# Listing_10-1.py
# Copyright Warren Sande, 2009
# Released under MIT license http://www.opensource.org/licenses/mit-license.php
# Version 61 ----------------------------
# Very simple skiing game.
# Avoid the trees and pick up flags to get points
import pygame, sys, random
# different images for the skier depending on his direction
skier_images = [
"skier_down.png",
"skier_right1.png",
"skier_right2.png",
"skier_left2.png",
"skier_left1.png"]
# class for the skier sprite
class SkierClass(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(
"skier_down.png")
self.rect =
self.image.get_rect()
self.rect.center = [320, 100
]
self.angle =
0
def turn(self, direction):
# load new image and change speed when the skier turns
self.angle = self.angle +
direction
if self.angle < -2: self.angle = -2
if self.angle > 2: self.angle = 2
center =
self.rect.center
self.image =
pygame.image.load(skier_images[self.angle])
self.rect =
self.image.get_rect()
self.rect.center =
center
speed = [self.angle, 6 - abs(self.angle) * 2
]
return speed
def move(self, speed):
# move the skier right and left
self.rect.centerx = self.rect.centerx +
speed[0]
if self.rect.centerx < 20: self.rect.centerx = 20
if self.rect.centerx > 620: self.rect.centerx = 620
# class for obstacle sprites (trees and flags)
class ObstacleClass(pygame.sprite.Sprite):
def __init__(self, image_file, location, type):
pygame.sprite.Sprite.__init__(self)
#call Sprite initializer
self.image_file =
image_file
self.image =
pygame.image.load(image_file)
self.location =
location
self.rect =
self.image.get_rect()
self.rect.center =
location
self.type =
type
self.passed =
False
def scroll(self, terrainPos):
self.rect.centery = self.location[1] -
terrainPos
# create one "screen" of terrain: 640 x 640
# use "blocks" of 64 x 64 pixels, so objects aren't too close together
def create_map(start, end):
obstacles =
pygame.sprite.Group()
locations =
[]
gates =
pygame.sprite.Group()
for i
in range(10):
# 10 obstacles per screen
row =
random.randint(start, end)
col = random.randint(0, 9
)
location = [col * 64 + 20, row * 64 + 20]
#center x, y for obstacle
if not (location
in locations):
# prevent 2 obstacles in the same place
locations.append(location)
type = random.choice([
"tree",
"flag"])
if type ==
"tree": img =
"skier_tree.png"
elif type ==
"flag": img =
"skier_flag.png"
obstacle =
ObstacleClass(img, location, type)
obstacles.add(obstacle)
return obstacles
# redraw the screen, including all sprites
def animate():
screen.fill([255, 255, 255
])
pygame.display.update(obstacles.draw(screen))
screen.blit(skier.image, skier.rect)
screen.blit(score_text, [10, 10
])
pygame.display.flip()
def updateObstacleGroup(map0, map1):
obstacles =
pygame.sprite.Group()
for ob
in map0: obstacles.add(ob)
for ob
in map1: obstacles.add(ob)
return obstacles
# initialize everything
pygame.init()
screen = pygame.display.set_mode([640,640
])
clock =
pygame.time.Clock()
skier =
SkierClass()
speed = [0, 6
]
map_position =
0
points =
0
map0 = create_map(20, 29
)
map1 = create_map(10, 19
)
activeMap =
0
# group for all obstacles to do collision detection
obstacles =
updateObstacleGroup(map0, map1)
# font object for score
font = pygame.font.Font(None, 50
)
# main Pygame event loop
while True:
clock.tick(30
)
for event
in pygame.event.get():
if event.type ==
pygame.QUIT: sys.exit()
if event.type == pygame.KEYDOWN:
# check for key presses
if event.key == pygame.K_LEFT:
# left arrow turns left
speed = skier.turn(-1
)
elif event.key == pygame.K_RIGHT:
#right arrow turns right
speed = skier.turn(1
)
skier.move(speed)
map_position += speed[1]
# scroll the terrain
# manage terrain maps, switch between them,
# and create new terrain at the bottom
if map_position >=640
and activeMap ==
0:
activeMap = 1
map0 = create_map(20, 29
)
obstacles =
updateObstacleGroup(map0, map1)
if map_position >=1280
and activeMap == 1
:
activeMap =
0
for ob
in map0:
ob.location[1] = ob.location[1] - 1280
# wrap around to top
map_position = map_position - 1280
#
map1 = create_map(10, 19
)
obstacles =
updateObstacleGroup(map0, map1)
for obstacle
in obstacles:
obstacle.scroll(map_position)
# check for hitting trees or getting flags
hit =
pygame.sprite.spritecollide(skier, obstacles, False)
if hit:
if hit[0].type ==
"tree" and not hit[0].passed:
#crashed into tree
points = points - 100
skier.image = pygame.image.load(
"skier_crash.png")
# crash image
animate()
pygame.time.delay(1000
)
skier.image = pygame.image.load(
"skier_down.png")
# resume skiing
skier.angle =
0
speed = [0, 6
]
hit[0].passed =
True
elif hit[0].type ==
"flag" and not hit[0].passed:
# got a flag
points += 10
obstacles.remove(hit[0]) # remove the flag
score_text = font.render(
"Score: " +str(points), 1
, (0, 0, 0))
animate()
View Code
转载于:https://www.cnblogs.com/wangchenghua/p/11202963.html
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