我们接下来在游戏界面的左上角设置一个得分显示区域,实时显示玩家得分,我们的规则如下:

击落小中大敌机分别可以获得1000,6000,10000分。

我们现在main 函数中添加一个 score 变量统计用户的得分,并设置显示分数的字体,我们已经放在素材库的 font 文件夹中了。

# 统计得分
        score = 0
        score_font = pygame.font.Font("font/font.ttf", 36) #字体

然后在大型敌机坠机要重建之前加10000分,中小型敌机同理。

然后在绘制我方飞机时把分数绘制到界面上。

# 绘制得分
                score_text = score_font.render("Score : %s" % str(score), True, WHITE)
                screen.blit(score_text, (10, 5))

接下来,我们在界面右上角添加一个暂停符。

python 实现飞线图 用python画飞机_sed

这里总共有4张图片,左边两张表示要暂停,右边两个表示要恢复游戏。两组各有一张深色的和浅色的,当鼠标移到图像上方时(并没有点击鼠标),图片会加深,起到一个提示的效果。

我们通过响应 MOUSEBUTTONDOWN 的事件可以知道用户是否点下鼠标,在点下鼠标那一刹那,我们去获得鼠标的位置,就可以知道玩家是否点下了暂停按钮。通过响应 MOUSEMOTION 事件,我们可以改变按钮的样式。

在main函数里加一个 pause 变量作为判断暂停的标志。

# 标志是否暂停游戏
        paused = False
        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
        paused_image = pause_nor_image

接下来我们响应 MOUSEBUTTONDOWN 事件 和 MOUSEMOTION 事件:

elif event.type == MOUSEBUTTONDOWN:
                                if event.button == 1 and paused_rect.collidepoint(event.pos):
                                        paused = not paused
                        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

接下来我们来谈一下难度的控制:

因为敌人一成不变的慢慢的出现,对于玩家来说是无法忍受的,玩家希望的游戏体验是刺激。我们要让游戏的难度随着玩家的得分增加而增加,这里将游戏难度划分为 5 个级别,每提升一个级别,就会增加一些敌机或者说增加敌机的移动速度。

# 设置难度级别
        level = 1
# 根据用户的得分增加难度
                if level == 1 and score > 50000:
                        level = 2
                        upgrade_sound.play()
                        # 增加3架小型敌机、2架中型敌机和1架大型敌机
                        add_small_enemies(small_enemies, enemies, 3)
                        add_mid_enemies(mid_enemies, enemies, 2)
                        add_big_enemies(big_enemies, enemies, 1)
                        # 提升小型敌机的速度
                        inc_speed(small_enemies, 1)
                elif level == 2 and score > 300000:
                        level = 3
                        upgrade_sound.play()
                        # 增加5架小型敌机、3架中型敌机和2架大型敌机
                        add_small_enemies(small_enemies, enemies, 5)
                        add_mid_enemies(mid_enemies, enemies, 3)
                        add_big_enemies(big_enemies, enemies, 2)
                        # 提升小型敌机的速度
                        inc_speed(small_enemies, 1)
                        inc_speed(mid_enemies, 1)
                elif level == 3 and score > 600000:
                        level = 4
                        upgrade_sound.play()
                        # 增加5架小型敌机、3架中型敌机和2架大型敌机
                        add_small_enemies(small_enemies, enemies, 5)
                        add_mid_enemies(mid_enemies, enemies, 3)
                        add_big_enemies(big_enemies, enemies, 2)
                        # 提升小型敌机的速度
                        inc_speed(small_enemies, 1)
                        inc_speed(mid_enemies, 1)
                elif level == 4 and score > 1000000:
                        level = 5
                        upgrade_sound.play()
                        # 增加5架小型敌机、3架中型敌机和2架大型敌机
                        add_small_enemies(small_enemies, enemies, 5)
                        add_mid_enemies(mid_enemies, enemies, 3)
                        add_big_enemies(big_enemies, enemies, 2)
                        # 提升小型敌机的速度
                        inc_speed(small_enemies, 1)
                        inc_speed(mid_enemies, 1)

