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Commit
c383b59c
authored
Nov 06, 2021
by
BellCodeEditor
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.py
my_game.py
.py
0 → 100644
View file @
c383b59c
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
my_game.py
View file @
c383b59c
import
pygame
from
pygame
import
locals
import
random
import
json
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
def
__init__
(
self
,
image1
,
image2
,
image3
):
super
()
.
__init__
()
# 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
from
pygame
import
locals
import
random
from
random
import
*
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)
pygame
.
display
.
set_caption
(
"悟空酷跑"
)
# 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
stone
=
pygame
.
image
.
load
(
'stone.png'
)
# 石头
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'
),
pygame
.
image
.
load
(
'hero2.png'
),
pygame
.
image
.
load
(
'hero3.png'
),
pygame
.
image
.
load
(
'hero4.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
y
=
400
jumpState
=
"runing"
t
=
30
road_x
=
0
bg_x
=
0
time
=
0
gamestate
=
True
G
=
40
y
=
400
IM
=
'running'
I_M
=
0
rond_x
=
0
bg_x
=
0
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
:
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
():
if
event
.
type
==
locals
.
QUIT
:
# 接收到退出事件后退出程序
exit
()
if
event
.
type
==
locals
.
KEYDOWN
:
if
jumpState
==
"runing"
:
if
event
.
key
==
locals
.
K_SPACE
:
jumpState
=
"up"
# 悟空造型
wukong
=
Player
(
hero
[
index
])
if
jumpState
==
"runing"
:
# 跑步状态下
index
+=
1
if
index
>=
5
:
index
=
0
if
IM
==
'running'
:
I_M
=
0
if
IM
!=
'up'
and
IM
!=
'down'
:
IM
=
'up'
I_M
=
1
if
IM
!=
'running'
and
I_M
>=
1
:
if
event
.
key
==
locals
.
K_w
:
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
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
# if IM=='dup':
# if G>=0:
# y-=G
# G-=0.15
# else:
# IM='down'
herorun
=
hero
[
index
]
# 将背景图画上去
bg_x
-=
1
bg_x
-=
speed
//
4
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
screen
.
blit
(
wukong
.
image
,
(
150
,
y
))
# 悟空
bg_x
=
0
screen
.
blit
(
bg
,
(
bg_x
,
0
))
rond_x
-=
speed
if
rond_x
<=
-
1000
:
rond_x
=
0
screen
.
blit
(
road
,
(
rond_x
,
500
))
screen
.
blit
(
wukong
.
image
,
(
150
,
y
))
# if obg.rect.x<0-obg.rect.height:
# 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
pygame
.
display
.
update
()
FPS
.
tick
(
60
)
\ No newline at end of file
FPS
.
tick
(
PS
)
\ No newline at end of file
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