游戏说明

wsad 控制飞机方向空格可以使用大招请屏,中间会有掉落子弹加强大招次数,大招最大次数为 3

代码

说明

图片素材请去我的 github 上查找,如有 bug 后续在 github 更新,初学 python 代码乱见谅。

main.py

工程目录新建文件 main.py

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import myPlane
import pygame
import sys
import enemy
import bullet
import traceback
import supply
import random

pygame.init()
pygame.mixer.init()

bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飞机大战")

BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
background = pygame.image.load("images/background.png").convert()

# 载入游戏音
# pygame.mixer.music.load("sound/game_music.ogg")
# pygame.mixer.music.set_volume(0.2)
# start_sound = pygame.mixer.Sound("sound/game_music.ogg")
bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound("sound/supply.wav")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
enemy1_down_sound.set_volume(0.1)
enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
enemy2_down_sound.set_volume(0.1)
enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
enemy3_down_sound.set_volume(0.1)
me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
me_down_sound.set_volume(0.2)


def add_small_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)


def add_mid_enemies(group1, group2, num):
for i in range(num):
e2 = enemy.MidEnemy(bg_size)
group1.add(e2)
group2.add(e2)


def add_big_enemies(group1, group2, num):
for i in range(num):
e3 = enemy.BigEnemy(bg_size)
group1.add(e3)
group2.add(e3)


def add_all_enemies(group1, group2, group3, group, num1, num2, num3):
add_small_enemies(group1, group, num1)
add_mid_enemies(group2, group, num2)
add_big_enemies(group3, group, num3)


def inc_speed(target, inc):
for each in target:
each.speed += inc


def main():
# pygame.mixer.music.play(-1)

me = myPlane.MyPlane(bg_size) # 我方飞机

# 生成敌方飞机
enemies = pygame.sprite.Group()
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 4)
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 2)

running = True
clock = pygame.time.Clock()

# 中弹图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0

score = 0 # 分数

recorded = False # 记录是否已经保存记录

score_font = pygame.font.Font("font/font.ttf", 36) # 分数字体

level = 1 # 游戏难度等级

# 飞机生命
life_image = pygame.image.load("images/life.png").convert_alpha()
life_rect = life_image.get_rect()
life_num = 3

# 全屏炸弹
bomb_image = pygame.image.load("images/bomb.png").convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font("font/font.ttf", 48)
bomb_num = 3

# 每 30 秒发送一个补给包
bullet_supply = supply.BulletSupply(bg_size)
bomb_supply = supply.BombSupply(bg_size)
SUPPLY_TIME = pygame.USEREVENT
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)

SUPER_BULLET_TIME = pygame.USEREVENT+1 # 超级子弹定时器

INVINCIBLE_TIME = pygame.USEREVENT+2 # 无敌状态定时器

is_super_bullet = False # 是否使用超级子弹标志

paused = False # 标志是否暂停游戏
pause_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
pause_pressed_image = pygame.image.load("images/pause_pressed.png").convert_alpha()
resume_nor_image = pygame.image.load("images/resume_nor.png").convert_alpha()
resume_pressed_image = pygame.image.load("images/resume_pressed.png").convert_alpha()
paused_rect = pause_nor_image.get_rect()
paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
pause_image = pause_nor_image

# 游戏结束界面
gameover_font = pygame.font.Font("font/font.TTF", 48)
again_image = pygame.image.load("images/again.png").convert_alpha()
again_rect = again_image.get_rect()
gameover_image = pygame.image.load("images/gameover.png").convert_alpha()
gameover_rect = gameover_image.get_rect()

# 普通子弹
bullet1 = []
bullet1_index = 0
bullet1_num = 4
for i in range(bullet1_num):
bullet1.append(bullet.Bullet1(me.rect.midtop))