但是考虑到,如果 level 到 5 的时候,敌机的密集度就会很大,玩家就很容易陷入不利的局面,这就需要给玩家提供大杀招:全屏爆炸。

这个大杀招的触发是通过空格键来触发的,初始化情况下,我们带着3颗全屏炸弹,我们可以通过每30秒一次的补给获得,但是最多你的飞机只能装载3颗。

由于触发全屏炸弹是属于偶然事件,因此我们通过响应 KEYDOWN事件,再检测 event.key 是否为 K_SPACE 就可以了。

我们首先定义全屏炸弹:

# 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

然后实现 空格触发全屏炸弹

#空格触发全屏炸弹
                        elif event.type == KEYDOWN:
                                if event.key == K_SPACE:
                                        if bomb_num:
                                                bomb_num -= 1
                                                bomb_sound.play()
                                                for each in enemies:
                                                        if each.rect.bottom > 0:
                                                                each.active = False

在界面左下角绘制全屏炸弹数量

# 绘制全屏炸弹数量
                        bomb_text = bomb_font.render("× %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 - 5 - text_rect.height))

今天的任务就到这里为止了,在全屏炸弹用完之后,我们可以通过每30秒一次的补给来获得,这个在下节课讲解。

下面给出今天实现的全部代码:

#main.py
import pygame
import sys
import traceback #为了更好地退出
import myplane
import enemy
import bullet

from pygame.locals import *

pygame.init()
pygame.mixer.init()  #混音器初始化

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

background = pygame.image.load("images/background.png").convert()

#生成一些颜色
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)

# 载入游戏音乐
pygame.mixer.music.load("sound/game_music.ogg")
pygame.mixer.music.set_volume(0.2)
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(0.5)
enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
enemy3_down_sound.set_volume(0.5)
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 inc_speed(target, inc): #加速函数
        for each in target:
                each.speed += inc

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

        # 生成我方飞机
        me = myplane.Myplane(bg_size)

        #生成敌方飞机
        enemies = pygame.sprite.Group()

        # 生成敌方小型飞机
        small_enemies = pygame.sprite.Group()
        add_small_enemies(small_enemies, enemies, 15)

        # 生成敌方中型飞机
        mid_enemies = pygame.sprite.Group()
        add_mid_enemies(mid_enemies, enemies, 4)

        # 生成敌方大型飞机
        big_enemies = pygame.sprite.Group()
        add_big_enemies(big_enemies, enemies, 2)

        # 生成普通子弹
        bullet1 = []
        bullet1_index = 0
        BULLET1_NUM = 4
        for i in range(BULLET1_NUM):
                bullet1.append(bullet.Bullet1(me.rect.midtop)) #me.rect.midtop:机头位置
        
        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

        # 统计得分
        score = 0
        score_font = pygame.font.Font("font/font.ttf", 36) #得分字体

        # 标志是否暂停游戏
        paused = False
        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
        paused_image = pause_nor_image

        # 设置难度级别
        level = 1

        # 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

        #用于切换图片
        switch_image = True

        #用于延迟
        delay = 100

        running = True

        while running:
                for event in pygame.event.get():
                        if event.type == QUIT:
                                pygame.quit()
                                sys.exit()
                                
                        elif event.type == MOUSEBUTTONDOWN:
                                if event.button == 1 and paused_rect.collidepoint(event.pos):
                                        paused = not paused
                        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

                        #空格触发全屏炸弹
                        elif event.type == KEYDOWN:
                                if event.key == K_SPACE:
                                        if bomb_num:
                                                bomb_num -= 1
                                                bomb_sound.play()
                                                for each in enemies:
                                                        if each.rect.bottom > 0:
                                                                each.active = False
                                                                

