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()