Pygame take actions when releasing key [duplicate] - python

I want to make my character jump. In my current attempt, the player moves up as long as I hold down SPACEv and falls down when I release SPACE.
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
rect = pygame.Rect(135, 220, 30, 30)
vel = 5
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
rect.centerx = (rect.centerx + (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel) % 300
if keys[pygame.K_SPACE]:
rect.y -= 1
elif rect.y < 220:
rect.y += 1
window.fill((0, 0, 64))
pygame.draw.rect(window, (64, 64, 64), (0, 250, 300, 100))
pygame.draw.circle(window, (255, 0, 0), rect.center, 15)
pygame.display.flip()
pygame.quit()
exit()
However, I want the character to jump if I hit the SPACE once. I want a smooth jump animation to start when SPACE is pressed once.
How would I go about this step by step?

To make a character jump you have to use the KEYDOWN event, but not pygame.key.get_pressed(). pygame.key.get_pressed () is for continuous movement when a key is held down. The keyboard events are used to trigger a single action or to start an animation such as a jump. See alos How to get keyboard input in pygame?
pygame.key.get_pressed() returns a sequence with the state of each key. If a key is held down, the state for the key is True, otherwise False. Use pygame.key.get_pressed() to evaluate the current state of a button and get continuous movement.
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
jump = True
Use pygame.time.Clock ("This method should be called once per frame.") you control the frames per second and thus the game speed and the duration of the jump.
clock = pygame.time.Clock()
while True:
clock.tick(100)
The jumping should be independent of the player's movement or the general flow of control of the game. Therefore, the jump animation in the application loop must be executed in parallel to the running game.
When you throw a ball or something jumps, the object makes a parabolic curve. The object gains height quickly at the beginning, but this slows down until the object begins to fall faster and faster again. The change in height of a jumping object can be described with the following sequence:
[10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, -1, -2, -3, -4, -5, -6, -7, -8, -9, -10]
Such a series can be generated with the following algorithm (y is the y coordinate of the object):
jumpMax = 10
if jump:
y -= jumpCount
if jumpCount > -jumpMax:
jumpCount -= 1
else:
jump = False
A more sophisticated approach is to define constants for the gravity and player's acceleration as the player jumps:
acceleration = 10
gravity = 0.5
The acceleration exerted on the player in each frame is the gravity constant, if the player jumps then the acceleration changes to the "jump" acceleration for a single frame:
acc_y = gravity
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if vel_y == 0 and event.key == pygame.K_SPACE:
acc_y = -acceleration
In each frame the vertical velocity is changed depending on the acceleration and the y-coordinate is changed depending on the velocity. When the player touches the ground, the vertical movement will stop:
vel_y += acc_y
y += vel_y
if y > ground_y:
y = ground_y
vel_y = 0
acc_y = 0
See also Jump
Example 1: replit.com/#Rabbid76/PyGame-Jump
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
rect = pygame.Rect(135, 220, 30, 30)
vel = 5
jump = False
jumpCount = 0
jumpMax = 15
run = True
while run:
clock.tick(50)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if not jump and event.key == pygame.K_SPACE:
jump = True
jumpCount = jumpMax
keys = pygame.key.get_pressed()
rect.centerx = (rect.centerx + (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel) % 300
if jump:
rect.y -= jumpCount
if jumpCount > -jumpMax:
jumpCount -= 1
else:
jump = False
window.fill((0, 0, 64))
pygame.draw.rect(window, (64, 64, 64), (0, 250, 300, 100))
pygame.draw.circle(window, (255, 0, 0), rect.center, 15)
pygame.display.flip()
pygame.quit()
exit()
Example 2: replit.com/#Rabbid76/PyGame-JumpAcceleration
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
player = pygame.sprite.Sprite()
player.image = pygame.Surface((30, 30), pygame.SRCALPHA)
pygame.draw.circle(player.image, (255, 0, 0), (15, 15), 15)
player.rect = player.image.get_rect(center = (150, 235))
all_sprites = pygame.sprite.Group([player])
y, vel_y = player.rect.bottom, 0
vel = 5
ground_y = 250
acceleration = 10
gravity = 0.5
run = True
while run:
clock.tick(100)
acc_y = gravity
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if vel_y == 0 and event.key == pygame.K_SPACE:
acc_y = -acceleration
keys = pygame.key.get_pressed()
player.rect.centerx = (player.rect.centerx + (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel) % 300
vel_y += acc_y
y += vel_y
if y > ground_y:
y = ground_y
vel_y = 0
acc_y = 0
player.rect.bottom = round(y)
window.fill((0, 0, 64))
pygame.draw.rect(window, (64, 64, 64), (0, 250, 300, 100))
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
exit()

Related

Pygame window jumps out and disappears immediately [duplicate]

I want to make my character jump. In my current attempt, the player moves up as long as I hold down SPACEv and falls down when I release SPACE.
