敌机不发射子弹,可是我明明写了自动发射子弹的代码

除了爆炸类没写以外,其他功能都能正常使用,但是敌机却不发射子弹了,下面是完整代码,大家看看有什么问题


import pygame
from pygame import *
import time
import random


class HeroPlane(pygame.sprite.Sprite):
    def __init__(self, screen):
        pygame.sprite.Sprite.__init__(self)
        self.player = pygame.image.load("./image/hero1.png")
        self.rect = self.player.get_rect()
        self.rect.topleft = [360 / 2 - 100 / 2, 400]

        self.speed = 2

        self.screen = screen

        self.bullets = pygame.sprite.Group()

    def key_control(self):
        key_pressed = pygame.key.get_pressed()

        if key_pressed[K_w] or key_pressed[K_UP]:
            self.rect.top -= self.speed
        if key_pressed[K_s] or key_pressed[K_DOWN]:
            self.rect.bottom += self.speed
        if key_pressed[K_a] or key_pressed[K_LEFT]:
            self.rect.left -= self.speed
        if key_pressed[K_d] or key_pressed[K_RIGHT]:
            self.rect.right += self.speed
        if key_pressed[K_SPACE]:
            bullet = Bullet(self.screen, self.rect.left, self.rect.top)
            self.bullets.add(bullet)

    def update(self):
        self.key_control()
        self.display()

    def display(self):
        self.screen.blit(self.player, self.rect)
        self.bullets.update()

        self.bullets.draw(self.screen)

class EnemyPlane(pygame.sprite.Sprite):
    def __init__(self, screen):
        pygame.sprite.Sprite.__init__(self)

        self.player = pygame.image.load("./image/enemy3_fly_1.png")

        self.rect = self.player.get_rect()
        self.rect.topleft = [0, 0]

        self.speed = 2

        self.screen = screen

        self.bullets = pygame.sprite.Group()

        self.direction = 'right'

    def display(self):
        self.screen.blit(self.player, self.rect)

        self.bullets.update()

        self.bullets.draw(self.screen)

    def update(self):
        self.auto_move()
        self.auto_fire()
        self.display()

    def auto_move(self):
        if self.direction == 'right':
            self.rect.right += self.speed
        elif self.direction == 'left':
            self.rect.right -= self.speed

        if self.rect.right > 320:
            self.direction = 'left'
        elif self.rect.right < 46:
            self.direction = 'right'

    def auto_fire(self):
        random_num = random.randint(1, 10)
        if random_num == 8:
            bullet = EnemyBullet(self.screen, self.rect.left, self.rect.top)
            self.bullets.add(bullet)


class Bullet(pygame.sprite.Sprite):
    def __init__(self, screen, x, y):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.image.load('./image/bullet1.png')

        self.rect = self.image.get_rect()
        self.rect.topleft = [x + 33 - 3, y]

        self.screen = screen
        self.speed = 10

    def update(self):
        self.rect.top -= self.speed
        if self.rect.top < - 1000:
            self.kill()


class EnemyBullet(pygame.sprite.Sprite):
    def __init__(self, screen, x, y):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.image.load('./image/bullet1.png')

        self.rect = self.image.get_rect()
        self.rect.topleft = [x + 46 / 2 - 3 / 2, y + 60]

        self.screen = screen
        self.speed = 10

    def update(self):
        self.rect.top += self.speed
        if self.rect.top < 1000:
            self.kill()


def main():
    screen = pygame.display.set_mode((320, 568), 0, 32)

    background = pygame.image.load("./image/background.png")
    player = HeroPlane(screen)
    enemyplane = EnemyPlane(screen)

    while True:
        screen.blit(background, (0, 0))

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()
        player.key_control()
        player.display()
        enemyplane.display()
        enemyplane.auto_move()
        enemyplane.auto_fire()
        pygame.display.update()
        time.sleep(0.01)


if __name__ == '__main__':
    main()

会不会还没看见就消失了?

def update(self):
        self.rect.top += self.speed
        if self.rect.top < 1000:
            self.kill()