飞机大战python代码(附素材)

#开发时间: 2021/7/24 14:43
import pygame
import sys
import traceback
from random import choice
from pygame.locals import *
from sprites import *
pygame.init()

bg_size = width,height=480,700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption('飞机大战')
back_ground = pygame.image.load('images/background.png').convert()

BLACK = (0,0,0)
RED = (255,0,0)
GREEN = (0,255,0)
WHITE = (255,255,255)
#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_flying_sound = pygame.mixer.Sound('sound/enemy3_flying.wav')
enemy3_flying_sound.set_volume(0.3)
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(0.2)
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 = SmallEnemy(bg_size)
        group1.add(e1)
        group2.add(e1)
def add_mid_enemies(group1,group2,num):
    for i in range(num):
        e2 = MidEnemy(bg_size)
        group1.add(e2)
        group2.add(e2)
def add_big_enemies(group1,group2,num):
    for i in range(num):
        e3 = BigEnemy(bg_size)
        group1.add(e3)
        group2.add(e3)
def inc_speed(target,inc):
    for each in target:
        each.speed += inc

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

    #生成敌我飞机
    me = MyPlane(bg_size)
    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, 5)
    big_enemies = pygame.sprite.Group()
    add_big_enemies(big_enemies, enemies, 2)

    #生成子弹
    bullet1 = []
    BULLET1_NUM = 4
    for i in range(BULLET1_NUM):
        bullet1.append(Bullet1(me.rect.midtop))

    bullet2 = []
    BULLET2_NUM = 12
    for i in range(BULLET2_NUM//3):
        bullet2.append(Bullet2(me.rect.midtop))
        bullet2.append(Bullet2((me.rect.centerx - 33,me.rect.centery)))
        bullet2.append(Bullet2((me.rect.centerx + 30, me.rect.centery)))

    e1_destroy_index = 0
    e2_destroy_index = 0
    e3_destroy_index = 0
    me_destroy_index = 0
    bullet1_index = 0
    bullet2_index = 0

    level = 1
    score = 0
    score_font = pygame.font.Font('font/font.ttf',36)

    bomb_image = pygame.image.load('images/bomb.png').convert_alpha()
    bomb_rect = bomb_image.get_rect()
    bomb_font = pygame.font.Font('font/font.ttf',36)
    bomb_num = 3

    #绘制暂停按键
    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.right,paused_rect.top = width-10,10
    paused_image = pause_nor_image

    clock = pygame.time.Clock()

    #每30秒发放一个补给包
    bullet_supply = BulletSupply(bg_size)
    bomb_supply = BombSupply(bg_size)
    SUPPLY_EVENT = USEREVENT
    pygame.time.set_timer(SUPPLY_EVENT,10*1000)

    SUPER_BULLET_EVENT = USEREVENT+1
    is_super_bullet = False

    INVINCIBLE_EVENT = USEREVENT+2

    live_image = pygame.image.load('images/life.png').convert_alpha()
    live_rect = live_image.get_rect()
    live_num = 3

    switch_image = True
    delay = 100
    running = True
    recorded = False

    while running:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == MOUSEBUTTONDOWN:
                if event.button == 1 and paused_rect.collidepoint(event.pos):
                    paused = not paused
                    if paused:
                        pygame.time.set_timer(SUPPLY_EVENT,0)
                        pygame.mixer.music.pause()
                        pygame.mixer.pause()
                    else:
                        pygame.time.set_timer(SUPPLY_EVENT, 10*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
            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
            elif event.type == SUPPLY_EVENT:
                supply_sound.play()
                if choice([True,False]):
                    bomb_supply.reset()
                else:
                    bullet_supply.reset()
            elif event.type == SUPER_BULLET_EVENT:
                is_super_bullet = False
                pygame.time.set_timer(SUPER_BULLET_EVENT,0)
            elif event.type == INVINCIBLE_EVENT:
                me.invincible = False
                pygame.time.set_timer(INVINCIBLE_EVENT, 0)

