python制作的游戏

我的python的敌机子弹为什么无法显示在程序中(敌机无法发射出子弹),我已经写了敌方子弹的类和画面更新了,不知道还是哪里有问题,而且当我取消掉敌机子弹与我机的碰撞注释时,程序无法正常运行?就这两个问题,求解答。

import pygame
import random 
import os

FPS = 60 
WIDTH = 500
HEIGHT = 850
pause = False

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)

# 游戏初始化和创建视窗
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("打飞机")
clock = pygame.time.Clock()

# 载入图片
background_img1 = pygame.image.load(os.path.join("picture", "background1.png")).convert()
background_img2 = pygame.image.load(os.path.join("picture", "background2.png")).convert()
background_img3 = pygame.image.load(os.path.join("picture", "background3.png")).convert()
background_img4 = pygame.image.load(os.path.join("picture", "background4.png")).convert()
background_img5 = pygame.image.load(os.path.join("picture", "background5.png")).convert()
background_img6 = pygame.image.load(os.path.join("picture", "background6.png")).convert()
background_img7 = pygame.image.load(os.path.join("picture", "background7.png")).convert()
background_img = background_img1
player_img = pygame.image.load(os.path.join("picture", "plane.png")).convert()
life_img = pygame.image.load(os.path.join("picture", "life.png")).convert()
gif_img = pygame.image.load(os.path.join("picture", "gif2.jpg")).convert()
pause_img = pygame.image.load(os.path.join("picture", "pause.png")).convert()
player_mini_img = life_img
# 游戏窗口左上角小图标
pygame.display.set_icon(gif_img)
bullet_img = pygame.image.load(os.path.join("img", "bullet.png")).convert()
enemy_bullet_img = pygame.image.load(os.path.join("picture", "zidan.png")).convert()
rock_imgs = []
for i in range(7):
    rock_imgs.append(pygame.image.load(os.path.join("picture", f"enemy{i}.png")).convert())
expl_anim = {}
expl_anim['lg'] = []
expl_anim['sm'] = []
expl_anim['player'] = []
for i in range(9):
    expl_img = pygame.image.load(os.path.join("img", f"expl{i}.png")).convert()
    expl_img.set_colorkey(BLACK)
    expl_anim['lg'].append(pygame.transform.scale(expl_img, (150, 150)))
    expl_anim['sm'].append(pygame.transform.scale(expl_img, (80, 80)))
    player_expl_img = pygame.image.load(os.path.join("img", f"player_expl{i}.png")).convert()
    player_expl_img.set_colorkey(BLACK)
    expl_anim['player'].append(player_expl_img)
power_imgs = {}
power_imgs['cure'] = pygame.image.load(os.path.join("picture", "buff1.png")).convert()
power_imgs['gun'] = pygame.image.load(os.path.join("picture", "buff2.png")).convert()
power_imgs['speed'] = pygame.image.load(os.path.join("picture", "buff3.png")).convert()

# 载入音乐、音效
shoot_sound = pygame.mixer.Sound(os.path.join("sound", "shoot.wav"))
gun_sound = pygame.mixer.Sound(os.path.join("sound", "pow1.wav"))
shield_sound = pygame.mixer.Sound(os.path.join("sound", "pow0.wav"))
speed_sound = pygame.mixer.Sound(os.path.join("sound", "pow2.ogg"))
die_sound = pygame.mixer.Sound(os.path.join("sound", "rumble.ogg"))
expl_sounds = [
    pygame.mixer.Sound(os.path.join("sound", "expl0.wav")),
    pygame.mixer.Sound(os.path.join("sound", "expl1.wav"))
]
pygame.mixer.music.load(os.path.join("sound", "background.ogg"))
pygame.mixer.music.set_volume(0.4)

# 字体
font_name = os.path.join("STLITI.TTF")
def draw_text(surf, text, size, x, y, color=WHITE):
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, color)
    text_rect = text_surface.get_rect()
    text_rect.centerx = x
    text_rect.top = y
    surf.blit(text_surface, text_rect)

def new_rock():
    r = Rock()
    all_sprites.add(r)
    rocks.add(r)

def draw_health(surf, hp, x, y):
    if hp < 0:
        hp = 0
    BAR_LENGTH = 100
    BAR_HEIGHT = 10
    fill = (hp/100)*BAR_LENGTH
    outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
    fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
    pygame.draw.rect(surf, GREEN, fill_rect)
    pygame.draw.rect(surf, WHITE, outline_rect, 2)

def draw_lives(surf, lives, img, x, y):
    for i in range(lives):
        img_rect = img.get_rect()
        img_rect.x = x + 32*i
        img_rect.y = y
        surf.blit(img, img_rect)

def draw_init():
    screen.blit(background_img1, (0,0))
    draw_text(screen, '天天打飞机', 80, WIDTH/2, HEIGHT/5, GREEN)
    draw_text(screen, '↑ ↓ ← →移动飞船 空白键发射子弹', 30, WIDTH/2, HEIGHT/2.5)
    draw_text(screen, 'Z键暂停', 30, WIDTH/2, HEIGHT/2.3)
    draw_text(screen, '按任意键开始游戏!', 40, WIDTH/2, HEIGHT/1.5, RED)
    pygame.display.update()
    waiting = True
    while waiting:
        clock.tick(FPS)
        # 获得输入
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                return True
            elif event.type == pygame.KEYUP:
                waiting = False
                return False