                # 根据用户的得分增加难度
                if level == 1 and score > 50000:
                        level = 2
                        upgrade_sound.play()
                        # 增加3架小型敌机、2架中型敌机和1架大型敌机
                        add_small_enemies(small_enemies, enemies, 3)
                        add_mid_enemies(mid_enemies, enemies, 2)
                        add_big_enemies(big_enemies, enemies, 1)
                        # 提升小型敌机的速度
                        inc_speed(small_enemies, 1)
                elif level == 2 and score > 300000:
                        level = 3
                        upgrade_sound.play()
                        # 增加5架小型敌机、3架中型敌机和2架大型敌机
                        add_small_enemies(small_enemies, enemies, 5)
                        add_mid_enemies(mid_enemies, enemies, 3)
                        add_big_enemies(big_enemies, enemies, 2)
                        # 提升小型敌机的速度
                        inc_speed(small_enemies, 1)
                        inc_speed(mid_enemies, 1)
                elif level == 3 and score > 600000:
                        level = 4
                        upgrade_sound.play()
                        # 增加5架小型敌机、3架中型敌机和2架大型敌机
                        add_small_enemies(small_enemies, enemies, 5)
                        add_mid_enemies(mid_enemies, enemies, 3)
                        add_big_enemies(big_enemies, enemies, 2)
                        # 提升小型敌机的速度
                        inc_speed(small_enemies, 1)
                        inc_speed(mid_enemies, 1)
                elif level == 4 and score > 1000000:
                        level = 5
                        upgrade_sound.play()
                        # 增加5架小型敌机、3架中型敌机和2架大型敌机
                        add_small_enemies(small_enemies, enemies, 5)
                        add_mid_enemies(mid_enemies, enemies, 3)
                        add_big_enemies(big_enemies, enemies, 2)
                        # 提升小型敌机的速度
                        inc_speed(small_enemies, 1)
                        inc_speed(mid_enemies, 1)

                screen.blit(background, (0, 0))
                        
                if not paused:
                        #检测用户的键盘操作
                        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()
                        
                        # 发射子弹
                        if not(delay % 10):
                                bullet1[bullet1_index].reset(me.rect.midtop)
                                bullet1_index = (bullet1_index + 1) % BULLET1_NUM

                        # 检测子弹是否击中敌机
                        for b in bullet1:
                                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:#是小型敌机
                                                                e.active = False
                      
                        #绘制大型敌机
                        for each in big_enemies:
                                if each.active: #检测是否还活着
                                        each.move()
                                        if each.hit:
                                                #绘制被击中的特效
                                                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)

                                        # 绘制血槽
                                        pygame.draw.line(screen, BLACK, \
                                                         (each.rect.left, each.rect.top - 5), \
                                                         (each.rect.right, each.rect.top - 5), \
                                                         2)
                                        # 当生命大于20%显示绿色,否则显示红色
                                        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)
                                        
                                        #即将出现在界面中,播放音效
                                        if each.rect.bottom == -50:
                                                enemy3_fly_sound.play(-1) #循环播放
                                else:
                                        #坠机
                                        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:
                                                        enemy3_fly_sound.stop() #循环音效停止播放
                                                        score += 10000
                                                        each.reset()
                                        
                        #绘制中型敌机
                        for each in mid_enemies:
                                if each.active: #检测是否还活着
                                        each.move()
                                        if each.hit:
                                                #绘制被击中的特效
                                                screen.blit(each.image_hit, each.rect)
                                                each.hit = False
                                        else:
                                                screen.blit(each.image, each.rect)

