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Commit 90aa842a authored 3 years ago by BellCodeEditor's avatar BellCodeEditor
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parent cfc5fb1e c193482l1437p256a14521/wx836694
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  • STKAITI.TTF
  • bg.png
  • bush.png
  • cacti.png
  • gameover.png
  • hero1.png
  • hero2.png
  • hero3.png
  • hero4.png
  • hero5.png
  • my_game.py
  • record.txt
  • road.png
  • score.wav
  • stone.png
STKAITI.TTF 0 → 100644
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bg.png

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bush.png

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cacti.png

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gameover.png

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my_game.py 0 → 100644
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import pygame
from pygame import locals
import random
pygame.init() # 初始化
class Zhangai(pygame.sprite.Sprite):#子类Zhangai继承父类精灵
def __init__ (self,image1,image2,image3):#形参,后面再用实参
super().__init__()#继承
self.image = random.choice([image1,image2,image3])#随机选,后面用实参
self.rect =self.image.get_rect()#前面要加self
self.rect.x = 1000
self.rect.y = 500 - self.rect.height
self.score = 1
class Player(pygame.sprite.Sprite):#子类Player继承父类精灵
def __init__ (self,image):#形参,后面再用实参
super().__init__()#继承
self.image = image#后面用实参
self.rect =self.image.get_rect()#前面要加self
self.rect.x = 150#初始x坐标
self.rect.y = 400#初始y坐标
# 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
bush = 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',38)
score_sound = pygame.mixer.Sound('score.wav')#设置音效
index = 0
jumpstate = 'runing'#初始状态
y = 400
t = 30
road_x = 0
bg_x = 0
time = 0
gamestate = True#游戏状态,后面会变成False,只有True才会运行
score = 0
oldscore = 0
speed = 8#初始速度
#zhangai = Zhangai(stone,cacti,bush)#设置变量
zhangai_list = pygame.sprite.Group()#创建精灵组
while True:
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':#只有在跑步状态才能跳
if event.key == locals.K_SPACE:
jumpstate = 'up'#按下空格,模式为跳跃
speed = 8 + score//3#分数每
wukong = Player(hero[index])#变向遍历列表
if jumpstate == 'runing':#只有在跑步才能切换造型
index += 1#索引增加
if index >= 5:#如果大于索引
index = 0#改为零
if gamestate == True:#只有在True状态下才能渲染
if jumpstate =='up':#起跳
if t >0:#小于起跳最大值
y -= t#起跳
wukong.rect.y = y#避免出现人在天上飞却死了的bug
t -= 2
else:
jumpstate = 'down'#落下
if jumpstate == 'down':#降落
if t <= 30:#大于落地最大值
y += t#落下
wukong.rect.y = y#同理
t += 2
else:
jumpstate = 'runing'#跑步
t = 30#重定义t
# 将背景图画上去
bg_x -= 1#移动
if bg_x <= -1000:#因为背景长2000,且为俩段长度为1000的相同图片合成
bg_x = 0#重滚
screen.blit(background, (bg_x, 0))
road_x -= speed
if road_x <= -1000:#与背景相同
road_x = 0
screen.blit(road, (road_x, 500))
screen.blit(wukong.image, (150,y))#渲染名要换一个
time+=1#每渲染一次加一
if time >=60:#如果渲染了一秒,因为帧数设置为60
r = random.randint(0,100)#随机选
if r >40:#这样只有随机选时达与40才能渲染,相当于只有60%的概率渲染
zhangai = Zhangai(stone,cacti,bush)#渲染
zhangai_list.add(zhangai)#添加进列表
time = 0#重新设为零
for prop in zhangai_list:#遍历
prop.rect.x -=speed#移动
screen.blit(prop.image, (prop.rect.x, prop.rect.y))#渲染
if prop.rect.x <= 0-prop.rect.width:#超出界限时
prop.kill()#杀掉精灵
if pygame.sprite.collide_rect(wukong,prop):#检测悟空是否与障碍碰撞
gameover = pygame.image.load('gameover.png')#展示失败
screen.blit(gameover,(400,200))#失败位置
gamestate = False#变为False
else:
if prop.rect.x + prop.rect.width <wukong.rect.x:
score += prop.score
prop.score = 0
if score > oldscore:
score_sound.play()
oldscore = score
#if zhangai.rect.x <= 0-zhangai.rect.width:#障碍物完全消失在窗口
# zhangai = Zhangai(stone,cacti,bush)#刷新
#zhangai.rect.x -=8 #左移
#screen.blit(zhangai.image, (zhangai.rect.x, zhangai.rect.y))#渲染
scoreSurf = basic_font.render('分数:'+str(score),True,(200,200,200))
screen.blit(scoreSurf,(880,20))
# 刷新画面
pygame.display.update()
FPS.tick(60)
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record.txt 0 → 100644
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{"第1名": 0, "第2名": 0, "第3名": 0}
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road.png 0 → 100644
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road.png

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score.wav 0 → 100644
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