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@ -3,26 +3,27 @@ import sys
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import pygame.time
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import pygame.time
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from settings import *
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from dinosaur import Dinosaur
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from cloud import Cloud
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from bullet import Bullet
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from bullet import Bullet
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from cloud import Cloud
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from dinosaur import Dinosaur
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from settings import *
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pygame.init() # 初始化pygame
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pygame.display.set_caption('谷歌小游戏(小恐龙快跑)') # 设置标题
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pygame.init() # 初始化pygame
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pygame.display.set_caption('谷歌小游戏(小恐龙快跑)') # 设置标题
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class Barrier: # 定义一个障碍物基类, 后面的各个障碍物都是Barrier的子类
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class Barrier: # 定义一个障碍物基类, 后面的各个障碍物都是Barrier的子类
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def __init__(self, image, type):
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def __init__(self, image, type):
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self.image = image
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self.image = image
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self.type = type
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self.type = type
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self.rect = self.image[self.type].get_rect()
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self.rect = self.image[self.type].get_rect()
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self.rect.x = SCREEN_WIDTH # 先把障碍物放到地图的右下角,然后出来
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self.rect.x = SCREEN_WIDTH # 先把障碍物放到地图的右下角,然后出来
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self.game_speed = game_speed
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self.game_speed = game_speed
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self.hp = 100 # 血量
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self.hp = 100 # 血量
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def update(self):
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def update(self):
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self.rect.x -= self.game_speed # x坐标向左移动,即障碍物向左移动
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self.rect.x -= self.game_speed # x坐标向左移动,即障碍物向左移动
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if self.rect.x < -self.rect.width or self.hp <= 0: # 还需要判断障碍物是否移出了边界,如果越界的话我们要把该障碍物释放掉
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if self.rect.x < -self.rect.width or self.hp <= 0: # 还需要判断障碍物是否移出了边界,如果越界的话我们要把该障碍物释放掉
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barriers.pop()
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barriers.pop()
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def draw(self, SCREEN):
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def draw(self, SCREEN):
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@ -30,7 +31,7 @@ class Barrier: # 定义一个障碍物基类, 后面的各个障碍物都是Ba
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# 头顶显示血量
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# 头顶显示血量
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def showHp(self):
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def showHp(self):
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font = pygame.font.SysFont(['方正粗黑宋简体','microsoftsansserif'], 30)
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font = pygame.font.SysFont(['方正粗黑宋简体', 'microsoftsansserif'], 30)
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text = font.render("Hp: " + str(self.hp), True, (0, 0, 0))
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text = font.render("Hp: " + str(self.hp), True, (0, 0, 0))
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SCREEN.blit(text, (self.rect.x, self.rect.y - 20))
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SCREEN.blit(text, (self.rect.x, self.rect.y - 20))
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@ -38,19 +39,23 @@ class Barrier: # 定义一个障碍物基类, 后面的各个障碍物都是Ba
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font = pygame.font.SysFont(['方正粗黑宋简体', 'microsoftsansserif'], 30)
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font = pygame.font.SysFont(['方正粗黑宋简体', 'microsoftsansserif'], 30)
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text = font.render("┗|`O'|┛", True, (0, 0, 0))
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text = font.render("┗|`O'|┛", True, (0, 0, 0))
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SCREEN.blit(text, (self.rect.x, self.rect.y - 70))
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SCREEN.blit(text, (self.rect.x, self.rect.y - 70))
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# barriers的子类
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# barriers的子类
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class SmallCactus(Barrier):
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class SmallCactus(Barrier):
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def __init__(self, image):
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def __init__(self, image):
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self.type = random.randint(0, 2) #随机生成0-2下标,即随机生成3种小仙人掌中的一个