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
rect = pygame.Rect(135, 220, 30, 30)
vel = 5
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
rect.centerx = (rect.centerx + (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel) % 300
if keys[pygame.K_SPACE]:
rect.y -= 1
elif rect.y < 220:
rect.y += 1
window.fill((0, 0, 64))
pygame.draw.rect(window, (64, 64, 64), (0, 250, 300, 100))
pygame.draw.circle(window, (255, 0, 0), rect.center, 15)
pygame.display.flip()
pygame.quit()
exit()
However, I want the character to jump if I hit the SPACE once. I want a smooth jump animation to start when SPACE is pressed once.
How would I go about this step by step?
To make a character jump you have to use the KEYDOWN event, but not pygame.key.get_pressed(). pygame.key.get_pressed () is for continuous movement when a key is held down. The keyboard events are used to trigger a single action or to start an animation such as a jump. See alos How to get keyboard input in pygame?
pygame.key.get_pressed() returns a sequence with the state of each key. If a key is held down, the state for the key is True, otherwise False. Use pygame.key.get_pressed() to evaluate the current state of a button and get continuous movement.
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
jump = True
Use pygame.time.Clock ("This method should be called once per frame.") you control the frames per second and thus the game speed and the duration of the jump.
clock = pygame.time.Clock()
while True:
clock.tick(100)
The jumping should be independent of the player's movement or the general flow of control of the game. Therefore, the jump animation in the application loop must be executed in parallel to the running game.
When you throw a ball or something jumps, the object makes a parabolic curve. The object gains height quickly at the beginning, but this slows down until the object begins to fall faster and faster again. The change in height of a jumping object can be described with the following sequence:
[10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, -1, -2, -3, -4, -5, -6, -7, -8, -9, -10]
Such a series can be generated with the following algorithm (y is the y coordinate of the object):
jumpMax = 10
if jump:
y -= jumpCount
if jumpCount > -jumpMax:
jumpCount -= 1
else:
jump = False
A more sophisticated approach is to define constants for the gravity and player's acceleration as the player jumps:
acceleration = 10
gravity = 0.5
The acceleration exerted on the player in each frame is the gravity constant, if the player jumps then the acceleration changes to the "jump" acceleration for a single frame:
acc_y = gravity
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if vel_y == 0 and event.key == pygame.K_SPACE:
acc_y = -acceleration
In each frame the vertical velocity is changed depending on the acceleration and the y-coordinate is changed depending on the velocity. When the player touches the ground, the vertical movement will stop:
vel_y += acc_y
y += vel_y
if y > ground_y:
y = ground_y
vel_y = 0
acc_y = 0
See also Jump
Example 1: replit.com/#Rabbid76/PyGame-Jump
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
rect = pygame.Rect(135, 220, 30, 30)
vel = 5
jump = False
jumpCount = 0
jumpMax = 15
run = True
while run:
clock.tick(50)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if not jump and event.key == pygame.K_SPACE:
jump = True
jumpCount = jumpMax
keys = pygame.key.get_pressed()
rect.centerx = (rect.centerx + (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel) % 300
if jump:
rect.y -= jumpCount
if jumpCount > -jumpMax:
jumpCount -= 1
else:
jump = False
window.fill((0, 0, 64))
pygame.draw.rect(window, (64, 64, 64), (0, 250, 300, 100))
pygame.draw.circle(window, (255, 0, 0), rect.center, 15)
pygame.display.flip()
pygame.quit()
exit()
Example 2: replit.com/#Rabbid76/PyGame-JumpAcceleration
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
player = pygame.sprite.Sprite()
player.image = pygame.Surface((30, 30), pygame.SRCALPHA)
pygame.draw.circle(player.image, (255, 0, 0), (15, 15), 15)
player.rect = player.image.get_rect(center = (150, 235))
all_sprites = pygame.sprite.Group([player])
y, vel_y = player.rect.bottom, 0
vel = 5
ground_y = 250
acceleration = 10
gravity = 0.5
run = True
while run:
clock.tick(100)
acc_y = gravity
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if vel_y == 0 and event.key == pygame.K_SPACE:
acc_y = -acceleration
keys = pygame.key.get_pressed()
player.rect.centerx = (player.rect.centerx + (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel) % 300
vel_y += acc_y
y += vel_y
if y > ground_y:
y = ground_y
vel_y = 0
acc_y = 0
player.rect.bottom = round(y)
window.fill((0, 0, 64))
pygame.draw.rect(window, (64, 64, 64), (0, 250, 300, 100))
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
exit()

Python, how can i solve this jumping problem? [duplicate]

I want to make my character jump. In my current attempt, the player moves up as long as I hold down SPACEv and falls down when I release SPACE.