        #检测分数增加难度
        if level == 1 and score>10000:
            level = 2
            upgrade_sound.play()
            add_small_enemies(small_enemies,enemies,4)
            add_mid_enemies(mid_enemies, enemies, 2)
            add_big_enemies(big_enemies, enemies, 1)
            inc_speed(small_enemies,0.5)
        elif level == 2 and score>30000:
            level = 3
            upgrade_sound.play()
            add_small_enemies(small_enemies,enemies,5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 1)
            inc_speed(small_enemies,0.5)
            inc_speed(big_enemies,0.5)
        elif level == 3 and score>60000:
            level = 4
            upgrade_sound.play()
            add_small_enemies(small_enemies,enemies,6)
            add_mid_enemies(mid_enemies, enemies, 4)
            add_big_enemies(big_enemies, enemies, 2)
            inc_speed(small_enemies,1)
            inc_speed(mid_enemies,1)
            inc_speed(big_enemies,0.5)
        elif level == 4 and score>100000:
            level = 5
            upgrade_sound.play()
            add_small_enemies(small_enemies,enemies,8)
            add_mid_enemies(mid_enemies, enemies, 5)
            add_big_enemies(big_enemies, enemies, 3)
            inc_speed(small_enemies,2)
            inc_speed(mid_enemies,1)
            inc_speed(big_enemies,0.5)

        screen.blit(back_ground, (0, 0))

        if not paused and live_num:
            #检测用户键盘操作
            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()

            #绘制补给包并检测是否获得
            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()
                    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_EVENT,20*1000)
                    bullet_supply.active = False

            #发射·检测子弹
            if not delay%10:
                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))
                    bullets[bullet2_index+2].reset(me.rect.midtop)
                    bullet2_index = (bullet2_index + 3) % BULLET2_NUM
                else:
                    bullets =bullet1
                    bullets[bullet1_index].reset(me.rect.midtop)
                    bullet1_index = (bullet1_index+1)%BULLET1_NUM
            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

            #绘制敌方飞机
            for each in big_enemies:
                if each.active:
                    each.move()
                    if each.hit == True:
                        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)

                    pygame.draw.line(screen,BLACK,(each.rect.left,each.rect.top-5),
                                     (each.rect.right,each.rect.top-5),2)
                    energy_remain=each.energy/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-6),
                                     (each.rect.left+each.rect.width*energy_remain,each.rect.top-6),2)

                    if each.rect.bottom == -50:
                        enemy3_flying_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 += 1000
                            enemy3_flying_sound.stop()
                            each.reset()
            for each in mid_enemies:
                if each.active:
                    each.move()
                    if each.hit:
                        screen.blit(each.image_hit,each.rect)
                        each.hit = False
                    else:
                        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 / 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 - 6),
                                     (each.rect.left + each.rect.width * energy_remain, each.rect.top - 6), 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)
                        e3_destroy_index = (e2_destroy_index + 1) % 4
                        if e2_destroy_index == 0:
                            score += 600
                            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)
                        e3_destroy_index = (e1_destroy_index + 1) % 4
                        if e1_destroy_index == 0:
                            score += 100
                            each.reset()
            #检测我放飞机是否碰撞
            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
            #绘制我方飞机
            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.destroy_images[me_destroy_index], me.rect)
                    e3_destroy_index = (me_destroy_index + 1) % 6
                    if me_destroy_index == 0:
                        live_num -= 1
                        me.reset()
                        pygame.time.set_timer(INVINCIBLE_EVENT,3*1000)

            bomb_text = bomb_font.render('X%s'%str(bomb_num),True,BLACK)
            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-10-text_rect.height))

            if live_num:
                for i in range(live_num):
                    screen.blit(live_image,(width-10-(i+1)*live_rect.width,height-10-live_rect.height))