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self.type = random.randint(0, 2) # 随机生成0-2下标,即随机生成3种小仙人掌中的一个
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super().__init__(image, self.type) # super调用父类对象的方法
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super().__init__(image, self.type) # super调用父类对象的方法
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self.rect.y = 325
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self.rect.y = 325
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class LargeCactus(Barrier):
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class LargeCactus(Barrier):
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def __init__(self, image):
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def __init__(self, image):
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self.type = random.randint(0, 2)
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self.type = random.randint(0, 2)
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super().__init__(image, self.type)
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super().__init__(image, self.type)
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self.rect.y = 300
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self.rect.y = 300
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class Bird(Barrier):
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class Bird(Barrier):
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def __init__(self, image):
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def __init__(self, image):
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self.type = 0
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self.type = 0
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@ -65,9 +70,10 @@ class Bird(Barrier):
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self.index = 0
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self.index = 0
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SCREEN.blit(self.image[self.index // 5], self.rect)
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SCREEN.blit(self.image[self.index // 5], self.rect)
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self.index += 1
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self.index += 1
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def update(self): # 多态实现鸟的上下移动
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def update(self): # 多态实现鸟的上下移动
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self.rect.x -= self.game_speed
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self.rect.x -= self.game_speed
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if self.rect.x < -self.rect.width or self.hp <= 0: # 还需要判断障碍物是否移出了边界,如果越界的话我们要把该障碍物释放掉
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if self.rect.x < -self.rect.width or self.hp <= 0: # 还需要判断障碍物是否移出了边界,如果越界的话我们要把该障碍物释放掉
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barriers.pop()
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barriers.pop()
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self.rect.y -= self.vy * 3
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self.rect.y -= self.vy * 3
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self.vy -= 0.5
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self.vy -= 0.5
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@ -76,43 +82,44 @@ class Bird(Barrier):
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self.vy = -self.vy
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self.vy = -self.vy
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elif self.rect.y >= SCREEN_HEIGHT - 250:
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elif self.rect.y >= SCREEN_HEIGHT - 250:
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self.vy = 10
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self.vy = 10
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def menu(death_cnt):
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def menu(death_cnt):
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global points, max_score# 引入points, max_score全局变量
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global points, max_score # 引入points, max_score全局变量
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run = True
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run = True
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while run:
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while run:
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SCREEN.fill((255, 255, 255)) # 背景色设置为白色
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SCREEN.fill((255, 255, 255)) # 背景色设置为白色
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font = pygame.font.SysFont('microsoftyahei', 50)# 微软雅黑
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font = pygame.font.SysFont('microsoftyahei', 50) # 微软雅黑
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if death_cnt == 0:
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if death_cnt == 0:
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text = font.render("按任意键开始", True, (0, 0, 0))
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text = font.render("按任意键开始", True, (0, 0, 0))
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elif death_cnt > 0:
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elif death_cnt > 0:
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text = font.render("按任意键重新启动", True, (0, 0, 0))
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text = font.render("按任意键重新启动", True, (0, 0, 0))
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score = font.render("你的分数: " + str(points), True, (0, 0, 0)) # 分数
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score = font.render("你的分数: " + str(points), True, (0, 0, 0)) # 分数