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
rect = pygame.Rect(135, 220, 30, 30)
vel = 5
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
rect.centerx = (rect.centerx + (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel) % 300
if keys[pygame.K_SPACE]:
rect.y -= 1
elif rect.y < 220:
rect.y += 1
window.fill((0, 0, 64))
pygame.draw.rect(window, (64, 64, 64), (0, 250, 300, 100))
pygame.draw.circle(window, (255, 0, 0), rect.center, 15)
pygame.display.flip()
pygame.quit()
exit()
However, I want the character to jump if I hit the SPACE once. I want a smooth jump animation to start when SPACE is pressed once.
How would I go about this step by step?
To make a character jump you have to use the KEYDOWN event, but not pygame.key.get_pressed(). pygame.key.get_pressed () is for continuous movement when a key is held down. The keyboard events are used to trigger a single action or to start an animation such as a jump. See alos How to get keyboard input in pygame?
pygame.key.get_pressed() returns a sequence with the state of each key. If a key is held down, the state for the key is True, otherwise False. Use pygame.key.get_pressed() to evaluate the current state of a button and get continuous movement.
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
jump = True
Use pygame.time.Clock ("This method should be called once per frame.") you control the frames per second and thus the game speed and the duration of the jump.
clock = pygame.time.Clock()
while True:
clock.tick(100)
The jumping should be independent of the player's movement or the general flow of control of the game. Therefore, the jump animation in the application loop must be executed in parallel to the running game.
When you throw a ball or something jumps, the object makes a parabolic curve. The object gains height quickly at the beginning, but this slows down until the object begins to fall faster and faster again. The change in height of a jumping object can be described with the following sequence:
[10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, -1, -2, -3, -4, -5, -6, -7, -8, -9, -10]
Such a series can be generated with the following algorithm (y is the y coordinate of the object):
jumpMax = 10
if jump:
y -= jumpCount
if jumpCount > -jumpMax:
jumpCount -= 1
else:
jump = False
A more sophisticated approach is to define constants for the gravity and player's acceleration as the player jumps:
acceleration = 10
gravity = 0.5
The acceleration exerted on the player in each frame is the gravity constant, if the player jumps then the acceleration changes to the "jump" acceleration for a single frame:
acc_y = gravity
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if vel_y == 0 and event.key == pygame.K_SPACE:
acc_y = -acceleration
In each frame the vertical velocity is changed depending on the acceleration and the y-coordinate is changed depending on the velocity. When the player touches the ground, the vertical movement will stop:
vel_y += acc_y
y += vel_y
if y > ground_y:
y = ground_y
vel_y = 0
acc_y = 0
See also Jump
Example 1: replit.com/#Rabbid76/PyGame-Jump
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
rect = pygame.Rect(135, 220, 30, 30)
vel = 5
jump = False
jumpCount = 0
jumpMax = 15
run = True
while run:
clock.tick(50)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if not jump and event.key == pygame.K_SPACE:
jump = True
jumpCount = jumpMax
keys = pygame.key.get_pressed()
rect.centerx = (rect.centerx + (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel) % 300
if jump:
rect.y -= jumpCount
if jumpCount > -jumpMax:
jumpCount -= 1
else:
jump = False
window.fill((0, 0, 64))
pygame.draw.rect(window, (64, 64, 64), (0, 250, 300, 100))
pygame.draw.circle(window, (255, 0, 0), rect.center, 15)
pygame.display.flip()
pygame.quit()
