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Re: [pygame] Continuous Shooting



First off, you need some sort of time management. As it is now, it'll run at variable speeds depending on how fast the processor is. Use pygame.time.Clock to limit the frame rate and/or use delta timing.

As for your problem, all you need is a counter variable. Have the counter variable start at 0 and decrease it by 1 (or the amount of time passed if you're using delta timing) each time the loop happens. When the shoot key is pressed, create a bullet and set the counter to the amount of time you want to wait for the next bullet. Then, if the shoot key is held down while the loop variable is 0, create another bullet and reset the counter to the wait time.

--- On Thu, 1/12/12, ANKUR AGGARWAL <coolankur2006@xxxxxxxxx> wrote:

From: ANKUR AGGARWAL <coolankur2006@xxxxxxxxx>
Subject: [pygame] Continuous Shooting
To: pygame-users@xxxxxxxx, tutor@xxxxxxxxxx
Date: Thursday, January 12, 2012, 12:39 PM

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