# 超级子弹
bullet2 = []
bullet2_index = 0
bullet2_num = 8
for i in range(bullet2_num):
bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery)))
bullet2.append(bullet.Bullet2((me.rect.centerx + 30, me.rect.centery)))

switch_image = True # 切换飞机标志
delay = 100 # 延迟

while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1 and paused_rect.collidepoint(event.pos):
paused = not paused
if not paused:
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
else:
pygame.time.set_timer(SUPPLY_TIME, 0)
elif event.type == pygame.MOUSEMOTION:
if paused_rect.collidepoint(event.pos):
if paused:
pause_image = resume_pressed_image
else:
pause_image = pause_pressed_image
else:
if paused:
pause_image = resume_nor_image
else:
pause_image = pause_nor_image
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and not paused:
if bomb_num:
# bomb_num = bomb_num - 1
bomb_sound.play()
for each in enemies:
if each.rect.bottom > 0:
each.active = False
elif event.type == SUPPLY_TIME:
supply_sound.play()
if random.choice([True, False]):
bomb_supply.reset()
else:
bullet_supply.reset()
elif event.type == SUPER_BULLET_TIME:
is_super_bullet = False
pygame.time.set_timer(SUPER_BULLET_TIME, 0)
elif event.type == INVINCIBLE_TIME:
me.invincible = False
pygame.time.set_timer(INVINCIBLE_TIME, 0)

screen.blit(background, (0, 0)) # 画背景

# 画分数
score_text = score_font.render("Score : %s" % score, True, WHITE)
screen.blit(score_text, (10, 5))

# 画按钮
screen.blit(pause_image, paused_rect)

if not life_num or paused:
if life_num == 0:
pygame.time.set_timer(SUPPLY_TIME, 0)
screen.blit(background, (0, 0)) # 画背景
if not recorded:
recorded = True
with open("record.txt", 'r') as f:
record_score = int(f.read())
if score > record_score:
with open("record.txt", 'w') as f:
f.write(str(score))
# 绘制游戏结束界面
record_score_text = score_font.render("Best: %d" % record_score, True, WHITE)
screen.blit(record_score_text, (50, 50))

gameover_text1 = gameover_font.render("Your Score: ", True, WHITE)
gameover_text1_rect = gameover_text1.get_rect()
gameover_text1_rect.left, gameover_text1_rect.top = \
(width - gameover_text1_rect.width) // 2, height // 2
screen.blit(gameover_text1, gameover_text1_rect)

gameover_text2 = gameover_font.render(str(score), True, WHITE)
gameover_text2_rect = gameover_text2.get_rect()
gameover_text2_rect.left, gameover_text2_rect.top = \
(width - gameover_text2_rect.width) // 2, \
gameover_text1_rect.bottom + 10
screen.blit(gameover_text2, gameover_text2_rect)

again_rect.left, again_rect.top = \
(width - again_rect.width) // 2, \
gameover_text2_rect.bottom + 50
screen.blit(again_image, again_rect)

gameover_rect.left, gameover_rect.top = \
(width - again_rect.width) // 2, \
again_rect.bottom + 10
screen.blit(gameover_image, gameover_rect)

# 检测用户的鼠标操作
# 如果用户按下鼠标左键
if pygame.mouse.get_pressed()[0]:
pos = pygame.mouse.get_pos()
if again_rect.left < pos[0] < again_rect.right and \
again_rect.top < pos[1] < again_rect.bottom:
main()
elif gameover_rect.left < pos[0] < gameover_rect.right and \
gameover_rect.top < pos[1] < gameover_rect.bottom:
pygame.quit()
sys.exit()

# 刷新屏幕, 帧率选择 177
pygame.display.flip()
clock.tick(120)
continue

# 绘制全屏炸弹数量
bomb_text = bomb_font.render("x %d" % bomb_num, True, WHITE)
bomb_text_rect = bomb_text.get_rect()
screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))
screen.blit(bomb_text, (20 + bomb_text_rect.width, \
height - 5 - bomb_text_rect.height))

