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# coding: utf-8
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# 滑雪小游戏
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import sys
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import pygame
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import random
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from pygame.locals import *
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# 滑雪者类
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class SkierClass(pygame.sprite.Sprite):
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def __init__(self): import pygame, sys, random
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skier_images = ["skier_down.png", "skier_right1.png", "skier_right2.png",
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"skier_left2.png", "skier_left1.png"]
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class SkierClass(pygame.sprite.Sprite): # 创建滑雪者
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def __init__(self):
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pygame.sprite.Sprite.__init__(self) # 基类的init方法
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self.image = pygame.image.load("skier_crash.png") # 这个是滑雪者的美照。
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self.rect = self.image.get_rect() # 用于获得Image的矩形大小
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self.rect.center = [320, 100] # 指定矩形的中心位置
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self.angle = 0
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def turn(self, direction): # 滑雪者 转向函数 其中的direction参数是指定滑雪者移动的方向和程度(点击两次右键比一次右键滑动的幅度要大,一会自己试着运行一下试试。)
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self.angle = self.angle + direction # 滑雪者当前的移动速度
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if self.angle < -2: self.angle = -2 # 用于将滑雪者的移动方式固定到这五个方式当中
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if self.angle > 2: self.angle = 2
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center = self.rect.center
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self.image = pygame.image.load(skier_images[self.angle]) # 这个时候滑雪者应该有的姿态图片。
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self.rect = self.image.get_rect()
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self.rect.center = center
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speed = [self.angle, 6 - abs(self.angle) * 2] # 滑雪者的速度。
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return speed
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def move(self, speed): # 滑雪者左右移动
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self.rect.centerx = self.rect.centerx + speed[0] # 滑雪者所在位置
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if self.rect.centerx < 20: self.rect.centerx = 20 # 滑雪者所在位置不应该超过的最大最小值。
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if self.rect.centerx > 620: self.rect.centerx = 620
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class ObstacleClass(pygame.sprite.Sprite): # 创建树和小旗
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def __init__(self, image_file, location, type):
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pygame.sprite.Sprite.__init__(self)
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self.image_file = image_file # image_file可能是树或者小旗
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self.image = pygame.image.load(image_file) # 载入当前的图片
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self.location = location
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self.rect = self.image.get_rect()
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self.rect.center = location
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self.type = type
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self.passed = False
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def scroll(self, terrainPos): # 场景上滚,造成下滑假象。
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self.rect.centery = self.location[1] - terrainPos
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def create_map(start, end): # 创建一个窗口,包含随机的树和小旗
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obstacles = pygame.sprite.Group() # 创建独立运动的组织
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locations = []
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gates = pygame.sprite.Group()
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for i in range(10):
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row = random.randint(start, end) # 获得随机数在 start-end之间
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col = random.randint(0, 9)
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location = [col * 64 + 20, row * 64 + 20] # 确定所在位置
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if not (location in locations): # 如果上面定义的物体不在已经确定属性(位置等参数)的物体里面。
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locations.append(location)
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type = random.choice(["tree", "flag"]) # 随机选择是树还是小旗
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if type == "tree":
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img = "skier_tree.png" # 选择相应的图片
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elif type == "flag":
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img = "skier_flag.png"
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obstacle = ObstacleClass(img, location, type) # 将上面的形成的物体添加到游戏
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obstacles.add(obstacle)
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return obstacles
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def animate(): # 如果发生移动就重新绘制屏幕
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screen.fill([255, 255, 255]) # 指定背景颜色 (RGB)
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pygame.display.update(obstacles.draw(screen))
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screen.blit(skier.image, skier.rect) # 用于绘制位图 在屏幕的skier.rect位置绘制skier.image
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screen.blit(score_text, [10, 10])
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pygame.display.flip()
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def updateObstacleGroup(map0, map1): # 切换到场景的下一屏
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obstacles = pygame.sprite.Group()
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for ob in map0: obstacles.add(ob)
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for ob in map1: obstacles.add(ob)
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return obstacles
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pygame.init() # 初始化pygame的所有模块
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def Show_Start_Interface(Demo, width, height,con1,con2):
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Demo.fill((255, 255, 255))
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tfont = pygame.font.Font('./font.ttf', 100)
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cfont = pygame.font.Font('./font.ttf',50 )
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title = tfont.render(con1, True, (255, 0, 0))
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content = cfont.render(con2, True, (0, 0, 255))
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trect = title.get_rect()
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trect.midtop = (width / 2, height / 10)
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crect = content.get_rect()
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crect.midtop = (width / 3, height / 2.2)
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Demo.blit(title, trect)
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Demo.blit(content, crect)
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pygame.display.update()
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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sys.exit()
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elif event.type == pygame.KEYDOWN:
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return
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Demo = pygame.display.set_mode((900, 900))
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Show_Start_Interface(Demo, 900, 900,"滑雪游戏",'按任意键开始')
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screen = pygame.display.set_mode([900, 900]) # 用于初始化窗口,其中的参数就是分辨率
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clock = pygame.time.Clock() # 载入监听时间的模块 clock在下面还可以看到 clock.tick等方法
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skier = SkierClass() # 初始化SkierClass对象
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speed = [0, 6]
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map_position = 0
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points = 0
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map0 = create_map(20, 29)
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map1 = create_map(10, 19)
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activeMap = 0
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obstacles = updateObstacleGroup(map0, map1)
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font = pygame.font.Font(None, 50)
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while True:
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clock.tick(100) # 每秒更新30次图形 ---这就是帧率。
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for event in pygame.event.get(): # 检查按键或者窗口是否关闭
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if event.type == pygame.QUIT: sys.exit()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT:
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speed = skier.turn(-1)
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elif event.key == pygame.K_RIGHT:
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speed = skier.turn(1)
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skier.move(speed) # 移动滑雪者
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map_position += speed[1] # 滚动场景
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if map_position >= 640 and activeMap == 0: # 从场景的一个窗口切换到下一个窗口
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activeMap = 1
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map0 = create_map(20, 29)
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obstacles = updateObstacleGroup(map0, map1)
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if map_position >= 1280 and activeMap == 1:
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activeMap = 0
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for ob in map0:
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ob.location[1] = ob.location[1] - 1280
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map_position = map_position - 1280
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map1 = create_map(10, 19)
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obstacles = updateObstacleGroup(map0, map1)
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for obstacle in obstacles:
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obstacle.scroll(map_position)
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hit = pygame.sprite.spritecollide( skier,obstacles, False) # 检查是否碰到树或者小旗。
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if hit:
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if hit[0].type == "tree" and not hit[0].passed:
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points = points - 10
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skier.image = pygame.image.load("skier_crash.png")
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animate()
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pygame.time.delay(400)
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skier.image = pygame.image.load("skier_down.png")
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skier.angle = 0
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speed = [0, 6]
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hit[0].passed = True
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if points<0:
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Show_Start_Interface(Demo, 900, 900,"游戏结束",'按任意键重新开始')
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points=0
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elif hit[0].type == "flag" and not hit[0].passed:
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points += 10
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obstacles.remove(hit[0])
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# 显示得分
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score_text = font.render("Score: " + str(points), 1, (0, 0, 0))
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animate()
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pygame.sprite.Sprite.__init__(self)
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# 滑雪者的朝向(-2到2)
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self.direction = 0
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self.imgs = ["skier_crash.png", "skier_right1.png", "skier_right2.png", "skier_left2.png", "skier_left1.png"]
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self.person = pygame.image.load(self.imgs[self.direction])
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self.rect = self.person.get_rect()
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self.rect.center = [320, 100]
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self.speed = [self.direction, 6 - abs(self.direction) * 2]
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# 改变滑雪者的朝向
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# 负数为向左,正数为向右,0为向前
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def turn(self, num):
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self.direction += num
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self.direction = max(-2, self.direction)
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self.direction = min(2, self.direction)
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center = self.rect.center
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self.person = pygame.image.load(self.imgs[self.direction])
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self.rect = self.person.get_rect()
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self.rect.center = center
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self.speed = [self.direction, 6 - abs(self.direction) * 2]
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return self.speed
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# 移动滑雪者
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def move(self):
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self.rect.centerx += self.speed[0]
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self.rect.centerx = max(20, self.rect.centerx)
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self.rect.centerx = min(620, self.rect.centerx)
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# 障碍物类
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# Input:
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# -img_path: 障碍物图片路径
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# -location: 障碍物位置
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# -attribute: 障碍物类别属性
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class ObstacleClass(pygame.sprite.Sprite):
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def __init__(self, img_path, location, attribute):
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pygame.sprite.Sprite.__init__(self)
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self.img_path = img_path
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self.image = pygame.image.load(self.img_path)
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self.location = location
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self.rect = self.image.get_rect()
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self.rect.center = self.location
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self.attribute = attribute
