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Re: [pygame] Firing bullets



This is what I want to do but I'm kinda confused on how to do it, and
then use it to make at least a simple pattern.

On Wed, 28 Mar 2007 23:27:50 -0700
"andrew baker" <failrate@xxxxxxxxx> wrote:

> I always like to fill a list full of bullet sprites to pull from when
> a character is firing and to return to when they are "dead".  This
> saves a lot of processing power, because you are performing less
> instantiation and destruction.  The trade-off is in memory, but this
> shouldn't be significant.  The only other thing I would mention is to
> make sure that the bullets in the bullet sprite queue are not calling
> their update, as they are inactive until fired.
> 
> On 3/28/07, Damien Miller <djm@xxxxxxxxxxx> wrote:
> > On Mon, 26 Mar 2007, Charles Christie wrote:
> >
> > > Well, I'm trying to get my program to fire bullets now. Isn't
> > > that great?
> > >
> > > I think I'm doing it all wrong though...
> > >
> > > My problem has been that I don't know how to make the program
> > > fire bullets. But then I thought, "shouldn't the character be
> > > firing the bullets, not the program?" and it's then that I
> > > realized why I couldn't do anything. My logic has been completely
> > > wrong. Again. Go figure <_<
> > >
> > > Well, I still don't have images for characters yet and I still
> > > have no movement code (I should probably work on that, huh?) but
> > > everything else aside from the characters and bullets is done.
> >
> > A few years ago I wrote some classes for an unfinished game that
> > handled guns and bullets. You might find them useful.
> >
> > http://www.mindrot.org/~djm/private/pyrrhus-snap-20070328.tgz
> >
> > See gun.py in the distribution. It includes a basic damage system
> > and XML schema to describe models. It is nowhere near as capable as
> > BulletML (which looks amazing cool) but it is very simple and easy
> > to understand.
> >
> > The game runs, but lacks sound levels, boss logic and lighting
> > effects. It requires PyOpenGL.
> >
> > -d
> >
> 
>