# 绘制剩余生命数量
if life_num:
for i in range(life_num):
screen.blit(life_image, \
(width-10-(i+1)*life_rect.width, \
height-10-life_rect.height))

# 绘制全屏炸弹补给并检测是否获得
if bomb_supply.active:
bomb_supply.move()
screen.blit(bomb_supply.image, bomb_supply.rect)
if pygame.sprite.collide_mask(bomb_supply, me):
get_bomb_sound.play()
if bomb_num < 3:
bomb_num += 1
bomb_supply.active = False

if bullet_supply.active:
bullet_supply.move()
screen.blit(bullet_supply.image, bullet_supply.rect)
if pygame.sprite.collide_mask(bullet_supply, me):
get_bullet_sound.play()
is_super_bullet = True
pygame.time.set_timer(SUPER_BULLET_TIME, 18 * 1000)
bullet_supply.active = False

if level == 1 and score > 50000:
level = 2
upgrade_sound.play()
# 增加 3 架小形飞机, 2 架中型飞机, 1 架大型飞机
add_all_enemies(small_enemies, mid_enemies, big_enemies, enemies, 3, 2, 1)
inc_speed(small_enemies, 1)
# 增加小型飞机速度
# inc_speed(small_enemies, 1)
if level == 2 and score >= 300000:
level = 3
upgrade_sound.play()
# 增加 5 架小形飞机, 3 架中型飞机, 2 架大型飞机
add_all_enemies(small_enemies, mid_enemies, big_enemies, enemies, 5, 3, 2)
# 增加小型和中型飞机速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
if level == 3 and score >= 600000:
level = 4
upgrade_sound.play()
# 增加 5 架小形飞机, 3 架中型飞机, 2 架大型飞机
add_all_enemies(small_enemies, mid_enemies, big_enemies, enemies, 5, 3, 2)
# 增加小型和中型飞机速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
if level == 4 and score >= 1200000:
level = 5
upgrade_sound.play()
# 增加 5 架小形飞机, 3 架中型飞机, 2 架大型飞机
add_all_enemies(small_enemies, mid_enemies, big_enemies, enemies, 5, 3, 2)
# 增加小型和中型飞机速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
inc_speed(big_enemies, 1)

key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_w] or key_pressed[pygame.K_UP]:
me.moveUp()
if key_pressed[pygame.K_s] or key_pressed[pygame.K_DOWN]:
me.moveDown()
if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:
me.moveLeft()
if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:
me.moveRight()


# 画敌方飞机
for each in big_enemies:
if each.active:
each.move()
if switch_image:
screen.blit(each.image1, each.rect)
else:
screen.blit(each.image2, each.rect)

pygame.draw.line(screen, BLACK, \
(each.rect.left, each.rect.top-5), \
(each.rect.right, each.rect.top-5), \
2)
energy_remain = each.energy / enemy.BigEnemy.energy
energy_color = GREEN
if energy_remain <= 0.20:
energy_color = RED
pygame.draw.line(screen, energy_color, \
(each.rect.left, each.rect.top-5), \
(each.rect.left + each.rect.width * energy_remain, each.rect.top-5), \
2)

# 如果即将出现,播放音效
if each.rect.bottom > -50:
enemy3_fly_sound.play(-1)
else:
if not (delay % 3):
if e3_destroy_index == 0:
enemy3_down_sound.play()
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
e3_destroy_index = (e3_destroy_index + 1) % 6
if e3_destroy_index == 0:
score += 10000
enemy3_fly_sound.stop()
each.reset()

for each in mid_enemies:
if each.active:
each.move()
screen.blit(each.image, each.rect)
pygame.draw.line(screen, BLACK, \
(each.rect.left, each.rect.top-5), \
(each.rect.right, each.rect.top-5), \
2)
energy_remain = each.energy / enemy.MidEnemy.energy
energy_color = GREEN
if energy_remain <= 0.20:
energy_color = RED
pygame.draw.line(screen, energy_color, \
(each.rect.left, each.rect.top-5), \
(each.rect.left + each.rect.width * energy_remain, each.rect.top-5), \
2)

