![]() draw (screen )printText (font, 350, 560, "Press SPACE to jump!" ) if game_over :printText (font, 360, 100, "G A M E O V E R" ) if you_win :printText (font, 330, 130, "YOU BEAT THE DRAGON!" ) else :printText (font, 330, 130, "THE DRAGON GOT YOU!" )pygame. blit (background, ( 0, 0 ) ) #update sprites if not game_over :group. Y = player_start_yjump_vel = 0.0 # draw the backgroundscreen. X player_start_y :player_jumping = Falsecaveman. exit ( ) '''elif keys:if not player_jumping:player_jumping = Truejump_vel = -8.0''' # update the arrow if not game_over :arrow. key = K_SPACE : if not player_jumping :player_jumping = Truejump_vel = - 8.0keys = pygame. Y # repeating loop while True :framerate. add (caveman ) # create the arrow spriteĪrrow. add (dragon ) # create the player spriteĬaveman. convert_alpha ( ) # create a soprite group Clock ( ) # load bitmapsīackground = pygame. set_caption ( 'Escape the dragon' )įramerate = pygame. blit (imgText, (x, y ) ) def reset_arrow ( ) :y = random. locals import * def printText (font, x, y, text, color = ( 255, 255, 255 ) ) :imgText = font. update ( ) Escape the Dragon Demo import sysįrom pygame. draw (screen )printText (font, 0, 0, "Spite:" + str (dragon ) )pygame. add (dragon ) # main loop while True : #framerate.tick(30)ticks = pygame. Clock ( ) # create the dragon spriteĭragon. set_caption ( 'Sprite animation demo' )įramerate = pygame. blit (imgText, (x, y ) ) # initialize pygame columns ) 小精灵在飞的Demo import MySpriteįrom pygame. frame def _str_ (self ) : return str (self. frame_heightrect = (frame_x, frame_y, self. last_time = current_time #build current frame only if it changed if self. rect = Rect ( 0, 0, width, height )self. y = value # position property def _getpos (self ) : return self. ![]() x = value # Y def _gety (self ) : return self. last_frame = 0 # 0~lastframe共lastframe+1帧self. Sprite ) : def _init_ (self, target ) :pygame.
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