import pygame import random WIDTH = 360 HEIGHT = 480 FPS = 30 # define colors WHITE = (255, 255, 255) BLACK = (0, 0, 0) RED = (255, 0, 0) GREEN = (0, 255, 0) BLUE = (0, 0, 255) # initialize pygame and create window pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("My Game") clock = pygame.time.Clock() # set up asset folders # 在好学好教平台上无需指定文件路径,所以这里有修改 # game_folder = os.path.dirname(__file__) # img_folder = os.path.join(game_folder, 'img') # player_img = pygame.image.load(os.path.join(img_folder, 'p1_jump.png')).convert() player_img = pygame.image.load('p1_jump.png').convert() class Player(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = player_img self.image.set_colorkey(BLACK) self.rect = self.image.get_rect() self.rect.center = (WIDTH / 2, HEIGHT / 2) def update(self): self.rect.x += 5 if self.rect.left > WIDTH: self.rect.right = 0 all_sprites = pygame.sprite.Group() player = Player() all_sprites.add(player) # Game loop running = True while running: # keep loop running at the right speed clock.tick(FPS) # Process input (events) for event in pygame.event.get(): # check for closing window if event.type == pygame.QUIT: running = False # Update # Draw / render screen.fill(BLACK) # Update all_sprites.update() # Draw / render screen.fill(BLUE) all_sprites.draw(screen) # *after* drawing everything, flip the display pygame.display.flip() pygame.quit()
settings
unfold_less visibility play_arrow