init__(self,hero):
super().__init__()
self.image=hero
self.rect=self.image.get_rect()
self.rect.x=150
self.rect.y=400
obg=Rsc(stone,cacti,apple)
wukong=heros(hero[index])
blist=pygame.sprite.Group()
while True: while True:
with open('record.txt','r',encoding='utf-8') as f:
cont=f.read()
text=json.loads(cont)
print(cont)
one=text['第1名']
two=text['第2名']
three=text['第3名']
wukong=heros(hero[index])
if gametate==True:
time+=1
if time>=60:
a=randint(0,65)
if a>=20:
obg=Rsc(stone,cacti,apple)
blist.add(obg)
time=10
s_c=score//3
speed=8+s_c+p
if IM=='running':
ind+=1
if ind>=5:
index+=1
ind=0
if index==5:
index=0
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 # 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 event.key == locals.K_SPACE: if event.key == locals.K_SPACE:
jumpState = "up" if IM=='running':
I_M=0
# 悟空造型 if IM!='up'and IM!='down':
wukong = Player(hero[index]) IM='up'
if jumpState == "runing": # 跑步状态下 I_M=1
index += 1 if IM!='running' and I_M>=1:
if index >= 5: if event.key == locals.K_w:
index = 0 IM='dup'
if event.key == locals.K_s:
gametate=True
if event.key == locals.K_q:
killer=True
if event.key == locals.K_e:
killer=False
if event.key == locals.K_p:
p+=10
if event.key == locals.K_o:
p-=10
if event.key == locals.K_u:
obg=Rsc(stone,cacti,apple)
blist.add(obg)
if gametate==True:
if IM=='up':
y-=G
wukong.rect.y=y
G-=2
if G<= -42:
IM='running'
G=40
if IM=='dup':
wukong.rect.y=75
# if IM=='down':
# if G==0:
# y+=G
# G+=2
# elif G>=0:
# y+=G
# G+=2
if gamestate == True: # if IM=='dup':
if jumpState == "up": # 起跳状态 # if G>=0:
if t > 0: # y-=G
y -= t # G-=0.15
wukong.rect.y = y # else:
t -= 2 # IM='down'
else: herorun=hero[index]
jumpState = "down"
if jumpState == "down": # 降落状态
if t <= 30:
y += t
wukong.rect.y = y
t += 2
else:
jumpState = "runing"
t =30
# 将背景图画上去 # 将背景图画上去
bg_x -= 1 bg_x-=speed//4
if bg_x<=-1000: if bg_x<=-1000:
bg_x = 0 bg_x=0
screen.blit(background, (bg_x, 0)) # 远景 screen.blit(bg, (bg_x, 0))
rond_x-=speed
road_x -= 8 if rond_x<= -1000:
if road_x<=-1000: rond_x=0
road_x = 0 screen.blit(road, (rond_x, 500))
screen.blit(road, (road_x, 500)) # 道路 screen.blit(wukong.image, (150, y))
# if obg.rect.x<0-obg.rect.height:
screen.blit(wukong.image, (150, y)) # 悟空 # obg=Rsc(stone,cacti,apple)
for pop in blist:
pop.rect.x-=speed
screen.blit(pop.image,(pop.rect.x,pop.rect.y))
if pop.rect.x<=0-pop.rect.width:
pop.kill()
if pygame.sprite.collide_rect(wukong,pop):
if killer==True:
pop.kill()
score+=pop.score
speed+=pop.score
pop.score=0
else:
screen.blit(go,(400,200))
gametate=False
else:
if (pop.rect.x+pop.rect.width)<=wukong.rect.x:
score+=pop.score
speed+=pop.score
pop.score=0
if os<score:
s_v.play()
os=score
sF=a_font.render("分数"+str(score),True,(255,255,255))
screen.blit(sF,(880,20))
sF=a_font.render("第一名"+str(one),True,(255,255,255))
screen.blit(sF,(880,40))
sF=a_font.render("第二名"+str(two),True,(255,255,255))
screen.blit(sF,(880,60))
sF=a_font.render("第三名"+str(three),True,(255,255,255))
screen.blit(sF,(880,80))
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))
# 刷新画面 # 刷新画面
pygame.display.update() pygame.display.update()
FPS.tick(60) FPS.tick(PS)
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