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pnjiwsfv3 6 months ago committed by Your Name
parent 047ccd0540
commit ce16b58108

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@ -1,5 +1,6 @@
from dinosaur import *
class Bullet:
def __init__(self, game_speed, dinosaur):
self.game_speed = game_speed
@ -10,5 +11,6 @@ class Bullet:
def update(self):
self.rect.x += self.game_speed
def draw(self,SCREEN):
SCREEN.blit(self.image, (self.rect.x, self.rect.y))
def draw(self, SCREEN):
SCREEN.blit(self.image, (self.rect.x, self.rect.y))

@ -1,20 +1,22 @@
from settings import *
import random
from settings import *
class Cloud:
def __init__(self, game_speed):
# 随机设定云的xy坐标
self.x = SCREEN_WIDTH + random.randint(200, 500) # 云先出现在游戏画面外,然后飞入
self.y = random.randint(50, 200) # 云的y坐标即离上部分区域的距离
self.image = CLOUD # image 保存云的图片
self.x = SCREEN_WIDTH + random.randint(200, 500) # 云先出现在游戏画面外,然后飞入
self.y = random.randint(50, 200) # 云的y坐标即离上部分区域的距离
self.image = CLOUD # image 保存云的图片
self.width = self.image.get_width()
self.game_speed = game_speed
def update(self):
self.x -= self.game_speed
if self.x < -self.width: # 当云从左边出界后又从右边出来
if self.x < -self.width: # 当云从左边出界后又从右边出来
self.x = SCREEN_WIDTH + random.randint(200, 500)
self.y = random.randint(50, 200)
def draw(self, SCREEN):
SCREEN.blit(self.image, (self.x, self.y))
SCREEN.blit(self.image, (self.x, self.y))

@ -1,11 +1,11 @@
from settings import *
from bullet import Bullet
class Dinosaur:
X_ori = 80 # 恐龙的初始x坐标
Y_ori = 310 # 恐龙的初始y坐标
Y_ori_DUCK = 340 # 恐龙的初始低头y坐标
ori_vy = 7 # 恐龙的初始跳跃速度
X_ori = 80 # 恐龙的初始x坐标
Y_ori = 310 # 恐龙的初始y坐标
Y_ori_DUCK = 340 # 恐龙的初始低头y坐标
ori_vy = 7 # 恐龙的初始跳跃速度
def __init__(self, game_speed):
# 读入setting中恐龙三种状态所属的列表图片
@ -16,18 +16,17 @@ class Dinosaur:
self.gravity = 9.8
self.hp = 2
# 恐龙的三种状态:低头,奔跑,跳跃
self.status = 1 # 状态机0表示低头 1表示奔跑 2表示跳跃状态, 3表示往左移动 4表示往右移动
self.status = 1 # 状态机0表示低头 1表示奔跑 2表示跳跃状态, 3表示往左移动 4表示往右移动
self.index = 0
self.vy = self.ori_vy # 设定初始速度为ori_vy
self.image = self.run_img[0] # 初始的跑步动作下标为0
self.dino_rect = self.image.get_rect() # get_rect是获取图像的位置信息以及宽度高度
self.vy = self.ori_vy # 设定初始速度为ori_vy
self.image = self.run_img[0] # 初始的跑步动作下标为0
self.dino_rect = self.image.get_rect() # get_rect是获取图像的位置信息以及宽度高度
self.dino_rect.x = self.X_ori
self.dino_rect.y = self.Y_ori
def update(self, userInput): # userInput <== 键盘输入
def update(self, userInput): # userInput <== 键盘输入
# 三种状态不断切换
if self.status == 0:
self.duck()
@ -64,9 +63,9 @@ class Dinosaur:
self.image = self.jump_img
if self.status == 2:
# 抛物线公式
self.dino_rect.y -= self.vy * 4 # 在空中下降,注意y轴是向下的所以需要是-=
self.vy -= 0.5 # 加速度为-0.5
if self.vy < - self.ori_vy: # 恢复初始跳跃速度
self.dino_rect.y -= self.vy * 4 # 在空中下降,注意y轴是向下的所以需要是-=
self.vy -= 0.5 # 加速度为-0.5
if self.vy < - self.ori_vy: # 恢复初始跳跃速度
self.status = 1
self.vy = self.ori_vy
@ -75,7 +74,7 @@ class Dinosaur:
SCREEN.blit(self.image, (self.dino_rect.x, self.dino_rect.y))
# 死亡动画
def draw_death(self,SCREEN):
def draw_death(self, SCREEN):
SCREEN.blit(DEAD, (self.dino_rect.x, self.dino_rect.y))
def showHp(self):
@ -91,4 +90,4 @@ class Dinosaur:
def showDead(self):
font = pygame.font.SysFont(['方正粗黑宋简体', 'microsoftsansserif'], 30)
