#duobielong.py
import sys,time,random,math,pygame
from pygame.locals import *
r = (0,0)
class MySprite(pygame.sprite.Sprite):
def __init__(self,target):
pygame.sprite.Sprite.__init__(self)
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_with = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
def _getx(self): return self.rect.x
def _setx(self,value): self.rect.x = value
X = property(_getx,_setx)
def _gety(self): return self.rect.y
def _sety(self,value): self.rect.y
Y = property(_gety,_sety)
def _getpos(self): return self.rect.topleft
def _setpos(self,pos): self.rect.topleft = pos
position = property(_getpos,_setpos)
def load(self,filename,width,height,columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0,0,width,height)
self.columns = columns
r = self.master_image.get_rect()
#self.last_frame = (rect.width//width)*(rect.height//height) - 1
def update(self,current_time,rate=30):
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
if self.frame != self.old_frame:
frame_x = (self.frame%self.columns)*self.frame_width
frame_y = (self.frame//self.columns)*self.frame_height
self.image = self.master_image.subsurface(r)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," +str(self.last_frame)+ "," +str(self.frame_width) + \
"," +str(self.frame_height) + "," +str(self.columns) + \
"," +str(self.rect)
def print_text(font,x,y,text,color = (255,255,255)):
imgtext = font.render(text,True,color)
screen.blit(imgtext,(x,y))
def reset_arrow():
y = random.randint(250,300)
arrow.position = 800,y
pygame.init()
screen = pygame.display.set_mode((800,600))
font = pygame.font.Font(None,18)
framerate = pygame.time.Clock()
bg = pygame.image.load("background.png").convert_alpha()
group = pygame.sprite.Group()
dragon = MySprite(screen)
dragon.load("dragon.png",260,150,3)
dragon.first_frame = 0
dragon.last_frame = 5
dragon.position = 100,230
group.add(dragon)
player = MySprite(screen)
player.load("biao.png",85,144,4)
player.first_frame = 0
player.last_frame = 7
player.position = 400,303
group.add(player)
arrow = MySprite(screen)
arrow.load("火球.png",100/3,100/3,3)
arrow.first_frame = 3
arrow.last_frame = 5
arrow.position = 800,320
group.add(arrow)
arrow_vel = 8.0
game_over = False
you_win = False
player_jumping = False
jump_vel = 0.0
player_start_y = player.Y
while True:
framerate.tick(30)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == QUIT: sys.exit()
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]: sys.exit()
elif keys[K_SPACE]:
if not player_jumping:
player_jumping = True
jump_vel = -8.0
if not game_over:
arrow.X -= arrow_vel
if arrow.X < -40: reset_arrow()
if pygame.sprite.collide_rect(arrow,player):
reset_arrow()
player.X -= 10
if pygame.sprite.collide_rect(arrow,dragon):
reset_arrow()
dragon.X -= 10
if pygame.sprite.collide_rect(player,dragon):
game_over = True
if dragon.X < -100:
you_win = True
game_over =True
if player_jumping:
player.Y += jump_vel
jump_vel += 0.5
if player.Y >player_start_y:
player_jumping = False
player.Y = player_start_y
jump_vel = 0.0
screen.blit(bg,(0,0))
if not game_over:
group.update(ticks,50)
group.draw(screen)
print_text(font,350,560,"按空格起跳")
if game_over:
print_text(font,360,100,"游戏结束")
if you_win:
print_text(font,330,130,"你战胜了恶龙")
else:
print_text(font,330,130,"恶龙击败了你")
pygame.display.update()
pygame.quit()