Reputation: 31
I have a simple shooter game using pygame. I'm having some problems making the bullet's y coordinate slowly increasing up. I know this is something to do with the way I've programmed the Player class even though a bullet Rect is in it. I think I have to change the update function inside it. This is my code:
import pygame, random, sys, time
pygame.init()
#Constants
WIDTH = 800
HEIGHT = 500
BLACK = (0, 0, 0)
WHITE = (255, 255, 255) # Background Colour
RED = (255, 0, 0)
GREEN = (0, 255, 0)
window = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Pygame Shooter Game")
clock = pygame.time.Clock()
fps = 60
run = True
class Player():
def __init__(self, width, colour, x, y):
self.width = width
self.colour = colour
self.x = x
self.y = y
self.vel = 5
self.shoot = False
self.player = pygame.Rect(self.x, self.y, self.width, self.width)
self.cartridge = pygame.Rect(0, 0, self.width/2, self.width/2)
self.bullet = pygame.Rect(0, 0, 10, 20)
self.shoot = False
def draw(self, win):
self.win = win
pygame.draw.rect(self.win, self.colour, self.player) # Draw player(rect)
pygame.draw.rect(self.win, GREEN, self.cartridge) #Draw cartridge
if self.shoot:
pygame.draw.rect(self.win, BLACK, self.bullet)
def move(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and self.x > 0: self.x -= self.vel # We don't do elif cuz we want them to be able to move diagonally
if keys[pygame.K_RIGHT] and self.x < WIDTH-self.width: self.x += self.vel
if keys[pygame.K_UP] and self.y > 0: self.y -= self.vel
if keys[pygame.K_DOWN] and self.y < HEIGHT-self.width: self.y += self.vel
if keys[pygame.K_SPACE]:
self.shoot = True
def update(self):
self.player = pygame.Rect(self.x, self.y, self.width, self.width)
self.cartridge.midbottom = self.player.midtop
self.bullet.midbottom = self.cartridge.midtop
if self.shoot:
while self.bullet.y > 0:
self.bullet.y -= 1
def main(win):
run = True
player = Player(50, RED, WIDTH/2, HEIGHT/2)
while run:
win.fill(WHITE)
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
player.move()
player.update()
player.draw(win)
pygame.display.update()
pygame.quit()
sys.exit()
main(window)
Also, how can I make the create classes for each individual Cartridge and Bullet, to make the whole code more efficient?
Upvotes: 3
Views: 61
Reputation: 211116
update
is invoked continuously in the main application loop. Therefore, no additional animation loops are required for the update. Change the loop to a selection (change while
to if
):
while self.bullet.y > 0:
if self.bullet.y > 0:
self.bullet.y -= 1
The starting position of the bullet must be set when the bullet is shot, rather than continuously when the bullet is updated:
class Player():
# [...]
def move(self):
# [...]
if keys[pygame.K_SPACE]:
self.shoot = True
self.bullet.midbottom = self.cartridge.midtop # <--- INSERT
def update(self):
self.player = pygame.Rect(self.x, self.y, self.width, self.width)
self.cartridge.midbottom = self.player.midtop
# self.bullet.midbottom = self.cartridge.midtop <--- DELETE
if self.shoot:
if self.bullet.y > 0: # <--- if (not while)
self.bullet.y -= 1
See also:
Upvotes: 3