import sys, time, random, math, pygamefrom pygame.locals import *
class
MySprite(pygame.sprite.Sprite):def __init__(self, target):
pygame.sprite.Sprite.__init__(self)
self.master_image = None
self.frame = 0
self.old_frame = -1self.frame_width = 1self.frame_height = 1self.first_frame = 0
self.last_frame = 0
self.columns = 1self.last_time = 0# 使用property方法,让精灵类对坐标操作更方便def _getx(self):
return
self.rect.xdef _setx(self, value):
self.rect.x = value
X = property(_getx, _setx)def _gety(self):
return
self.rect.ydef _sety(self, value):
self.rect.y = value
Y = property(_gety, _sety)def _getpos(self):
return
self.rect.topleftdef _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
rect = self.master_image.get_rect()
self.last_frame = (rect.width
self.frame += 1if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time# 当帧数发生改变时,创建新的图片
if
self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame
rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
pygame.init()
screen = pygame.display.set_mode((800, 600))
font = pygame.font.Font(None, 24)
framerate = pygame.time.Clock()
bg = pygame.image.load(
"background.png"
).convert_alpha()
pl = pygame.image.load(
'caveman.png'
).convert_alpha()# 创建精灵组group = pygame.sprite.Group()
player = MySprite(screen)
player.load(
"caveman.png"
, 50, 64, 8)
player.first_frame = 1player.last_frame = 7player.position = 400, 303group.add(player)
jump_vel = 0.0# 设置一个记录跳跃次数的变量space_number = 0# 跳跃判断player_jumping = False
player_start_y = player.Ywhile True:
for
event in pygame.event.get():
if
event.type == QUIT:
sys.
exit
()
if
event.type == KEYDOWN:
if
event.key == K_SPACE:# 跳跃次数小于2次时,
if
space_number < 2:
jump_vel = -15.0space_number += 1player_jumping = True
keys = pygame.key.get_pressed()
if
keys[K_ESCAPE]:
sys.
exit
()
if
keys[K_RIGHT]:
player.X += 8if keys[K_LEFT]:
if
player.X > 0:
player.X -= 8# 设置帧数framerate.tick(30)
ticks = pygame.time.get_ticks()# 当按下空格后,jump_vel变量不断变大,直到接触地面
if
player_jumping:
player.Y += jump_vel
jump_vel += 2# 落地后
if
player.Y >= player_start_y:
player_jumping = False
player.Y = player_start_y
jump_vel = 0
space_number = 0
rush_number = 0# 创建背景 screen.blit(bg, (0, 0))# 精灵组更新group.update(ticks, 50)
group.draw(screen)
pygame.display.update()