                                        # 绘制血槽
                                        pygame.draw.line(screen, BLACK, \
                                                         (each.rect.left, each.rect.top - 5), \
                                                         (each.rect.right, each.rect.top - 5), \
                                                         2)
                                        # 当生命大于20%显示绿色,否则显示红色
                                        energy_remain = each.energy / enemy.MidEnemy.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:
                                        #坠机
                                        if not(delay % 3):
                                                if e2_destroy_index == 0:
                                                        enemy2_down_sound.play() #音效
                                                screen.blit(each.destroy_images[e2_destroy_index], each.rect)
                                                e2_destroy_index = (e2_destroy_index + 1) % 4
                                                if e2_destroy_index == 0:
                                                        score += 6000
                                                        each.reset()

                        #绘制小型敌机
                        for each in small_enemies:
                                if each.active: #检测是否还活着
                                        each.move()                     
                                        screen.blit(each.image, each.rect)
                                else:
                                        #坠机
                                        if not(delay % 3):
                                                if e1_destroy_index == 0:
                                                        enemy1_down_sound.play() #音效                                
                                                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()
                
                        #检测我方飞机是否被撞
                        enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
                        if enemies_down:
                                #me.active = False
                                for e in enemies_down:
                                        e.active = False
                                        
                        
                        #绘制我方飞机
                        if me.active: #检测是否还活着
                                if switch_image:
                                        screen.blit(me.image1, me.rect)
                                else:
                                        screen.blit(me.image2, me.rect)
                        else:
                                #坠机
                                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:
                                                print("game over")
                                                running = False
                                                
                        # 绘制全屏炸弹数量
                        bomb_text = bomb_font.render("× %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 - 5 - text_rect.height))
                        
                # 绘制得分
                score_text = score_font.render("Score : %s" % str(score), True, WHITE)
                screen.blit(score_text, (10, 5))

                # 绘制暂停按钮
                screen.blit(paused_image, paused_rect)

                #切换图片
                if not(delay % 5):  #5帧切换一次,一秒就只切换12次
                        switch_image = not switch_image                        

                delay -= 1
                if not delay:
                        delay = 100

                pygame.display.flip()

                clock.tick(60)

if __name__ == "__main__":
        try:
                main()
        except SystemExit:
                pass
        except:
                traceback.print_exc()
                pygame.quit()
                input()
#myplane.py
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()
                #添加坠机图片
                self.destroy_images = []
                self.destroy_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.rect.left, self.rect.top = \
                                (self.width - self.rect.width) // 2, \
                                self.height - self.rect.height - 60  #减60,留给状态栏
                self.speed = 10
                self.active = True
                self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask

        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
#enemy.py
import pygame
from random import *

class SmallEnemy(pygame.sprite.Sprite):
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                self.image = pygame.image.load("images/enemy1.png").convert_alpha()
                #添加坠机图片
                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.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)  #在页面外部上方5个屏幕高度范围内随机生成一个敌机
                self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask

        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 = 8
        
        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").convert_alpha()#中弹图片
                #添加坠机图片
                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.width, self.height = bg_size[0], bg_size[1]
                self.speed = 1
                self.active = True
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-10 * self.height, -self.height) #在页面外部上方1个到10个屏幕高度范围内随机生成一个敌机(1-10个,就保证了不会一开始出大一个大的)
                self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask
                self.energy = MidEnemy.energy
                self.hit = False  #检测是否被击中的属性

        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, -self.height)

class BigEnemy(pygame.sprite.Sprite):
        energy = 20
        
        def __init__(self, bg_size):
                pygame.sprite.Sprite.__init__(self)

                #大型敌机有飞行特效,两张图片切换
                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").convert_alpha()#中弹图片
                #添加坠机图片
                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.width, self.height = bg_size[0], bg_size[1]
                self.speed = 1
                self.active = True
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-15 * self.height, -5 * self.height) #在页面外部上方5-15个屏幕高度范围内随机生成一个敌机
                self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask
                self.energy = BigEnemy.energy
                self.hit = False  #检测是否被击中的属性

        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 = BigEnemy.energy
                self.rect.left, self.rect.top = \
                                randint(0, self.width - self.rect.width), \
                                randint(-15 * self.height, -5 * self.height)