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = player_img
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.radius = 44
        # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
        self.rect.centerx = WIDTH / 2
        self.rect.bottom = HEIGHT - 10
        self.speedx = 3
        self.speedy = 3
        self.health = 100
        self.lives = 3
        self.hidden = False
        self.hide_time = 0
        self.gun = 1

    def update(self):
        now = pygame.time.get_ticks()

        if self.hidden and now - self.hide_time > 1000 and self.health > 0 :
            self.hidden = False
            self.rect.centerx = WIDTH / 2
            self.rect.bottom = HEIGHT - 10

        key_pressed = pygame.key.get_pressed()
        if key_pressed[pygame.K_RIGHT]:
            self.rect.x += self.speedx
        if key_pressed[pygame.K_LEFT]:
            self.rect.x -= self.speedx 
        if key_pressed[pygame.K_UP]:  
            self.rect.y -= self.speedy
        if key_pressed[pygame.K_DOWN]: 
            self.rect.y += self.speedy    

        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0
        if self.rect.top < 0:
            self.rect.top = 0    

    def shoot(self):
        if not(self.hidden):
            if self.gun == 1:
                bullet = Bullet(self.rect.centerx, self.rect.top)
                all_sprites.add(bullet)
                bullets.add(bullet)
                shoot_sound.play()
            elif self.gun == 2:
                bullet1 = Bullet(self.rect.left, self.rect.centery)
                bullet2 = Bullet(self.rect.right, self.rect.centery)
                all_sprites.add(bullet1)
                all_sprites.add(bullet2)
                bullets.add(bullet1)
                bullets.add(bullet2)
                shoot_sound.play()
            elif self.gun >=3:
                bullet1 = Bullet(self.rect.left, self.rect.centery)
                bullet2 = Bullet(self.rect.right, self.rect.centery)
                bullet3 = Bullet(self.rect.centerx, self.rect.top)
                all_sprites.add(bullet1)
                all_sprites.add(bullet2)
                all_sprites.add(bullet3)
                bullets.add(bullet1)
                bullets.add(bullet2)
                bullets.add(bullet3)
                shoot_sound.play()    

    def hide(self):
        self.hidden = True
        self.hide_time = pygame.time.get_ticks()
        self.rect.center = (WIDTH/2, HEIGHT+500)

    def gunup(self):
        self.gun += 1

    def speedup(self):
        self.speedx +=1
        self.speedy +=1   

class Rock(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = random.choice(rock_imgs) 
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.radius = int(self.rect.width * 0.85 / 2)
        # pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
        self.rect.x = random.randrange(0, WIDTH - self.rect.width)
        self.rect.y = random.randrange(-180, -100)
        self.speedy = random.randrange(2, 4)
        self.speedx = random.randrange(-3, 3)
        self.hit_points = int(self.radius / 6)

    def update(self):
        self.rect.y += self.speedy
        self.rect.x += self.speedx
        if self.rect.top > HEIGHT or self.rect.left > WIDTH or self.rect.right < 0:
            self.rect.x = random.randrange(0, WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100, -40)
            self.speedy = random.randrange(2, 10)
            self.speedx = random.randrange(-3, 3)

    def shoot(self):
        enemy_bullet = EnemyBullet(self.rect.centerx, self.rect.bottom)
        all_sprites.add(enemy_bullet)
        bullets.add(enemy_bullet)            

class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.centerx = x
        self.rect.bottom = y
        self.speedy = -10

    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom < 0:
            self.kill()

class Explosion(pygame.sprite.Sprite):
    def __init__(self, center, size):
        pygame.sprite.Sprite.__init__(self)
        self.size = size
        self.image = expl_anim[self.size][0]
        self.rect = self.image.get_rect()
        self.rect.center = center
        self.frame = 0
        self.last_update = pygame.time.get_ticks()
        self.frame_rate = 30

    def update(self):
        now = pygame.time.get_ticks()
        if now - self.last_update > self.frame_rate:
            self.last_update = now
            self.frame += 1
            if self.frame == len(expl_anim[self.size]):
                self.kill()
            else:
                self.image = expl_anim[self.size][self.frame]
                center = self.rect.center
                self.rect = self.image.get_rect()
                self.rect.center = center

class Power(pygame.sprite.Sprite):
    def __init__(self, center):
        pygame.sprite.Sprite.__init__(self)
        self.type = random.choice(['cure', 'gun', 'speed'])
        self.image = power_imgs[self.type]
        # self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.center = center
        self.speedy = 2

    def update(self):
        self.rect.y += self.speedy
        if self.rect.top > HEIGHT:
            self.kill()

class EnemyBullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.transform.scale(enemy_bullet_img, (20, 40))
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.centerx = x
        self.rect.bottom = y
        self.speedy = 10