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if death_cnt == 1:
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if death_cnt == 1:
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max_score = points
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max_score = points
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else:
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else:
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max_score = max(max_score, points)
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max_score = max(max_score, points)
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maxScore = font.render("最高分: " + str(max_score), True, (0, 0, 0)) # 最高分
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maxScore = font.render("最高分: " + str(max_score), True, (0, 0, 0)) # 最高分
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scoreRect = score.get_rect()
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scoreRect = score.get_rect()
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scoreRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 50) # 将分数显示在游戏屏幕中间
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scoreRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 50) # 将分数显示在游戏屏幕中间
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SCREEN.blit(GAMEOVER, (SCREEN_WIDTH // 2 - 200, SCREEN_HEIGHT // 2 - 200)) # 显示GAMEOVER图片
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SCREEN.blit(GAMEOVER, (SCREEN_WIDTH // 2 - 200, SCREEN_HEIGHT // 2 - 200)) # 显示GAMEOVER图片
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SCREEN.blit(score, scoreRect) # 显示分数
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SCREEN.blit(score, scoreRect) # 显示分数
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SCREEN.blit(maxScore, (SCREEN_WIDTH // 2 - 170, SCREEN_HEIGHT // 2 + 70)) # 显示最高分数
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SCREEN.blit(maxScore, (SCREEN_WIDTH // 2 - 170, SCREEN_HEIGHT // 2 + 70)) # 显示最高分数
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textRect = text.get_rect()
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textRect = text.get_rect()
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textRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2)
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textRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2)
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SCREEN.blit(text, textRect)
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SCREEN.blit(text, textRect)
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SCREEN.blit(RUNNING[0], (SCREEN_WIDTH // 2 - 50, SCREEN_HEIGHT // 2 - 140)) #把恐龙的图片显示在菜单界面
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SCREEN.blit(RUNNING[0], (SCREEN_WIDTH // 2 - 50, SCREEN_HEIGHT // 2 - 140)) # 把恐龙的图片显示在菜单界面
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# 添加作者信息
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# 添加作者信息
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author_font = pygame.font.SysFont('microsoftyahei', 30)# 创建一个字体对象,使用 'microsoftyahei' 字体,字号大小为 30
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author_font = pygame.font.SysFont('microsoftyahei', 30) # 创建一个字体对象,使用 'microsoftyahei' 字体,字号大小为 30
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author_text = author_font.render("作者: 袁恒", True, (0, 0, 0)) # render 方法的参数依次是:文本内容,是否开启抗锯齿(True 开启),文本颜色(黑色)
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author_text = author_font.render("作者: 袁恒", True,
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(0, 0, 0)) # render 方法的参数依次是:文本内容,是否开启抗锯齿(True 开启),文本颜色(黑色)
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author_text_rect = author_text.get_rect()
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author_text_rect = author_text.get_rect()
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author_text_rect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 150) # 设置文本矩形的中心位置
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author_text_rect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 150) # 设置文本矩形的中心位置
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SCREEN.blit(author_text, author_text_rect) # 使用 blit 方法将渲染后的文本表面绘制到屏幕上
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SCREEN.blit(author_text, author_text_rect) # 使用 blit 方法将渲染后的文本表面绘制到屏幕上
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pygame.display.update() # 更新画面
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pygame.display.update() # 更新画面
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# 判断各个事件, 开始游戏
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# 判断各个事件, 开始游戏
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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@ -129,7 +136,7 @@ def main():
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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game_speed = 5 # 游戏的速度
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game_speed = 5 # 游戏的速度
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player = Dinosaur(game_speed) # 实例化对象
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player = Dinosaur(game_speed) # 实例化对象
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cloud = Cloud(game_speed)
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cloud = Cloud(game_speed)
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@ -137,7 +144,7 @@ def main():
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x_ori_bg = 0
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x_ori_bg = 0
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y_ori_bg = 380
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y_ori_bg = 380
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points = 0
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points = 0