else:
if not (delay % 3):
if e2_destroy_index == 0:
enemy2_down_sound.play()
screen.blit(each.destroy_images[e2_destroy_index], each.rect)
e2_destroy_index = (e2_destroy_index + 1) % 4
if e2_destroy_index == 0:
score += 7000
each.reset()

for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image, each.rect)
else:
if not (delay % 3):
if e1_destroy_index == 0:
enemy1_down_sound.play()
screen.blit(each.destroy_images[e1_destroy_index], each.rect)
e1_destroy_index = (e1_destroy_index + 1) % 4
if e1_destroy_index == 0:
score += 1000
each.reset()

# 画子弹
if not (delay % 10):
# 子弹声音
bullet_sound.play()
if is_super_bullet:
bullets = bullet2
bullets[bullet2_index].reset((me.rect.centerx-33, me.rect.centery))
bullets[bullet2_index+1].reset((me.rect.centerx+30, me.rect.centery))
bullet2_index = (bullet2_index + 2) % bullet2_num
else:
bullets = bullet1
bullets[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % bullet1_num

# 检测子弹是否击中
for b in bullets:
if b.active:
b.move()
screen.blit(b.image, b.rect)
enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
if enemy_hit:
b.active = False
for e in enemy_hit:
if e in small_enemies:
e.active = False
continue
if (e.energy - 1) == 0:
e.active = False
else:
screen.blit(e.image_hit, e.rect)
e.energy -= 1

# 检测碰撞
enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
if enemies_down:
if not me.invincible:
me.active = False
for e in enemies_down:
e.active = False

# 画我方飞机
# 来回切换 image1, image2 达到动态尾气效果
if me.active:
if switch_image:
screen.blit(me.image1, me.rect)
else:
screen.blit(me.image2, me.rect)
else:
if not (delay % 3):
if me_destroy_index == 0:
me_down_sound.play()
screen.blit(me.destory_images[me_destroy_index], me.rect)
me_destroy_index = (me_destroy_index + 1) % 4
if me_destroy_index == 0:
life_num -= 1
pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000)
me.reset()

if not (delay % 7):
switch_image = not switch_image

delay -= 1
if not delay:
delay = 400

# 刷新屏幕, 帧率选择 177
pygame.display.flip()
clock.tick(120)


if __name__ == "__main__":
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()

bullet.py

工程目录新建文件 bullet.py

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import pygame

class Bullet1(pygame.sprite.Sprite):
def __init__(self, position):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load("images/bullet1.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 12.7
self.active = True
self.mask = pygame.mask.from_surface(self.image)

def move(self):
self.rect.top -= self.speed

if self.rect.top < 0:
self.active = False

def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True


class Bullet2(pygame.sprite.Sprite):
def __init__(self, position):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load("images/bullet2.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 17.7
self.active = True
self.mask = pygame.mask.from_surface(self.image)

def move(self):
self.rect.top -= self.speed

if self.rect.top < 0:
self.active = False

def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True

enemy.py

工程目录新建文件 enemy.py

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import pygame
from random import *


class SmallEnemy(pygame.sprite.Sprite):
energy = 1
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy1.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([ \
pygame.image.load("images/enemy1_down1.png").convert_alpha(), \
pygame.image.load("images/enemy1_down2.png").convert_alpha(), \
pygame.image.load("images/enemy1_down3.png").convert_alpha(), \
pygame.image.load("images/enemy1_down4.png").convert_alpha() \
])
self.rect = self.image.get_rect()
self.speed = 2
self.mask = pygame.mask.from_surface(self.image)
self.width, self.height = bg_size[0], bg_size[1]
self.reset()

def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()

def reset(self):
self.active = True
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-5 * self.height, 0)


