Python飛機大戰程式碼
阿新 • • 發佈:2018-10-31
Python飛機大戰程式碼,分五個檔案存放,每個檔案代表著不同的功能!
import pygame import sys import traceback import myplane import enemy import bullet import supply from pygame.locals import * from random import * pygame.init() pygame.mixer.init() bg_size = width,height = 480 , 852 screen = pygame.display.set_mode(bg_size) pygame.display.set_caption("打飛機!!!") BLACK = (0,0,0) GREEN = (0,0,255) RED = (255,0,0) WHITE = (255,255,255) background = pygame.image.load("masturbation/image/background.png").convert() # 載入音樂 pygame.mixer.music.load("masturbation/bg_music/game_music.ogg") pygame.mixer.music.set_volume(0.2) bullet_sound = pygame.mixer.Sound("masturbation/bg_music/bullet.wav") bullet_sound.set_volume(0.2) bomb_sound = pygame.mixer.Sound("masturbation/bg_music/use_bomb.ogg") bomb_sound.set_volume(0.2) supply_sound = pygame.mixer.Sound("masturbation/bg_music/out_porp.ogg") supply_sound.set_volume(0.2) get_bomb_sound = pygame.mixer.Sound("masturbation/bg_music/get_bomb.ogg") get_bomb_sound.set_volume(0.2) get_bullet_sound = pygame.mixer.Sound("masturbation/bg_music/get_double_laser.ogg") get_bullet_sound.set_volume(0.2) upgrade_sound = pygame.mixer.Sound("masturbation/bg_music/achievement.ogg") upgrade_sound.set_volume(0.2) enemy3_fly_sound = pygame.mixer.Sound("masturbation/bg_music/big_spaceship_flying.ogg") enemy3_fly_sound.set_volume(0.2) enemy3_down_sound = pygame.mixer.Sound("masturbation/bg_music/enemy2_down.wav") enemy3_down_sound.set_volume(0.1) enemy2_down_sound = pygame.mixer.Sound("masturbation/bg_music/enemy3_down.wav") enemy2_down_sound.set_volume(0.2) enemy1_down_sound = pygame.mixer.Sound("masturbation/bg_music/enemy1_down.wav") enemy1_down_sound.set_volume(0.5) me_down_sound = pygame.mixer.Sound("masturbation/bg_music/game_over.ogg") 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 inc_speed(target, inc): for each in target: each.speed += inc def main(): # 繪製分數 score = 0 # 難度級別 level = 1 score_font = pygame.font.Font("masturbation/font/CAIPIRINHA.woff.ttf" , 36) pygame.mixer.music.play(-1) # 生成我方飛機 me = myplane.MyPlane(bg_size) enemies = pygame.sprite.Group() # 生成敵方小型飛機 small_enemies = pygame.sprite.Group() add_small_enemies(small_enemies,enemies,15) # 生成敵方中型飛機 mid_enemies = pygame.sprite.Group() add_mid_enemies(mid_enemies,enemies,5) # 生成敵方大型飛機 big_enemies = pygame.sprite.Group() add_big_enemies(big_enemies,enemies,2) clock = pygame.time.Clock() # 中單圖片索引 e1_destroy_index = 0 e2_destroy_index = 0 e3_destroy_index = 0 me_destroy_index = 0 running = True # 用於切換圖片 switch_image = True # 用於延遲 delay = 100 # 載入暫停遊戲圖片 #是否暫停遊戲 paused = False pause_nor_image = pygame.image.load("masturbation/image/game_pause_nor.png").convert_alpha() pause_pressed_image = pygame.image.load("masturbation/image/game_pause_pressed.png").convert_alpha() resume_nor_image = pygame.image.load("masturbation/image/game_resume_nor.png").convert_alpha() resume_pressed_image = pygame.image.load("masturbation/image/game_resume_pressed.png").convert_alpha() paused_rect = pause_nor_image.get_rect() paused_rect.left, paused_rect.top = width - paused_rect.width - 10 , 10 # 預設顯示 paused_image = pause_nor_image # 全屏炸彈 bomb_image = pygame.image.load("masturbation/image/bomb.png").convert_alpha() bomb_rect = bomb_image.get_rect() bomb_font = pygame.font.Font("masturbation/font/CAIPIRINHA.woff.ttf",48) bomb_num = 3 # 每30秒發放一個補給包 bomb_supply = supply.Bomb_Supply(bg_size) bullet_supply = supply.Bullet_Supply(bg_size) SUPPLY_TIME = USEREVENT pygame.time.set_timer(SUPPLY_TIME, 30 *1000) # 生成子彈 bullet1 = [] bullet1_index = 0 BULLET1_NUM = 4 for i in range(BULLET1_NUM): bullet1.append(bullet.Bullet1(me.rect.midtop)) # 生成超級子彈 bullet2 = [] bullet2_index = 0 BULLET2_NUM =8 for i in range(BULLET2_NUM // 2): bullet2.append(bullet.Bullet2((me.rect.centerx - 30,me.rect.centery))) bullet2.append(bullet.Bullet2((me.rect.centerx + 30,me.rect.centery))) # 超級子彈定時器 DOUBLE_BULLET_TIME = USEREVENT + 1 # 是否使用超級子彈 is_double_bullet = False # 生命數量 life_image = pygame.image.load("masturbation/image/life_image.png").convert_alpha() life_rect = life_image.get_rect() life_num = 3 # 解除我方的無敵狀態 INVINCIBLE_TIME = USEREVENT + 2 # 用於阻止重複開啟記錄檔案 recorded = False # 遊戲的結束畫面 gameover_font = pygame.font.Font("masturbation/font/CAIPIRINHA.woff.ttf",48) again_image = pygame.image.load("masturbation/image/game_Reagain.png").convert_alpha() again_rect = again_image.get_rect() gameover_image = pygame.image.load("masturbation/image/game_over.png").convert_alpha() gameover_rect = gameover_image.get_rect() while running: # 繪製背景 screen.blit(background,(0,0)) for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() # 隨機產生補給 elif event.type == SUPPLY_TIME: supply_sound.play() if choice([True,False]): bomb_supply.reset() else: bullet_supply.reset() elif event.type == DOUBLE_BULLET_TIME: is_double_bullet = False pygame.time.set_timer(DOUBLE_BULLET_TIME,0) # 解除無敵 elif event.type == INVINCIBLE_TIME: me.invincible = False pygame.time.set_timer(INVINCIBLE_TIME, 0) # 炸彈按鍵檢測 elif event.type == KEYDOWN: if event.key == K_SPACE: if bomb_num: bomb_num -= 1 # 背景音樂停止 pygame.mixer.music.stop() # 停止所有音效 pygame.mixer.stop() bomb_sound.play() for each in enemies: if each.rect.bottom > 0: each.active = False # 檢測滑鼠 elif event.type == MOUSEBUTTONDOWN: if event.button == 1 and paused_rect.collidepoint(event.pos): paused = not paused # 暫停時停止播放音樂和停止發放補給 if paused: pygame.time.set_timer(SUPPLY_TIME, 0) pygame.mixer.music.pause() pygame.mixer.pause() else: pygame.time.set_timer(SUPPLY_TIME, 30 * 1000) pygame.mixer.music.unpause() pygame.mixer.unpause() elif event.type == MOUSEMOTION: if paused_rect.collidepoint(event.pos): if paused: paused_image = resume_pressed_image else: paused_image = pause_pressed_image else: if paused: paused_image = resume_nor_image else: paused_image = pause_nor_image # 檢測使用者的鍵盤操作 key_pressed = pygame.key.get_pressed() if key_pressed[K_w] or key_pressed[K_UP]: me.moveUp() if key_pressed[K_s] or key_pressed[K_DOWN]: me.moveDown() if key_pressed[K_a] or key_pressed[K_LEFT]: me.moveLeft() if key_pressed[K_d] or key_pressed[K_RIGHT]: me.moveRight() if life_num and not paused: # 繪製大型敵機 for each in big_enemies: if each.active: each.move() # 大型飛機被擊中時 if each.hit: screen.blit(each.image_hit,each.rect) each.hit = False else: # if switch_image: screen.blit(each.image1, each.rect) else: screen.blit(each.image2, each.rect) # 即將出現時播放音效 if each.rect.bottom == -50: enemy3_fly_sound.play(-1) # 繪製血槽 pygame.draw.line(screen,BLACK, (each.rect.left , each.rect.top - 5) , (each.rect.right , each.rect.top - 5) , 2) # 生命大於20%顯示綠色,否則顯示紅色 energy_remain = each.energy / enemy.BigEnemy.energy if energy_remain > 0.2: energy_color = GREEN else: 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: # 毀滅 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: # 加分 score += 10000 enemy3_fly_sound.stop() each.reset() # 繪製中型敵機 for each in mid_enemies: if each.active: # 大型飛機被擊中時 each.move() if each.hit: screen.blit(each.image_hit,each.rect) each.hit = False else: screen.blit(each.image, each.rect) else: # 毀滅 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: # 加分 score += 6000 each.reset() # 繪製小型敵機 for each in small_enemies: if each.active: each.move() screen.blit(each.image, each.rect) else: # 毀滅 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: # 加分 score += 1000 each.reset() # 檢測飛機碰撞 enemies_down = pygame.sprite.spritecollide(me,enemies,False,pygame.sprite.collide_mask) if enemies_down and not me.invincible: me.active = False for e in enemies_down: e.active = False # 繪製我方飛機 if me.active: if switch_image: screen.blit(me.image1,me.rect) else: screen.blit(me.image2,me.rect) else: # 毀滅 if not(delay % 3): if me_destroy_index == 0: me_down_sound.play() screen.blit(me.destroy_images[me_destroy_index], me.rect) me_destroy_index = (me_destroy_index + 1) % 4 if me_destroy_index == 0: life_num -= 1 me.reset() pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000) # running = False # 繪製剩餘的生命數量 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)) # 繪製超級子彈補給並檢測是否獲得 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_double_bullet = True # 超級子彈限制時間18秒 pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000) bullet_supply.active = False # 發射子彈 if not(delay %10): bullet_sound.play() if is_double_bullet: bullets = bullet2 # print(len(bullets)) bullets[bullet2_index + 0].reset((me.rect.centerx - 30,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 # 檢測子彈是否擊中敵機 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 mid_enemies or e in big_enemies: e.hit = True e.energy -= 1 if e.energy == 0: e.active = False else: e.active = False # 繪製全屏炸彈補給並檢測是否獲得 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 # 繪製分數 score_text = score_font.render(\ "Score : %s" % str(score), True , WHITE) screen.blit(score_text , (20 , 10)) # 繪製全屏炸彈 bomb_text = bomb_font.render("x %d" % bomb_num,True,WHITE) text_rect = bomb_text.get_rect() screen.blit(bomb_image, (10, height - 10 - bomb_rect.height)) screen.blit(bomb_text, (20 + bomb_rect.width, height - 13 - text_rect.height)) # 根據使用者的分數來增加難度 if level == 1 and score > 50000: level = 2 upgrade_sound.play() # 增加三架小型敵機,兩架中性敵機,一架大興敵機 add_small_enemies(small_enemies,enemies,3) add_mid_enemies(mid_enemies,enemies,2) add_big_enemies(big_enemies,enemies,1) # 提高小型飛機的速度 inc_speed(small_enemies, 1) if level == 2 and score > 300000: level = 3 upgrade_sound.play() # 增加5架小型敵機,3架中性敵機,2架大興敵機 add_small_enemies(small_enemies,enemies,5) add_mid_enemies(mid_enemies,enemies,3) add_big_enemies(big_enemies,enemies,2) # 提高小,中型飛機的速度 inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) if level == 3 and score > 600000: level = 4 upgrade_sound.play() # 增加5架小型敵機,3架中性敵機,2架大興敵機 add_small_enemies(small_enemies,enemies,5) add_mid_enemies(mid_enemies,enemies,3) add_big_enemies(big_enemies,enemies,2) # 提高小,中型飛機的速度 inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) if level == 4 and score > 1000000: level = 5 upgrade_sound.play() # 增加5架小型敵機,3架中性敵機,2架大興敵機 add_small_enemies(small_enemies,enemies,5) add_mid_enemies(mid_enemies,enemies,3) add_big_enemies(big_enemies,enemies,2) # 提高小,中,大型飛機的速度 inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) inc_speed(big_enemies, 1) # 切換圖片 if not (delay % 5): switch_image = not switch_image delay -= 1 if not delay: delay = 100 # 玩家死亡 elif life_num == 0: # 背景音樂停止 pygame.mixer.music.stop() # 停止所有音效 pygame.mixer.stop() # 停止發放補給 pygame.time.set_timer(SUPPLY_TIME, 0) if not recorded: recorded = True # 讀取歷史最高分 with open("record.txt", "r") as f: record_score = int(f.read()) # 如果玩家得分高於歷史最高得分,歸檔 if score >record_score: with open("record.txt", "w") as f: f.write(str(score)) # 繪製結束畫面 record_scorer_text = score_font.render( \ "Best : %d" % record_score, True, (255,255,255)) screen.blit(record_scorer_text, (50, 50)) gameover_text1 = gameover_font.render( \ "Your Scroe", True, (255,255,255)) gameover_text1_rect = gameover_text1.get_rect() gameover_text1_rect.left, gameover_text1_rect.top = \ (width - gameover_text1_rect.width) // 2, height // 3 screen.blit(gameover_text1, gameover_text1_rect) gameover_text2 = gameover_font.render( \ str(score), True, (255,255,255)) 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) 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() # 繪製暫停按鈕 screen.blit(paused_image, paused_rect) pygame.display.flip() clock.tick(60) if __name__ == "__main__": try: main() except SystemExit: pass except: traceback.print_exc() pygame.quit() input()
import pygame from random import * # 小型飛機的定義 class SmallEnemy(pygame.sprite.Sprite): def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("masturbation/image/enemy1.png").convert_alpha() self.destroy_images = [] self.destroy_images.extend([\ pygame.image.load("masturbation/image/enemy1_down1.png").convert_alpha(), \ pygame.image.load("masturbation/image/enemy1_down2.png").convert_alpha(), \ pygame.image.load("masturbation/image/enemy1_down3.png").convert_alpha(), \ pygame.image.load("masturbation/image/enemy1_down4.png").convert_alpha() \ ]) self.rect = self.image.get_rect() self.width,self.height = bg_size[0],bg_size[1] self.speed = 2 self.active = True self.rect.left,self.rect.top = \ randint(0,self.width - self.rect.width),\ randint(-5 * self.height,0) self.mask = pygame.mask.from_surface(self.image) 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) # 中型飛機的定義 class MidEnemy(pygame.sprite.Sprite): energy = 8 def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("masturbation/image/enemy2.png").convert_alpha() self.image_hit = pygame.image.load("masturbation/image/enemy2_hit.png").convert_alpha() self.destroy_images = [] self.destroy_images.extend([\ pygame.image.load("masturbation/image/enemy2_down1.png").convert_alpha(), \ pygame.image.load("masturbation/image/enemy2_down2.png").convert_alpha(), \ pygame.image.load("masturbation/image/enemy2_down3.png").convert_alpha(), \ pygame.image.load("masturbation/image/enemy2_down4.png").convert_alpha() \ ]) self.rect = self.image.get_rect() self.width,self.height = bg_size[0],bg_size[1] self.speed = 1 self.active = True self.hit = False self.rect.left,self.rect.top = \ randint(0 , self.width - self.rect.width),\ randint(-10 * self.height , -self.height) self.mask = pygame.mask.from_surface(self.image) self.energy = MidEnemy.energy 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(-10 * self.height , -self.height) self.energy = MidEnemy.energy # 大型飛機的定義 class BigEnemy(pygame.sprite.Sprite): energy = 20 def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image1 = pygame.image.load("masturbation/image/enemy3_n1.png").convert_alpha() self.image2 = pygame.image.load("masturbation/image/enemy3_n2.png").convert_alpha() self.image_hit = pygame.image.load("masturbation/image/enemy3_hit.png").convert_alpha() self.destroy_images = [] self.destroy_images.extend([\ pygame.image.load("masturbation/image/enemy3_down1.png").convert_alpha(), \ pygame.image.load("masturbation/image/enemy3_down2.png").convert_alpha(), \ pygame.image.load("masturbation/image/enemy3_down3.png").convert_alpha(), \ pygame.image.load("masturbation/image/enemy3_down4.png").convert_alpha(), \ pygame.image.load("masturbation/image/enemy3_down5.png").convert_alpha(), \ pygame.image.load("masturbation/image/enemy3_down6.png").convert_alpha() \ ]) self.rect = self.image1.get_rect() self.width,self.height = bg_size[0],bg_size[1] self.speed = 1 self.active = True self.hit = False self.rect.left,self.rect.top = \ randint(0 , self.width - self.rect.width),\ randint(-15 * self.height , -5 * self.height) # randint(-5 * self.height,0) self.mask = pygame.mask.from_surface(self.image1) self.energy = BigEnemy.energy 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(-15 * self.height , -5 * self.height) self.energy = BigEnemy.energy
import pygame class MyPlane(pygame.sprite.Sprite): def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image1 = pygame.image.load("masturbation/image/hero2.png").convert_alpha() self.image2 = pygame.image.load("masturbation/image/hero1.png").convert_alpha() self.destroy_images = [] self.destroy_images.extend([\ pygame.image.load("masturbation/image/hero_blowup_n1.png").convert_alpha(), \ pygame.image.load("masturbation/image/hero_blowup_n2.png").convert_alpha(), \ pygame.image.load("masturbation/image/hero_blowup_n3.png").convert_alpha(), \ pygame.image.load("masturbation/image/hero_blowup_n4.png").convert_alpha() \ ]) self.rect = self.image1.get_rect() self.width,self.height = bg_size[0] , bg_size[1] self.rect.left,self.rect.top = \ (self.width - self.rect.width) // 2, \ (self.height - self.rect.height - 40) self.speed = 10 self.active = True self.mask = pygame.mask.from_surface(self.image1) self.invincible = False 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: self.rect.top += self.speed else: self.rect.bottom = self.height 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.rect.left,self.rect.top = \ (self.width - self.rect.width) // 2, \ (self.height - self.rect.height - 40) self.active = True self.invincible = True bullet.py import pygame class Bullet1(pygame.sprite.Sprite): def __init__(self , position): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("masturbation/image/bullet1.png").convert_alpha() self.rect = self.image.get_rect() self.rect.left , self.rect.top = position self.speed = 12 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 # 雙子彈 class Bullet2(pygame.sprite.Sprite): def __init__(self , position): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("masturbation/image/bullet1.png").convert_alpha() self.rect = self.image.get_rect() self.rect.left , self.rect.top = position self.speed = 14 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
import pygame
from random import *
class Bullet_Supply(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("masturbation/image/ufo1.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.bottom = randint(0 , self.width - self.rect.width), -100
self.speed = 5
self.active = False
self.mask = pygame.mask.from_surface(self.image)
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 Bomb_Supply(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("masturbation/image/ufo2.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.bottom = randint(0 , self.width - self.rect.width), -100
self.speed = 5
self.active = False
self.mask = pygame.mask.from_surface(self.image)
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