text = font.render("TAT", True, (0, 0, 0))
SCREEN.blit(text, (self.dino_rect.x, self.dino_rect.y - 50))
SCREEN.blit(text, (self.dino_rect.x, self.dino_rect.y - 50))

@ -3,26 +3,27 @@ import sys
import pygame.time
from settings import *
from dinosaur import Dinosaur
from cloud import Cloud
from bullet import Bullet
from cloud import Cloud
from dinosaur import Dinosaur
from settings import *
pygame.init() # 初始化pygame
pygame.display.set_caption('谷歌小游戏(小恐龙快跑)') # 设置标题
pygame.init() # 初始化pygame
pygame.display.set_caption('谷歌小游戏(小恐龙快跑)') # 设置标题
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
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
def __init__(self, image, type):
self.image = image
self.type = type
self.rect = self.image[self.type].get_rect()
self.rect.x = SCREEN_WIDTH # 先把障碍物放到地图的右下角,然后出来
self.rect.x = SCREEN_WIDTH # 先把障碍物放到地图的右下角,然后出来
self.game_speed = game_speed
self.hp = 100 # 血量
self.hp = 100 # 血量
def update(self):
self.rect.x -= self.game_speed # x坐标向左移动即障碍物向左移动
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
self.rect.x -= self.game_speed # x坐标向左移动即障碍物向左移动
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
barriers.pop()
def draw(self, SCREEN):
@ -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
# 头顶显示血量
def showHp(self):
font = pygame.font.SysFont(['方正粗黑宋简体','microsoftsansserif'], 30)
font = pygame.font.SysFont(['方正粗黑宋简体', 'microsoftsansserif'], 30)
text = font.render("Hp: " + str(self.hp), True, (0, 0, 0))
SCREEN.blit(text, (self.rect.x, self.rect.y - 20))
@ -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
font = pygame.font.SysFont(['方正粗黑宋简体', 'microsoftsansserif'], 30)
text = font.render("┗|`O'|┛", True, (0, 0, 0))
SCREEN.blit(text, (self.rect.x, self.rect.y - 70))
# barriers的子类
class SmallCactus(Barrier):
def __init__(self, image):
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
super().__init__(image, self.type) # super调用父类对象的方法
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
super().__init__(image, self.type) # super调用父类对象的方法
self.rect.y = 325
class LargeCactus(Barrier):
def __init__(self, image):
self.type = random.randint(0, 2)
super().__init__(image, self.type)
self.rect.y = 300
class Bird(Barrier):
def __init__(self, image):
self.type = 0
@ -65,9 +70,10 @@ class Bird(Barrier):
self.index = 0
SCREEN.blit(self.image[self.index // 5], self.rect)
self.index += 1
def update(self): # 多态实现鸟的上下移动
def update(self): # 多态实现鸟的上下移动
self.rect.x -= self.game_speed
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
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
barriers.pop()
self.rect.y -= self.vy * 3
self.vy -= 0.5
@ -76,43 +82,44 @@ class Bird(Barrier):
self.vy = -self.vy
elif self.rect.y >= SCREEN_HEIGHT - 250:
self.vy = 10
def menu(death_cnt):
global points, max_score# 引入points, max_score全局变量
global points, max_score # 引入points, max_score全局变量
run = True
while run:
SCREEN.fill((255, 255, 255)) # 背景色设置为白色
font = pygame.font.SysFont('microsoftyahei', 50)# 微软雅黑
SCREEN.fill((255, 255, 255)) # 背景色设置为白色
font = pygame.font.SysFont('microsoftyahei', 50) # 微软雅黑
if death_cnt == 0:
text = font.render("按任意键开始", True, (0, 0, 0))
