import pygame
import random
import sys
# 初始化Pygame
pygame.init()
# 游戏配置
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
FPS = 60
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
# 设置屏幕
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("二次元像素冒险")
clock = pygame.time.Clock()
# 原创角色类(二次元少女)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
# 简化像素形象(实际可替换为自定义图片)
self.image = pygame.Surface((40, 60))
self.image.fill((255, 192, 203)) # 粉色头发
pygame.draw.rect(self.image, (255, 255, 0), (10, 20, 20, 30)) # 黄色衣服
self.rect = self.image.get_rect()
self.rect.centerx = SCREEN_WIDTH // 2
self.rect.bottom = SCREEN_HEIGHT - 10
self.speed_x = 5
self.speed_y = 0
self.jump_power = -15
self.gravity = 1
self.on_ground = True
def update(self):
# 重力应用
self.speed_y += self.gravity
if self.speed_y > 10:
self.speed_y = 10
self.rect.y += self.speed_y
# 地面碰撞
if self.rect.bottom >= SCREEN_HEIGHT - 5:
self.rect.bottom = SCREEN_HEIGHT - 5
self.speed_y = 0
self.on_ground = True
# 左右移动
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and self.rect.left > 0:
self.rect.x -= self.speed_x
if keys[pygame.K_RIGHT] and self.rect.right < SCREEN_WIDTH:
self.rect.x += self.speed_x
# 跳跃
if keys[pygame.K_SPACE] and self.on_ground:
self.speed_y = self.jump_power
self.on_ground = False
# 道具类(收集物)
class Item(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((30, 30))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.x = random.randint(0, SCREEN_WIDTH - 30)
self.rect.y = random.randint(-100, -30)
self.speed_y = random.randint(2, 4)
def update(self):
self.rect.y += self.speed_y
if self.rect.top > SCREEN_HEIGHT:
self.kill()
# 敌人类(障碍物)
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((40, 40))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randint(0, SCREEN_WIDTH - 40)
self.rect.y = random.randint(-150, -50)
self.speed_y = random.randint(3, 5)
def update(self):
self.rect.y += self.speed_y
if self.rect.top > SCREEN_HEIGHT:
self.kill()
# 初始化精灵组
all_sprites = pygame.sprite.Group()
items = pygame.sprite.Group()
enemies = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
# 游戏变量
score = 0
font = pygame.font.Font(None, 40)
spawn_timer = 0
# 游戏主循环
running = True
while running:
# 控制帧率
clock.tick(FPS)
# 事件处理
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 生成道具和敌人
spawn_timer += 1
if spawn_timer % 60 == 0: # 每秒生成1个道具
item = Item()
all_sprites.add(item)
items.add(item)
if spawn_timer % 80 == 0: # 每1.3秒生成1个敌人
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
# 更新所有精灵
all_sprites.update()
# 碰撞检测(收集道具)
collected = pygame.sprite.spritecollide(player, items, True)
for _ in collected:
score += 10
# 碰撞检测(碰到敌人游戏结束)
hits = pygame.sprite.spritecollide(player, enemies, False)
if hits:
running = False
# 绘制画面
screen.fill(BLACK)
all_sprites.draw(screen)
# 显示分数
score_text = font.render(f"Score: {score}", True, WHITE)
screen.blit(score_text, (10, 10))
# 更新屏幕
pygame.display.flip()
# 游戏结束显示
game_over_font = pygame.font.Font(None, 60)
game_over_text = game_over_font.render(f"Game Over! Score: {score}", True, RED)
screen.blit(game_over_text, (SCREEN_WIDTH//2 - 150, SCREEN_HEIGHT//2))
pygame.display.flip()
pygame.time.wait(2000)
# 退出游戏
pygame.quit()
sys.exit()