    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom > HEIGHT:
            self.kill()

pygame.mixer.music.play(-1)

# 游戏回圈
show_init = True
running = True
rock_shoot_delay = 500
last_rock_shoot_time = 0
while running:
    if show_init:
        close = draw_init()
        if close:
            break
        show_init = False
        all_sprites = pygame.sprite.Group()
        rocks = pygame.sprite.Group()
        bullets = pygame.sprite.Group()
        enemy_bullets = pygame.sprite.Group()
        powers = pygame.sprite.Group()
        player = Player()
        all_sprites.add(player)
        for i in range(2):
            new_rock()
        score = 0
    
    clock.tick(FPS)
    # 获得输入
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE and not pause:
                player.shoot()
            elif event.key == pygame.K_z:
                pause = not pause

    if not pause:                

        # 更新游戏
        all_sprites.update()
    
        # 检查分数,更换背景图片
        if score >= 1000 and background_img == background_img1:
            background_img = background_img2
        elif score >= 2000 and background_img == background_img2:
            background_img = background_img3 
        elif score >= 3000 and background_img == background_img3:
            background_img = background_img4
        elif score >= 4000 and background_img == background_img4:
            background_img = background_img5
        elif score >= 5000 and background_img == background_img5:
            background_img = background_img6
        elif score >= 6000 and background_img == background_img6:
            background_img = background_img7                

        # 敌机发射子弹
        now = pygame.time.get_ticks()
        if now - last_rock_shoot_time > rock_shoot_delay:
            last_rock_shoot_time = now
            for rock in rocks:
                rock.shoot()

        # 判断敌方子弹、飞机相撞
        #hits = pygame.sprite.spritecollide(player, ebullets, True)
        #for hit in hits:
            #player.health -= 20
            #expl = Explosion(hit.rect.center, 'sm')
            #all_sprites.add(expl)
            #if player.health <= 0:
                #death_expl = Explosion(player.rect.center, 'player')
                #all_sprites.add(death_expl)
                #die_sound.play()
                #player.lives -= 1
                #player.health = 100
                #player.hide()            
        
        # 判断敌机、子弹相撞
        hits = pygame.sprite.groupcollide(rocks, bullets, False, True)
        for hit in hits:
            hit.hit_points -=1
            if hit.hit_points <= 0:
                random.choice(expl_sounds).play()
                score +=hit.radius *2
                expl = Explosion(hit.rect.center, 'lg')
                all_sprites.add(expl)
                if random.random() < 0.5:
                    pow = Power(hit.rect.center)
                    all_sprites.add(pow)
                    powers.add(pow)
                hit.kill()
                new_rock()

        # 判断石头、飞船相撞
        hits = pygame.sprite.spritecollide(player, rocks, True, pygame.sprite.collide_circle)
        for hit in hits:
            new_rock()
            player.health -= hit.radius
            expl = Explosion(hit.rect.center, 'sm')
            all_sprites.add(expl)
            if player.health <= 0:
                death_expl = Explosion(player.rect.center, 'player')
                all_sprites.add(death_expl)
                die_sound.play()
                player.lives -= 1
                player.health = 100
                player.hide()
                
        # 判断增益、飞船相撞
        hits = pygame.sprite.spritecollide(player, powers, True)
        for hit in hits:
            if hit.type == 'cure':
                player.health += 20
                if player.health > 100:
                    player.health = 100
                shield_sound.play()
            elif hit.type == 'gun':
                player.gunup() 
                gun_sound.play()
            elif hit.type == 'speed':
                player.speedup()
                if player.speedx > 7 and player.speedy > 7:
                    player.speedx = 6
                    player.speedy = 6
                speed_sound.play()
                    

        if player.lives == 0 and not(death_expl.alive()):
            show_init = True

    # 画面显示
    screen.fill(BLACK)
    screen.blit(background_img, (0,0))
    all_sprites.draw(screen)
    draw_text(screen, str(score), 18, WIDTH/2, 10)
    draw_health(screen, player.health, 5, 15)
    draw_lives(screen, player.lives, player_mini_img, WIDTH - 100, 15)
    
    # 游戏暂停画面
    if pause:
        screen.blit(pause_img, (0,0))
    
    pygame.display.update()

pygame.quit()

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