import pygame as pg
import random
from settings import *
from sprites import *
class Game:
def __init__(self):
pg.init()
pg.mixer.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
self.running = True
def new(self):
self.all_sprites = pg.sprite.Group()
self.platforms = pg.sprite.Group()
self.player = Player(self)
self.all_sprites.add(self.player)
p1 = Platform(0, HEIGHT-40, WIDTH, 40)
p2 = Platform(WIDTH/2 - 50, HEIGHT * 3 / 4, 100, 20)
self.all_sprites.add(p2)
self.all_sprites.add(p1)
self.platforms.add(p1)
self.platforms.add(p2)
self.run()
def run(self):
self.playing = True
while self.playing:
self.clock.tick(FPS)
self.events()
self.update()
self.draw()
def update(self):
self.all_sprites.update()
if self.player.vel.y >0:
hits = pg.sprite.spritecollide(self.player,self.platforms,False)
if hits:
self.player.pos.y = hits[0].rect.top
self.player.vel.y = 0
def events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
if self.playing:
self.playing = False
self.running = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
self.player.jump()
def draw(self):
self.screen.fill(BLACK)
self.all_sprites.draw(self.screen)
# double buffering
pg.display.flip()
def show_start_screen(self):
pass
def show_go_screen(self):
pass
g = Game()
g.show_start_screen()
while g.running:
g.new()
g.show_go_screen()
pg.quit()
from settings import *
import pygame as pg
vec = pg.math.Vector2
class Player(pg.sprite.Sprite):
def __init__(self,game):
pg.sprite.Sprite.__init__(self)
self.game = game
self.image = pg.Surface((30,40))
self.image.fill(YELLOW)
self.rect = self.image.get_rect()
self.rect.center = (WIDTH/2,HEIGHT/2)
self.pos = vec(WIDTH/2,HEIGHT/2)
self.vel = vec(0,0)
self.acc = vec(0,0)
def jump(self):
self.rect.x += 1
hits = pg.sprite.spritecollide(self,self.game.platforms,False)
self.rect.x -= 1
if hits:
self.vel.y = -20
def update(self):
self.acc = vec(0,PLAYER_GRAV)
keys = pg.key.get_pressed()
if keys[pg.K_LEFT]:
self.acc.x = -PLAYER_ACC
if keys[pg.K_RIGHT]:
self.acc.x = PLAYER_ACC
self.acc.x += self.vel.x * PLAYER_FRICTION
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
if self.pos.x >WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
self.rect.midbottom = self.pos
class Platform(pg.sprite.Sprite):
def __init__(self,x,y,w,h):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((w,h))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
TITLE = "My Game"
WIDTH = 480
HEIGHT = 600
FPS = 60
PLAYER_GRAV = 0.5
PLAYER_ACC = 0.5
PLAYER_FRICTION = -0.12
BLACK = (0,0,0)
WHITE = (255,255,255)
RED = (255,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
YELLOW = (255,255,0)
在用空格键跳跃时 很大概率不起作用 发现方块在上下晃 不知道怎么改