elif death_cnt > 0:
text = font.render("按任意键重新启动", True, (0, 0, 0))
score = font.render("你的分数: " + str(points), True, (0, 0, 0)) # 分数
score = font.render("你的分数: " + str(points), True, (0, 0, 0)) # 分数
if death_cnt == 1:
max_score = points
else:
max_score = max(max_score, points)
maxScore = font.render("最高分: " + str(max_score), True, (0, 0, 0)) # 最高分
maxScore = font.render("最高分: " + str(max_score), True, (0, 0, 0)) # 最高分
scoreRect = score.get_rect()
scoreRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 50) # 将分数显示在游戏屏幕中间
SCREEN.blit(GAMEOVER, (SCREEN_WIDTH // 2 - 200, SCREEN_HEIGHT // 2 - 200)) # 显示GAMEOVER图片
SCREEN.blit(score, scoreRect) # 显示分数
SCREEN.blit(maxScore, (SCREEN_WIDTH // 2 - 170, SCREEN_HEIGHT // 2 + 70)) # 显示最高分数
scoreRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 50) # 将分数显示在游戏屏幕中间
SCREEN.blit(GAMEOVER, (SCREEN_WIDTH // 2 - 200, SCREEN_HEIGHT // 2 - 200)) # 显示GAMEOVER图片
SCREEN.blit(score, scoreRect) # 显示分数
SCREEN.blit(maxScore, (SCREEN_WIDTH // 2 - 170, SCREEN_HEIGHT // 2 + 70)) # 显示最高分数
textRect = text.get_rect()
textRect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2)
SCREEN.blit(text, textRect)
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
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
# 添加作者信息
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
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)
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
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)
author_text_rect = author_text.get_rect()
author_text_rect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 150) # 设置文本矩形的中心位置
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
author_text_rect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2 + 150) # 设置文本矩形的中心位置
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
pygame.display.update() # 更新画面
pygame.display.update() # 更新画面
# 判断各个事件, 开始游戏
for event in pygame.event.get():
if event.type == pygame.QUIT:
@ -129,7 +136,7 @@ def main():
clock = pygame.time.Clock()
game_speed = 5 # 游戏的速度
player = Dinosaur(game_speed) # 实例化对象
player = Dinosaur(game_speed) # 实例化对象
cloud = Cloud(game_speed)
@ -137,7 +144,7 @@ def main():
x_ori_bg = 0
y_ori_bg = 380
points = 0
font = pygame.font.SysFont(['方正粗黑宋简体','microsoftsansserif'], 20) # 分数的字体
font = pygame.font.SysFont(['方正粗黑宋简体', 'microsoftsansserif'], 20) # 分数的字体
# 设置障碍物列表
barriers = []
@ -147,10 +154,10 @@ def main():
def score():
global points, game_speed
points += 1
if points % 150 == 0: # 分数每过150速度加1时间越长速度越快
if points % 150 == 0: # 分数每过150速度加1时间越长速度越快
game_speed += 1
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
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
textRect = text.get_rect()
textRect.center = (550, 40)
SCREEN.blit(text, textRect)
@ -159,27 +166,26 @@ def main():
global x_ori_bg, y_ori_bg
image_width = BG.get_width()
SCREEN.blit(BG, (x_ori_bg, y_ori_bg))
SCREEN.blit(BG, (image_width + x_ori_bg, y_ori_bg)) # 保证图片连续
if x_ori_bg <= -image_width: # 越界
SCREEN.blit(BG, (image_width + x_ori_bg, y_ori_bg)) # 保证图片连续
if x_ori_bg <= -image_width: # 越界
SCREEN.blit(BG, (image_width + x_ori_bg, y_ori_bg))