exit()
Example 2: replit.com/#Rabbid76/PyGame-JumpAcceleration
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
player = pygame.sprite.Sprite()
player.image = pygame.Surface((30, 30), pygame.SRCALPHA)
pygame.draw.circle(player.image, (255, 0, 0), (15, 15), 15)
player.rect = player.image.get_rect(center = (150, 235))
all_sprites = pygame.sprite.Group([player])
y, vel_y = player.rect.bottom, 0
vel = 5
ground_y = 250
acceleration = 10
gravity = 0.5
run = True
while run:
clock.tick(100)
acc_y = gravity
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if vel_y == 0 and event.key == pygame.K_SPACE:
acc_y = -acceleration
keys = pygame.key.get_pressed()
player.rect.centerx = (player.rect.centerx + (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel) % 300
vel_y += acc_y
y += vel_y
if y > ground_y:
y = ground_y
vel_y = 0
acc_y = 0
player.rect.bottom = round(y)
window.fill((0, 0, 64))
pygame.draw.rect(window, (64, 64, 64), (0, 250, 300, 100))
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
exit()

Pygame: problems with shooting in Space Invaders

I've been attempting to make a Space Invaders clone in pygame. I decided to write it so that the bullet shot from the player's ship can only be fired again when it leaves the screen but I've not been capable of doing so. How do I do it?
import pygame
pygame.init()
screen_size = (500, 500)
ship_size = (50, 50)
x, y = 250, 450
x_rect, y_rect = x + 15, y - 20
height_rect, width_rect = 20, 20
vel = 50
shoot = False
"""Loads screen and set gives it a title."""
screen = pygame.display.set_mode(screen_size)
pygame.display.set_caption("Space Invaders")
"""Initializes images for the game and resizes them."""
space_ship = pygame.image.load("Space Invaders Ship.jpg")
space_ship = pygame.transform.scale(space_ship, ship_size)
space = pygame.image.load("Space.jpg")
space = pygame.transform.scale(space, screen_size)
clock = pygame.time.Clock()
run = True
while run:
"""Controls the fps."""
clock.tick(60)
"""Registers keyboard's input."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT and x > 0:
x -= vel
elif event.key == pygame.K_RIGHT and x + 50 < 500:
x += vel
elif event.key == pygame.K_SPACE:
x_rect, y_rect = x + 15, y - 20
shoot = True
"""Constantly draws on the screen."""
screen.fill((0, 0, 0))
screen.blit(space, (0, 0))
screen.blit(space_ship, [x, y])
"""Shoots a bullet from where the ship currently is."""
if shoot:
pygame.draw.rect(screen, (250, 250, 0),
[x_rect, y_rect, height_rect, width_rect])
y_rect -= 5
elif y_rect + width_rect > 0:
shoot = False
y_rect = y - 20
pygame.display.flip()
You have to create a list of bullets:
bullet_list = []
Add a new bullet position to the list when SPACE is pressed:
elif event.key == pygame.K_SPACE:
bullet_list.append([x + 15, y - 20])
Move and draw the bullets in the list in a loop:
for bullet in bullet_list:
pygame.draw.rect(screen, (250, 250, 0),
[*bullet, height_rect, width_rect])
bullet[1] -= 5
Delete a bullet from the list if the y-coordinate is less than 0:
for bullet in bullet_list[:]:
if bullet[1] < 0:
bullet_list.remove(bullet)
Complete example:
import pygame
pygame.init()
screen_size = (500, 500)
ship_size = (50, 50)
x, y = 250, 450
x_rect, y_rect = x + 15, y - 20
height_rect, width_rect = 20, 20
vel = 50
bullet_list = []
"""Loads screen and set gives it a title."""
screen = pygame.display.set_mode(screen_size)
pygame.display.set_caption("Space Invaders")
"""Initializes images for the game and resizes them."""
space_ship = pygame.image.load("Space Invaders Ship.jpg")
space_ship = pygame.transform.scale(space_ship, ship_size)
space = pygame.image.load("Space.jpg")
space = pygame.transform.scale(space, screen_size)
clock = pygame.time.Clock()
run = True
while run:
"""Controls the fps."""
clock.tick(60)
"""Registers keyboard's input."""
