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Re: [pygame] update() weirdness



Sorry for spamming the mailing list, maybe i should thing a bit longer before posting...

1) I forgot to describe the actually problem to you, just in case you didn't yet figured that out by my previous posts: whenever a bullet is created, it immediately kills itself the next frame, because you check against everything on the screen, including the bullet itself which will always collide with itself. Every frame a new bullet is created at the same position as the ship, which creates the impression of the bullet traveling with the same speed as the spaceship - which isn't the case.

2) you might want to use a debugger to figure out such problems yourself or, for trivial problems like this one, use "print 'Bullet got destroyed'"-like debug output. Adding that line into your code made me figure out the problem without problems.

Lizard
(fucking "itself" repetition, my limited vocabulary sounds so weired)

Rolf Sievers schrieb:
oh, and "if isinstance(item, Player):" might save you two lines, alternative use "if (isinstance(item, Player) or isinstance(item, Bullet)):" to let bullets kill each other.

Lizard

Rolf Sievers schrieb:
for item in obs: #go through all of the items in the supplied objects if (isinstance(item, Enemy) or isinstance(item, EnemyBullet)): # <- changed
           # if isinstance(item, Enemy):
               pass #don't do anything if it's an enemy
           else:
if item.rect.colliderect(self.rect): #has the item collided
               ######################################with the bullet's
               ######################################rect?
                   self.kill()
                   item.kill()

well, s.th. has collided with the bullets rect, what about ... the bullet itself? I changed it to check if it is colliding with an bullet, and that works a bit better ^_^.

You still have to do s.th. so that there won't be one bullet per frame, but you didn't asked about that bug too. Also: 30px per frame is a bit to fast.

Lizard

Yanom Mobis schrieb:
in the code i have attached, there seems to be some problem with the EnemyBullet.update() fuction, when you run the code you will get what i mean, hard to explain. i have attached my code.