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[pygame] Continuous Shooting



Hey
I was making a demo shooting game and problem is that I want a continuous stream of bullets. As of now on pressing the space key only one bullet comes out of the plane (I want this to be continuous stream). On pressing space key again bullet starts from its initial point. My problem in the code is that I am able to make a single object of Bullet only (thats why it is throwing single bullet) and unable to find the another logic. Please help me out. Attaching the files along with this mail.

import pygame
from pygame.locals import *
import random

pygame.init()
screen=pygame.display.set_mode((640,480),0,24)
pygame.display.set_caption("Hit The Stone")

class Plane(pygame.sprite.Sprite):
    def __init__(self,bullet):
        self.bullet=bullet
        pygame.sprite.Sprite.__init__(self)
        self.image=pygame.image.load('plane.gif').convert()
        self.rect=self.image.get_rect()
        self.rect.centerx=random.randint(0,screen.get_width())
        self.distancefromcenter=30
        self.rect.centery=screen.get_height()-self.distancefromcenter
        self.dx=2
        self.dy=2

    def update(self):
        pressed=pygame.key.get_pressed()
        if pressed[K_DOWN]:
            self.rect.centery+=self.dy
        elif pressed[K_UP]:
            self.rect.centery-=self.dy
        elif pressed[K_LEFT]:
            self.rect.centerx-=self.dx
        elif pressed[K_RIGHT]:
            self.rect.centerx+=self.dx
            

        if self.rect.bottom>=screen.get_height():
            self.rect.bottom=screen.get_height()
        elif self.rect.top<=0:
            self.rect.top=0

        if self.rect.centerx>=screen.get_width()-self.distancefromcenter:
            self.rect.centerx=screen.get_width()-self.distancefromcenter
        elif self.rect.centerx<=self.distancefromcenter:
            self.rect.centerx=self.distancefromcenter

        if pressed[K_SPACE]:
            self.bullet.x=self.rect.centerx
            self.bullet.y=self.rect.centery
            


class Bullet(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image=pygame.image.load('geometrybullet.png').convert_alpha()
        self.rect=self.image.get_rect()
        self.rect.center=(-100,-100)
        self.x=-100
        self.y=-100
        self.dy=5


    def update(self):
        self.y-=self.dy
        self.rect.center=(self.x,self.y)
        if self.rect.top<0:
            self.x=-100
            self.y=-100

        
def main():
    background="">
    background="">
    screen.blit(background,(0,0))
    bullet=Bullet()
    plane=Plane(bullet)
    allSprites=pygame.sprite.Group(plane,bullet)

    while 1:
        for i in pygame.event.get():
            quitPressed=pygame.key.get_pressed()
            if i.type==QUIT or quitPressed[K_q]:
                exit()

        allSprites.clear(screen,background)
        allSprites.update()
        allSprites.draw(screen)
        pygame.display.flip()


if __name__=='__main__':
    main()

Thanks in advance :)

Regards
Ankur Aggarwal
        
        

Attachment: geometrybullet.png
Description: PNG image

Attachment: plane.gif
Description: GIF image

import pygame
from pygame.locals import *
import random

pygame.init()
screen=pygame.display.set_mode((640,480),0,24)
pygame.display.set_caption("Hit The Stone")

class Plane(pygame.sprite.Sprite):
    def __init__(self,bullet):
        self.bullet=bullet
        pygame.sprite.Sprite.__init__(self)
        self.image=pygame.image.load('plane.gif').convert()
        self.rect=self.image.get_rect()
        self.rect.centerx=random.randint(0,screen.get_width())
        self.distancefromcenter=30
        self.rect.centery=screen.get_height()-self.distancefromcenter
        self.dx=2
        self.dy=2

    def update(self):
        pressed=pygame.key.get_pressed()
        if pressed[K_DOWN]:
            self.rect.centery+=self.dy
        elif pressed[K_UP]:
            self.rect.centery-=self.dy
        elif pressed[K_LEFT]:
            self.rect.centerx-=self.dx
        elif pressed[K_RIGHT]:
            self.rect.centerx+=self.dx
            

        if self.rect.bottom>=screen.get_height():
            self.rect.bottom=screen.get_height()
        elif self.rect.top<=0:
            self.rect.top=0

        if self.rect.centerx>=screen.get_width()-self.distancefromcenter:
            self.rect.centerx=screen.get_width()-self.distancefromcenter
        elif self.rect.centerx<=self.distancefromcenter:
            self.rect.centerx=self.distancefromcenter

        if pressed[K_SPACE]:
            self.bullet.x=self.rect.centerx
            self.bullet.y=self.rect.centery
            


class Bullet(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image=pygame.image.load('geometrybullet.png').convert_alpha()
        self.rect=self.image.get_rect()
        self.rect.center=(-100,-100)
        self.x=-100
        self.y=-100
        self.dy=5


    def update(self):
        self.y-=self.dy
        self.rect.center=(self.x,self.y)
        if self.rect.top<0:
            self.x=-100
            self.y=-100

        
def main():
    background=pygame.Surface(screen.get_size())
    background=background.convert()
    screen.blit(background,(0,0))
    bullet=Bullet()
    plane=Plane(bullet)
    allSprites=pygame.sprite.Group(plane,bullet)

    while 1:
        for i in pygame.event.get():
            quitPressed=pygame.key.get_pressed()
            if i.type==QUIT or quitPressed[K_q]:
                exit()

        allSprites.clear(screen,background)
        allSprites.update()
        allSprites.draw(screen)
        pygame.display.flip()


if __name__=='__main__':
    main()