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self.passed = False
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# 移动
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def move(self, num):
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self.rect.centery = self.location[1] - num
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# 创建障碍物
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def create_obstacles(s, e, num=10):
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obstacles = pygame.sprite.Group()
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locations = []
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for i in range(num): row = random.randint(s, e)
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col = random.randint(0, 9)
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location = [col * 64 + 20, row * 64 + 20]
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if location not in locations: locations.append(location)
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attribute = random.choice(["tree", "flag"])
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img_path = './images/tree.png' if attribute == "tree" else './images/flag.png'
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obstacle = ObstacleClass(img_path, location, attribute)
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obstacles.add(obstacle)
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return obstacles
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# 合并障碍物
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def AddObstacles(obstacles0, obstacles1):
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obstacles = pygame.sprite.Group()
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for obstacle in obstacles0: obstacles.add(obstacle)
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for obstacle in obstacles1: obstacles.add(obstacle)
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return obstacles
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# 显示游戏开始界面
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# 主程序
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def main():
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'''
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初始化
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'''
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pygame.init()
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# 屏幕
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screen = pygame.display.set_mode([900, 900])
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# 主频
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clock = pygame.time.Clock()
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# 滑雪者
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skier = SkierClass()
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# 记录滑雪的距离
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distance = 0
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# 创建障碍物
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obstacles0 = create_obstacles(20, 29)
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obstacles1 = create_obstacles(10, 19)
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obstaclesflag = 0
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obstacles = AddObstacles(obstacles0, obstacles1)
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# 分数
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font = pygame.font.Font(None, 50)
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score = 0
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score_text = font.render("Score: " + str(score), 1, (0, 0, 0))
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# 速度
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speed = [0, 6]
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Show_Start_Interface(screen, 640, 640)
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'''
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主循环
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'''
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# 更新屏幕
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def update():
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screen.fill([255, 255, 255])
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pygame.display.update(obstacles.draw(screen))
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screen.blit(skier.person, skier.rect)
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screen.blit(score_text, [10, 10])
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pygame.display.flip()
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT: sys.exit()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_LEFT or event.key == pygame.K_a:
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speed = skier.turn(-1)
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elif event.key == pygame.K_RIGHT or event.key == pygame.K_d:
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speed = skier.turn(1)
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skier.move()
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distance += speed[1]
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if distance >= 640 and obstaclesflag == 0:
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obstaclesflag = 1
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obstacles0 = create_obstacles(20, 29)
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obstacles = AddObstacles(obstacles0, obstacles1)
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if distance >= 1280 and obstaclesflag == 1:
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obstaclesflag = 0
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distance -= 1280
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for obstacle in obstacles0:
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obstacle.location[1] = obstacle.location[1] - 1280
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obstacles1 = create_obstacles(10, 19)
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obstacles = AddObstacles(obstacles0, obstacles1)
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# 用于碰撞检测
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for obstacle in obstacles:
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obstacle.move(distance)
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# 碰撞检测
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is_hit = pygame.sprite.spritecollide(skier, obstacles, False)
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if is_hit:
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if is_hit[0].attribute == "tree" and not is_hit[0].passed: score -= 50
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skier.person = pygame.image.load("./images/skier_fall.png")
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update()
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# 摔倒后暂停一会再站起来
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pygame.time.delay(1000)
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skier.person = pygame.image.load("./images/skier_forward.png")
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skier.direction = 0
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speed = [0, 6]
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is_hit[0].passed = True
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if is_hit[0].attribute == "flag" and not is_hit[0].passed:
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score += 10
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obstacles.remove(is_hit[0])
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score_text = font.render("Score: " + str(score), 1, (0, 0, 0))
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update()
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clock.tick(40)
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if __name__ == '__main__':
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print(" ")
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