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT and x > 0:
x -= vel
elif event.key == pygame.K_RIGHT and x + 50 < 500:
x += vel
elif event.key == pygame.K_SPACE:
bullet_list.append([x + 15, y - 20])
"""Constantly draws on the screen."""
screen.fill((0, 0, 0))
screen.blit(space, (0, 0))
screen.blit(space_ship, [x, y])
"""Shoots a bullet from where the ship currently is."""
for bullet in bullet_list:
pygame.draw.rect(screen, (250, 250, 0),
[*bullet, height_rect, width_rect])
bullet[1] -= 5
for bullet in bullet_list[:]:
if bullet[1] < 0:
bullet_list.remove(bullet)
pygame.display.flip()

How would I implement a timer in my game created with pygame? [duplicate]

import pygame
pygame.init()
red = 255,0,0
blue = 0,0,255
black = 0,0,0
screenWidth = 800
screenHeight = 600
gameDisplay = pygame.display.set_mode((screenWidth,screenHeight)) ## screen width and height
pygame.display.set_caption('JUST SOME BLOCKS') ## set my title of the window
clock = pygame.time.Clock()
class player(): ## has all of my attributes for player 1
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.height = height
self.width = width
self.vel = 5
self.left = False
self.right = False
self.up = False
self.down = False
class projectile(): ## projectile attributes
def __init__(self,x,y,radius,colour,facing):
self.x = x
self.y = y
self.radius = radius
self.facing = facing
self.colour = colour
self.vel = 8 * facing # speed of bullet * the direction (-1 or 1)
def draw(self,gameDisplay):
pygame.draw.circle(gameDisplay, self.colour , (self.x,self.y),self.radius) ## put a 1 after that to make it so the circle is just an outline
def redrawGameWindow():
for bullet in bullets: ## draw bullets
bullet.draw(gameDisplay)
pygame.display.update()
#mainloop
player1 = player(300,410,50,70) # moves the stuff from the class (when variables are user use player1.var)
bullets = []
run = True
while run == True:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
for bullet in bullets:
if bullet.x < screenWidth and bullet.x > 0 and bullet.y < screenHeight and bullet.y > 0: ## makes sure bullet does not go off screen
bullet.x += bullet.vel
else:
bullets.pop(bullets.index(bullet))
keys = pygame.key.get_pressed() ## check if a key has been pressed
## red player movement
if keys[pygame.K_w] and player1.y > player1.vel: ## check if that key has been pressed down (this will check for w) and checks for boundry
player1.y -= player1.vel ## move the shape in a direction
player1.up = True
player1.down = False
if keys[pygame.K_a] and player1.x > player1.vel: ### this is for a
player1.x -= player1.vel
player1.left = True
player1.right = False
if keys[pygame.K_s] and player1.y < screenHeight - player1.height - player1.vel: ## this is for s
player1.y += player1.vel
player1.down = True
player1.up = False
if keys[pygame.K_d] and player1.x < screenWidth - player1.width - player1.vel: ## this is for d
player1.x += player1.vel
player1.right = True
player1.left = False
if keys[pygame.K_SPACE]: # shooting with the space bar
if player1.left == True: ## handles the direction of the bullet
facing = -1
else:
facing = 1
if len(bullets) < 5: ## max amounts of bullets on screen
bullets.append(projectile(player1.x + player1.width //2 ,player1.y + player1.height//2,6,black,facing)) ##just like calling upon a function
## level
gameDisplay.fill((0,255,0)) ### will stop the shape from spreading around and will have a background
pygame.draw.rect(gameDisplay,(red),(player1.x,player1.y,player1.width,player1.height)) ## draw player
pygame.display.update()
redrawGameWindow()
pygame.quit()
When I shoot more than 1 bullet fires and I only want 1 bullet to fire at a time (but not only 1 bullet on the screen)
They all fire in a large clump and stick together also so I want them to fire at different times
I have tried using a delay clock.tick but that makes the game extremely laggy
I am relatively new to pygame and don't fully understand it any help would be appreciated thanks !