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font = pygame.font.SysFont(['方正粗黑宋简体','microsoftsansserif'], 20) # 分数的字体
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font = pygame.font.SysFont(['方正粗黑宋简体', 'microsoftsansserif'], 20) # 分数的字体
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# 设置障碍物列表
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# 设置障碍物列表
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barriers = []
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barriers = []
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@ -147,10 +154,10 @@ def main():
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def score():
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def score():
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global points, game_speed
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global points, game_speed
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points += 1
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points += 1
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if points % 150 == 0: # 分数每过150速度加1,时间越长速度越快
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if points % 150 == 0: # 分数每过150速度加1,时间越长速度越快
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game_speed += 1
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game_speed += 1
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text = font.render("score: " + str(points), True, (0, 0, 0)) # render(内容,是否抗锯齿,字体颜色,字体背景颜色)
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text = font.render("score: " + str(points), True, (0, 0, 0)) # render(内容,是否抗锯齿,字体颜色,字体背景颜色)
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textRect = text.get_rect()
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textRect = text.get_rect()
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textRect.center = (550, 40)
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textRect.center = (550, 40)
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SCREEN.blit(text, textRect)
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SCREEN.blit(text, textRect)
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@ -159,27 +166,26 @@ def main():
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global x_ori_bg, y_ori_bg
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global x_ori_bg, y_ori_bg
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image_width = BG.get_width()
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image_width = BG.get_width()
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SCREEN.blit(BG, (x_ori_bg, y_ori_bg))
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SCREEN.blit(BG, (x_ori_bg, y_ori_bg))
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SCREEN.blit(BG, (image_width + x_ori_bg, y_ori_bg)) # 保证图片连续
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SCREEN.blit(BG, (image_width + x_ori_bg, y_ori_bg)) # 保证图片连续
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if x_ori_bg <= -image_width: # 越界
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if x_ori_bg <= -image_width: # 越界
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SCREEN.blit(BG, (image_width + x_ori_bg, y_ori_bg))
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SCREEN.blit(BG, (image_width + x_ori_bg, y_ori_bg))
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x_ori_bg = 0
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x_ori_bg = 0
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x_ori_bg -= game_speed # 背景图片每帧往左移game_speed个单位
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x_ori_bg -= game_speed # 背景图片每帧往左移game_speed个单位
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flag_hit = 0 # 标记恐龙是否被击中过
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flag_hit = 0 # 标记恐龙是否被击中过
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death_cnt = 0 # 记录死亡次数,death_cnt = 0显示开始界面,大于0的就会显示重开界面
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death_cnt = 0 # 记录死亡次数,death_cnt = 0显示开始界面,大于0的就会显示重开界面
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last_timestamp = 0 # 记录时钟记录的上一个时刻
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last_timestamp = 0 # 记录时钟记录的上一个时刻
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last_timestamp_hit = 0 # 记录恐龙受到伤害时钟记录的上一个时刻
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last_timestamp_hit = 0 # 记录恐龙受到伤害时钟记录的上一个时刻
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last_timestamp_barr_hit = 0 # 记录障碍物受到伤害时钟记录的上一个时刻
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last_timestamp_barr_hit = 0 # 记录障碍物受到伤害时钟记录的上一个时刻
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flag_barr_hit = 0 # 记录障碍物有没有受得伤害
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flag_barr_hit = 0 # 记录障碍物有没有受得伤害
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while run:
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while run:
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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run = False
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run = False
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SCREEN.fill((255, 255, 255)) # 背景填充为白色
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SCREEN.fill((255, 255, 255)) # 背景填充为白色
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userInput = pygame.key.get_pressed() # 从键盘读入按键
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userInput = pygame.key.get_pressed() # 从键盘读入按键
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# 3s内显示血量的简单逻辑
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# 3s内显示血量的简单逻辑
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@ -189,9 +195,6 @@ def main():
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if pygame.time.get_ticks() - last_timestamp_hit > 3000:
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if pygame.time.get_ticks() - last_timestamp_hit > 3000:
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flag_hit = 0
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flag_hit = 0
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background() # 画出背景
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background() # 画出背景
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cloud.draw(SCREEN) # 画出云的图像
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cloud.draw(SCREEN) # 画出云的图像
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@ -211,16 +214,16 @@ def main():
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# 随机等可能生成障碍物
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# 随机等可能生成障碍物
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if random.randint(0, 2) == 0:
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if random.randint(0, 2) == 0:
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barriers.append(SmallCactus(SMALL_CACTUS)) # 向列表添加障碍物元素
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barriers.append(SmallCactus(SMALL_CACTUS)) # 向列表添加障碍物元素
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elif random.randint(0, 2) == 1:
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elif random.randint(0, 2) == 1:
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barriers.append(LargeCactus(LARGE_CACTUS))
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barriers.append(LargeCactus(LARGE_CACTUS))
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elif random.randint(0, 2) == 2:
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elif random.randint(0, 2) == 2:
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barriers.append(Bird(BIRD))
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barriers.append(Bird(BIRD))
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for barrier in barriers:
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for barrier in barriers:
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barrier.draw(SCREEN) # 调用barrier类的draw函数,渲染画面
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barrier.draw(SCREEN) # 调用barrier类的draw函数,渲染画面
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barrier.update()
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barrier.update()
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barrier.showHp() # 显示血量
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barrier.showHp() # 显示血量
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if flag_barr_hit == 1:
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if flag_barr_hit == 1:
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if barrier.hp < 100 and pygame.time.get_ticks() - last_timestamp_barr_hit <= 3000:
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if barrier.hp < 100 and pygame.time.get_ticks() - last_timestamp_barr_hit <= 3000:
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@ -228,7 +231,7 @@ def main():
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if pygame.time.get_ticks() - last_timestamp_barr_hit > 3000:
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if pygame.time.get_ticks() - last_timestamp_barr_hit > 3000:
|
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flag_barr_hit = 0
|
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|
flag_barr_hit = 0
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if player.dino_rect.colliderect(barrier.rect): # pygame的一个方法colliderect检测两个物体是否碰撞
|
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if player.dino_rect.colliderect(barrier.rect): # pygame的一个方法colliderect检测两个物体是否碰撞
|
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|
last_timestamp_hit = pygame.time.get_ticks()
|
|
|
|
last_timestamp_hit = pygame.time.get_ticks()
|
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|
|
player.hp -= 1 # 被击中生命值减1
|
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|
player.hp -= 1 # 被击中生命值减1
|
|
|
|
flag_hit = 1
|
|
|
|
flag_hit = 1
|
|
|
@ -239,13 +242,13 @@ def main():
|
|
|
|
player.update(userInput) # 调用dinosaur的update函数每次渲染都判断一次是否按下相应的键位
|
|
|
|
player.update(userInput) # 调用dinosaur的update函数每次渲染都判断一次是否按下相应的键位
|
|
|
|
player.showHp()
|
|
|
|
player.showHp()
|
|
|
|
|
|
|
|
|
|
|
|
if player.hp == 0: # 血量为0时
|
|
|
|
if player.hp == 0: # 血量为0时
|
|
|
|
player.showDead()
|
|
|
|
player.showDead()
|
|
|
|
player.draw_death(SCREEN)
|
|
|
|
player.draw_death(SCREEN)
|
|
|
|
pygame.display.update() # 显示死亡动画
|
|
|
|
pygame.display.update() # 显示死亡动画
|
|
|
|
pygame.time.delay(1000)
|
|
|
|
pygame.time.delay(1000)
|
|
|
|
death_cnt += 1
|
|
|
|
death_cnt += 1
|
|
|
|
menu(death_cnt) # 调出死亡界面
|
|
|
|
menu(death_cnt) # 调出死亡界面
|
|
|
|
|
|
|
|
|
|
|
|
# 子弹击中障碍物部分
|
|
|
|
# 子弹击中障碍物部分
|
|
|
|
for bullet in bullets:
|
|
|
|
for bullet in bullets:
|
|
|
@ -263,14 +266,15 @@ def main():
|
|
|
|
points += 50
|
|
|
|
points += 50
|
|
|
|
barriers.remove(barrier)
|
|
|
|
barriers.remove(barrier)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
# 发射子弹, 并且保证每个子弹的发射间隔小于200毫秒
|
|
|
|
# 发射子弹, 并且保证每个子弹的发射间隔小于200毫秒
|
|
|
|
if (userInput[pygame.K_SPACE] and pygame.time.get_ticks() - last_timestamp >= 200) or (userInput[pygame.K_SPACE] and last_timestamp == 0):
|
|
|
|
if (userInput[pygame.K_SPACE] and pygame.time.get_ticks() - last_timestamp >= 200) or (
|
|
|
|
last_timestamp = pygame.time.get_ticks() # 更新当前时间
|
|
|
|
userInput[pygame.K_SPACE] and last_timestamp == 0):
|
|
|
|
|
|
|
|
last_timestamp = pygame.time.get_ticks() # 更新当前时间
|
|
|
|
bullets.append(Bullet(game_speed, player))
|
|
|
|
bullets.append(Bullet(game_speed, player))
|
|
|
|
|
|
|
|
|
|
|
|
pygame.display.update()
|
|
|
|
pygame.display.update()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if __name__ == '__main__':
|
|
|
|
if __name__ == '__main__':
|
|
|
|
menu(death_cnt = 0)
|
|
|
|
menu(death_cnt=0)
|
|
|
|
main()
|
|
|
|
main()
|
|
|
|