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.