The general approach to firing bullets is to store the positions of the bullets in a list (bullet_list). When a bullet is fired, add the bullet's starting position ([start_x, start_y]) to the list. The starting position is the position of the object (player or enemy) that fires the bullet. Use a for-loop to iterate through all the bullets in the list. Move position of each individual bullet in the loop. Remove a bullet from the list that leaves the screen (bullet_list.remove(bullet_pos)). For this reason, a copy of the list (bullet_list[:]) must be run through (see How to remove items from a list while iterating?). Use another for-loop to blit the remaining bullets on the screen:
bullet_list = []
while run == True:
# [...]
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
bullet_list.append([start_x, start_y])
for bullet_pos in bullet_list[:]:
bullet_pos[0] += move_bullet_x
bullet_pos[1] += move_bullet_y
if not screen.get_rect().colliderect(bullet_image.get_rect(center = bullet_pos))
bullet_list.remove(bullet_pos)
# [...]
for bullet_pos in bullet_list[:]
screen.blit(bullet_image, bullet_image.get_rect(center = bullet_pos))
# [...]
See also Shoot bullet.
The states which are returned by pygame.key.get_pressed() are, set, as long a key is hold down. That is useful for the movement of a player. The player keeps moving as long a key is hold down.
But it contradicts your intention, when you want to fire a bullet. If you want to fire a bullet when a key is pressed, then can use the KEYDOWN event. The event occurs only once when a key is pressed:
while run == True:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if player1.left == True: ## handles the direction of the bullet
facing = -1
else:
facing = 1
if len(bullets) < 5: ## max amounts of bullets on screen
bx, by = player1.x + player1.width //2 ,player1.y + player1.height//2
bullets.append(projectile(bx, by, 6, black, facing))
# [...]
If you want to implement some kind of rapid fire, then the things get more tricky. If you would use the state of pygame.key.get_pressed() then you would spawn one bullet in every frame. That is far too fast. You have to implement some timeout.
When a bullet is fired, the get the current time by pygame.time.get_ticks(). Define a number of milliseconds for the delay between to bullets. Add the dela to the time and state the time in a variable (next_bullet_threshold). Skip bullets, as long the time is not exceeded:
next_bullet_threshold = 0
run = True
while run == True:
# [...]
current_time = pygame.time.get_ticks()
if keys[pygame.K_SPACE] and current_time > next_bullet_threshold:
bullet_delay = 500 # 500 milliseconds (0.5 seconds)
next_bullet_threshold = current_time + bullet_delay
if player1.left == True: ## handles the direction of the bullet
facing = -1
else:
facing = 1
if len(bullets) < 5:
bx, by = player1.x + player1.width //2 ,player1.y + player1.height//2
bullets.append(projectile(bx, by, 6, black, facing))
Minimal example: repl.it/#Rabbid76/PyGame-ShootBullet
import pygame
pygame.init()
window = pygame.display.set_mode((500, 200))
clock = pygame.time.Clock()
tank_surf = pygame.Surface((60, 40), pygame.SRCALPHA)
pygame.draw.rect(tank_surf, (0, 96, 0), (0, 00, 50, 40))
pygame.draw.rect(tank_surf, (0, 128, 0), (10, 10, 30, 20))
pygame.draw.rect(tank_surf, (32, 32, 96), (20, 16, 40, 8))
tank_rect = tank_surf.get_rect(midleft = (20, window.get_height() // 2))
bullet_surf = pygame.Surface((10, 10), pygame.SRCALPHA)
pygame.draw.circle(bullet_surf, (64, 64, 62), bullet_surf.get_rect().center, bullet_surf.get_width() // 2)
bullet_list = []
max_bullets = 4
next_bullet_time = 0
bullet_delta_time = 200 # milliseconds
run = True
while run:
clock.tick(60)
current_time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if len(bullet_list) < max_bullets and current_time >= next_bullet_time:
next_bullet_time = current_time + bullet_delta_time
bullet_list.insert(0, tank_rect.midright)
for i, bullet_pos in enumerate(bullet_list):
bullet_list[i] = bullet_pos[0] + 5, bullet_pos[1]
if bullet_surf.get_rect(center = bullet_pos).left > window.get_width():
del bullet_list[i:]
break
window.fill((224, 192, 160))
window.blit(tank_surf, tank_rect)
for bullet_pos in bullet_list:
window.blit(bullet_surf, bullet_surf.get_rect(center = bullet_pos))
pygame.display.flip()
pygame.quit()
exit()

How do I stop more than 1 bullet firing at once?