x_ori_bg = 0
x_ori_bg -= game_speed # 背景图片每帧往左移game_speed个单位
x_ori_bg -= game_speed # 背景图片每帧往左移game_speed个单位
flag_hit = 0 # 标记恐龙是否被击中过
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
last_timestamp = 0 # 记录时钟记录的上一个时刻
last_timestamp_hit = 0 # 记录恐龙受到伤害时钟记录的上一个时刻
last_timestamp_barr_hit = 0 # 记录障碍物受到伤害时钟记录的上一个时刻
flag_barr_hit = 0 # 记录障碍物有没有受得伤害
last_timestamp_hit = 0 # 记录恐龙受到伤害时钟记录的上一个时刻
last_timestamp_barr_hit = 0 # 记录障碍物受到伤害时钟记录的上一个时刻
flag_barr_hit = 0 # 记录障碍物有没有受得伤害
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
SCREEN.fill((255, 255, 255)) # 背景填充为白色
userInput = pygame.key.get_pressed() # 从键盘读入按键
SCREEN.fill((255, 255, 255)) # 背景填充为白色
userInput = pygame.key.get_pressed() # 从键盘读入按键
# 3s内显示血量的简单逻辑
@ -189,9 +195,6 @@ def main():
if pygame.time.get_ticks() - last_timestamp_hit > 3000:
flag_hit = 0
background() # 画出背景
cloud.draw(SCREEN) # 画出云的图像
@ -211,16 +214,16 @@ def main():
# 随机等可能生成障碍物
if random.randint(0, 2) == 0:
barriers.append(SmallCactus(SMALL_CACTUS)) # 向列表添加障碍物元素
barriers.append(SmallCactus(SMALL_CACTUS)) # 向列表添加障碍物元素
elif random.randint(0, 2) == 1:
barriers.append(LargeCactus(LARGE_CACTUS))
elif random.randint(0, 2) == 2:
barriers.append(Bird(BIRD))
for barrier in barriers:
barrier.draw(SCREEN) # 调用barrier类的draw函数渲染画面
barrier.draw(SCREEN) # 调用barrier类的draw函数渲染画面
barrier.update()
barrier.showHp() # 显示血量
barrier.showHp() # 显示血量
if flag_barr_hit == 1:
if barrier.hp < 100 and pygame.time.get_ticks() - last_timestamp_barr_hit <= 3000:
@ -228,7 +231,7 @@ def main():
if pygame.time.get_ticks() - last_timestamp_barr_hit > 3000:
flag_barr_hit = 0
if player.dino_rect.colliderect(barrier.rect): # pygame的一个方法colliderect检测两个物体是否碰撞
if player.dino_rect.colliderect(barrier.rect): # pygame的一个方法colliderect检测两个物体是否碰撞
last_timestamp_hit = pygame.time.get_ticks()
player.hp -= 1 # 被击中生命值减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.showHp()
if player.hp == 0: # 血量为0时
if player.hp == 0: # 血量为0时
player.showDead()
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)
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
for bullet in bullets:
@ -263,14 +266,15 @@ def main():
points += 50
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
if (userInput[pygame.K_SPACE] and pygame.time.get_ticks() - last_timestamp >= 200) or (userInput[pygame.K_SPACE] and last_timestamp == 0):
last_timestamp = pygame.time.get_ticks() # 更新当前时间
if (userInput[pygame.K_SPACE] and pygame.time.get_ticks() - last_timestamp >= 200) or (
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))
pygame.display.update()
if __name__ == '__main__':
menu(death_cnt = 0)
menu(death_cnt=0)
main()

@ -1,6 +1,7 @@
import pygame
import os
import pygame
# 设置游戏界面大小,保存每一个类的图像数据
SCREEN_HEIGHT = 600
SCREEN_WIDTH = 1100
@ -32,4 +33,4 @@ RESET = pygame.image.load(os.path.join("Images/Other", "Reset.png"))
BG = pygame.image.load(os.path.join("Images/Other", "BackGround.png"))
BULLET = pygame.image.load(os.path.join("Images/Other", "ProjectileSnowPea.png"))
BULLET = pygame.image.load(os.path.join("Images/Other", "ProjectileSnowPea.png"))

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