            score_text = score_font.render('score : %s' % str(score), True, BLACK)
            screen.blit(score_text, (10, 5))
        elif live_num == 0:
            pygame.mixer.stop()
            pygame.mixer.music.stop()
            pygame.time.set_timer(SUPPLY_EVENT,0)
            if not recorded:
                recorded = True
                with open('record.txt','r') as rf:
                    record_score = int(rf.read())
                if score > record_score:
                    with open('record.txt','w') as wf:
                        wf.write(str(score))
            #绘制结束画面
            record_score_text = score_font.render('BEST: %d'%record_score,True,WHITE)
            screen.blit(record_score_text,(50,50))
            gameover_font = pygame.font.Font('font/font.ttf', 36)
            gameover_text1 = gameover_font.render("Your Score: %d"%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)
            again_image = pygame.image.load('images/again.png').convert_alpha()
            again_rect = again_image.get_rect()
            again_rect.left, again_rect.top = (width - again_rect.width) // 2,gameover_text1_rect.bottom + 50
            screen.blit(again_image, again_rect)
            gameover_image = pygame.image.load('images/gameover.png').convert_alpha()
            gameover_rect = gameover_image.get_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()

        screen.blit(paused_image,paused_rect)

        if not (delay%5):
            switch_image = not switch_image
        if delay:
            delay -=1
        else:
            delay = 100
        pygame.display.flip()
        clock.tick(60)
if __name__ == '__main__':
    try:
        main()
    except SystemExit:
        pass
    except:
        traceback.print_exc()
        pygame.quit()
        input()

精灵类:

#开发时间: 2021/7/24 17:28
import pygame
from random import *
pygame.init()

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.destroy_images = [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
        self.speed = 8
        self.active = True
        self.invincible = False
        self.mask = pygame.mask.from_surface(self.image1)
    def moveLeft(self):
        if self.rect.left > 0:
            self.rect.left -= self.speed
        else:
            self.rect.left = 0
    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-30:
            self.rect.top += self.speed
        else:
            self.rect.bottom = self.height-30
    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.width - self.rect.width) // 2
        self.rect.top =self.height - self.rect.height - 60
        self.active = True
        self.invincible = True

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()
        self.destroy_images = [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 = randint(1,2)
        self.active = True
        self.mask = pygame.mask.from_surface(self.image)
        self.rect.left = randint(0, self.width - self.rect.width)
        self.rect.top = randint(-5 * self.height, -self.rect.height)

    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 = randint(0, self.width - self.rect.width)
        self.rect.top = randint(-5 * self.height,-self.rect.height)

class MidEnemy(pygame.sprite.Sprite):
    energy = 6
    def __init__(self,bg_size):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load('images/enemy2.png').convert_alpha()
        self.destroy_images = [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.image_hit= pygame.image.load('images/enemy2_hit.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.mask = pygame.mask.from_surface(self.image)
        self.rect.left = randint(0, self.width - self.rect.width)
        self.rect.top = randint(-10 * self.height, -0.5*self.height)
        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.energy = MidEnemy.energy
        self.rect.left = randint(0, self.width - self.rect.width)
        self.rect.top = randint(-10 * self.height, -0.5*self.height)

class BigEnemy(pygame.sprite.Sprite):
    energy = 15
    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.destroy_images = [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.image_hit = pygame.image.load('images/enemy3_hit.png').convert_alpha()
        self.rect = self.image1.get_rect()
        self.width,self.height = bg_size[0],bg_size[1]
        self.speed = 0.5
        self.active =True
        self.hit = False
        self.mask = pygame.mask.from_surface(self.image1)
        self.rect.left = randint(0,self.width-self.rect.width)
        self.rect.top = randint(-20*self.height,-5*self.height)
        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.energy = BigEnemy.energy
        self.rect.left = randint(0, self.width - self.rect.width)
        self.rect.top = randint(-20 * self.height, -5 * self.height)

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
        self.active = False
        self.mask = pygame.mask.from_surface(self.image)
    def move(self):
        if self.rect.bottom > 0:
            self.rect.top -= self.speed
        else:
            self.active = False
    def reset(self,position):
        self.active = True
        self.rect.left,self.rect.top = position

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 = 15
        self.active = False
        self.mask = pygame.mask.from_surface(self.image)
    def move(self):
        if self.rect.bottom > 0:
            self.rect.top -= self.speed
        else:
            self.active = False
    def reset(self,position):
        self.active = True
        self.rect.left,self.rect.top = position

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.rect.left,self.rect.bottom = randint(0,self.width-self.rect.width),-50
        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), -50

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.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


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