import pygame
pygame.init()
red = 255,0,0
blue = 0,0,255
black = 0,0,0
screenWidth = 800
screenHeight = 600
gameDisplay = pygame.display.set_mode((screenWidth,screenHeight)) ## screen width and height
pygame.display.set_caption('JUST SOME BLOCKS') ## set my title of the window
clock = pygame.time.Clock()
class player(): ## has all of my attributes for player 1
def __init__(self,x,y,width,height):
self.x = x
self.y = y
self.height = height
self.width = width
self.vel = 5
self.left = False
self.right = False
self.up = False
self.down = False
class projectile(): ## projectile attributes
def __init__(self,x,y,radius,colour,facing):
self.x = x
self.y = y
self.radius = radius
self.facing = facing
self.colour = colour
self.vel = 8 * facing # speed of bullet * the direction (-1 or 1)
def draw(self,gameDisplay):
pygame.draw.circle(gameDisplay, self.colour , (self.x,self.y),self.radius) ## put a 1 after that to make it so the circle is just an outline
def redrawGameWindow():
for bullet in bullets: ## draw bullets
bullet.draw(gameDisplay)
pygame.display.update()
#mainloop
player1 = player(300,410,50,70) # moves the stuff from the class (when variables are user use player1.var)
bullets = []
run = True
while run == True:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
for bullet in bullets:
if bullet.x < screenWidth and bullet.x > 0 and bullet.y < screenHeight and bullet.y > 0: ## makes sure bullet does not go off screen
bullet.x += bullet.vel
else:
bullets.pop(bullets.index(bullet))
keys = pygame.key.get_pressed() ## check if a key has been pressed
## red player movement
if keys[pygame.K_w] and player1.y > player1.vel: ## check if that key has been pressed down (this will check for w) and checks for boundry
player1.y -= player1.vel ## move the shape in a direction
player1.up = True
player1.down = False
if keys[pygame.K_a] and player1.x > player1.vel: ### this is for a
player1.x -= player1.vel
player1.left = True
player1.right = False
if keys[pygame.K_s] and player1.y < screenHeight - player1.height - player1.vel: ## this is for s
player1.y += player1.vel
player1.down = True
player1.up = False
if keys[pygame.K_d] and player1.x < screenWidth - player1.width - player1.vel: ## this is for d
player1.x += player1.vel
player1.right = True
player1.left = False
if keys[pygame.K_SPACE]: # shooting with the space bar
if player1.left == True: ## handles the direction of the bullet
facing = -1
else:
facing = 1
if len(bullets) < 5: ## max amounts of bullets on screen
bullets.append(projectile(player1.x + player1.width //2 ,player1.y + player1.height//2,6,black,facing)) ##just like calling upon a function
## level
gameDisplay.fill((0,255,0)) ### will stop the shape from spreading around and will have a background
pygame.draw.rect(gameDisplay,(red),(player1.x,player1.y,player1.width,player1.height)) ## draw player
pygame.display.update()
redrawGameWindow()
pygame.quit()
When I shoot more than 1 bullet fires and I only want 1 bullet to fire at a time (but not only 1 bullet on the screen)
They all fire in a large clump and stick together also so I want them to fire at different times
I have tried using a delay clock.tick but that makes the game extremely laggy
I am relatively new to pygame and don't fully understand it any help would be appreciated thanks !