class MidEnemy(pygame.sprite.Sprite):
energy = 7

def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy2.png").convert_alpha()
self.image_hit = pygame.image.load("images/enemy2_hit.png")
self.destroy_images = []
self.destroy_images.extend([ \
pygame.image.load("images/enemy2_down1.png").convert_alpha(), \
pygame.image.load("images/enemy2_down2.png").convert_alpha(), \
pygame.image.load("images/enemy2_down3.png").convert_alpha(), \
pygame.image.load("images/enemy2_down4.png").convert_alpha() \
])
self.rect = self.image.get_rect()
self.speed = 1.5
self.width, self.height = bg_size[0], bg_size[1]
self.mask = pygame.mask.from_surface(self.image)
self.reset()

def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()

def reset(self):
self.active = True
self.energy = MidEnemy.energy
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-10 * self.height, 0)


class BigEnemy(pygame.sprite.Sprite):
energy = 17

def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()
self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()
self.image_hit = pygame.image.load("images/enemy3_hit.png")
self.destroy_images = []
self.destroy_images.extend([ \
pygame.image.load("images/enemy3_down1.png").convert_alpha(), \
pygame.image.load("images/enemy3_down2.png").convert_alpha(), \
pygame.image.load("images/enemy3_down3.png").convert_alpha(), \
pygame.image.load("images/enemy3_down4.png").convert_alpha(), \
pygame.image.load("images/enemy3_down5.png").convert_alpha(), \
pygame.image.load("images/enemy3_down6.png").convert_alpha() \
])
self.rect = self.image1.get_rect()
self.speed = 1
self.width, self.height = bg_size[0], bg_size[1]
self.mask = pygame.mask.from_surface(self.image1)
self.reset()

def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()

def reset(self):
self.energy = BigEnemy.energy
self.active = True
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-15 * self.height, -10 * self.height)

myPlane.py

工程目录新建文件 myPlane.py

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import pygame

class MyPlane(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load("images/me1.png").convert_alpha()
self.image2 = pygame.image.load("images/me2.png").convert_alpha()
self.destory_images = []
self.destory_images.extend([ \
pygame.image.load("images/me_destroy_1.png").convert_alpha(), \
pygame.image.load("images/me_destroy_2.png").convert_alpha(), \
pygame.image.load("images/me_destroy_3.png").convert_alpha(), \
pygame.image.load("images/me_destroy_4.png").convert_alpha() \
])
self.rect = self.image1.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.mask = pygame.mask.from_surface(self.image1)
self.invincible = False
self.rect.left, self.rect.top = \
(self.width - self.rect.width) // 2, \
self.height - self.rect.height - 60
self.speed = 7.7
self.active = True

def moveUp(self):
if self.rect.top > 0:
self.rect.top -= self.speed
else:
self.rect.top = 0

def moveDown(self):
if self.rect.bottom < self.height - 60:
self.rect.top += self.speed
else:
self.rect.bottom = self.height - 60

def moveLeft(self):
if self.rect.left > 0:
self.rect.left -= self.speed
else:
self.rect.left = 0

def moveRight(self):
if self.rect.right < self.width:
self.rect.left += self.speed
else:
self.rect.right = self.width

def reset(self):
self.active = True
self.invincible = True
self.rect.left, self.rect.top = \
(self.width - self.rect.width) // 2, \
self.height - self.rect.height - 60

supply.py

工程目录新建文件 supply.py

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from random import randint
import pygame


class BulletSupply(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/bullet_supply.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.mask = pygame.mask.from_surface(self.image)
self.speed = 5
self.active = False

def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.active = False

def reset(self):
self.active = True
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100


class BombSupply(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/bomb_supply.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.mask = pygame.mask.from_surface(self.image)
self.speed = 5
self.active = False

def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.active = False

def reset(self):
self.active = True
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100

record.txt

工程目录新建文件 record.txt,不需要写任何内容