The general approach to firing bullets is to store the positions of the bullets in a list (bullet_list). When a bullet is fired, add the bullet's starting position ([start_x, start_y]) to the list. The starting position is the position of the object (player or enemy) that fires the bullet. Use a for-loop to iterate through all the bullets in the list. Move position of each individual bullet in the loop. Remove a bullet from the list that leaves the screen (bullet_list.remove(bullet_pos)). For this reason, a copy of the list (bullet_list[:]) must be run through (see How to remove items from a list while iterating?). Use another for-loop to blit the remaining bullets on the screen:
bullet_list = []
while run == True:
# [...]
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
bullet_list.append([start_x, start_y])
for bullet_pos in bullet_list[:]:
bullet_pos[0] += move_bullet_x
bullet_pos[1] += move_bullet_y
if not screen.get_rect().colliderect(bullet_image.get_rect(center = bullet_pos))
bullet_list.remove(bullet_pos)
# [...]
for bullet_pos in bullet_list[:]
screen.blit(bullet_image, bullet_image.get_rect(center = bullet_pos))
# [...]
See also Shoot bullet.
The states which are returned by pygame.key.get_pressed() are, set, as long a key is hold down. That is useful for the movement of a player. The player keeps moving as long a key is hold down.
But it contradicts your intention, when you want to fire a bullet. If you want to fire a bullet when a key is pressed, then can use the KEYDOWN event. The event occurs only once when a key is pressed:
while run == True:
clock.tick(27)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if player1.left == True: ## handles the direction of the bullet
facing = -1
else:
facing = 1
if len(bullets) < 5: ## max amounts of bullets on screen
bx, by = player1.x + player1.width //2 ,player1.y + player1.height//2
bullets.append(projectile(bx, by, 6, black, facing))
# [...]
If you want to implement some kind of rapid fire, then the things get more tricky. If you would use the state of pygame.key.get_pressed() then you would spawn one bullet in every frame. That is far too fast. You have to implement some timeout.
When a bullet is fired, the get the current time by pygame.time.get_ticks(). Define a number of milliseconds for the delay between to bullets. Add the dela to the time and state the time in a variable (next_bullet_threshold). Skip bullets, as long the time is not exceeded:
next_bullet_threshold = 0
run = True
while run == True:
# [...]
current_time = pygame.time.get_ticks()
if keys[pygame.K_SPACE] and current_time > next_bullet_threshold:
bullet_delay = 500 # 500 milliseconds (0.5 seconds)
next_bullet_threshold = current_time + bullet_delay
if player1.left == True: ## handles the direction of the bullet
facing = -1
else:
facing = 1
if len(bullets) < 5:
bx, by = player1.x + player1.width //2 ,player1.y + player1.height//2
bullets.append(projectile(bx, by, 6, black, facing))
Minimal example: repl.it/#Rabbid76/PyGame-ShootBullet
import pygame
pygame.init()
window = pygame.display.set_mode((500, 200))
clock = pygame.time.Clock()
tank_surf = pygame.Surface((60, 40), pygame.SRCALPHA)
pygame.draw.rect(tank_surf, (0, 96, 0), (0, 00, 50, 40))
pygame.draw.rect(tank_surf, (0, 128, 0), (10, 10, 30, 20))
pygame.draw.rect(tank_surf, (32, 32, 96), (20, 16, 40, 8))
tank_rect = tank_surf.get_rect(midleft = (20, window.get_height() // 2))
bullet_surf = pygame.Surface((10, 10), pygame.SRCALPHA)
pygame.draw.circle(bullet_surf, (64, 64, 62), bullet_surf.get_rect().center, bullet_surf.get_width() // 2)
bullet_list = []
max_bullets = 4
next_bullet_time = 0
bullet_delta_time = 200 # milliseconds
run = True
while run:
clock.tick(60)
current_time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if len(bullet_list) < max_bullets and current_time >= next_bullet_time:
next_bullet_time = current_time + bullet_delta_time
bullet_list.insert(0, tank_rect.midright)
for i, bullet_pos in enumerate(bullet_list):
bullet_list[i] = bullet_pos[0] + 5, bullet_pos[1]
if bullet_surf.get_rect(center = bullet_pos).left > window.get_width():
del bullet_list[i:]
break
window.fill((224, 192, 160))
window.blit(tank_surf, tank_rect)
for bullet_pos in bullet_list:
window.blit(bullet_surf, bullet_surf.get_rect(center = bullet_pos))
pygame.display.flip()
pygame.quit()
exit()

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