Hi recently I have been working on a platform game to learn pygame and learn more about python in general. I have been able to implement most of my desired features smoothly and I am now currently working on the bullet system. I have used this tutorial for the bullets: http://programarcadegames.com/python_examples/show_file.php?file=bullets.py
The problem is that my bullets will only shoot one direction and I need them to shoot the direction my play sprite is facing.
So far I have tried to create True/False values for when the A key(left) or the D key(right) is pressed and change the value being added to the bullet accordingly.(This only resulted in the bullets moving only when the key was pressed so I removed them)
Here is my bullet class:
class Bullet(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("C:/Users/Tom/Data/Art/bullet.png")
self.rect = self.image.get_rect()
def update(self):
self.rect.x += 10
Here is my player class:
class Player(Entity):
walking_frames_l = []
walking_frames_r = []
jumping_r = []
jumping_l = []
run_frames_r = []
run_frames_l = []
def __init__(self, x, y):
image = pygame.image.load("C:\Users\Tom\Data\Art\Player1.png")
self.walking_frames_r.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\Player11.png")
self.walking_frames_r.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\Player11.png")
self.walking_frames_r.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\Player2.png")
self.walking_frames_r.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\Player22.png")
self.walking_frames_r.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\Player3.png")
self.walking_frames_r.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\Player33.png")
self.walking_frames_r.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\Player4.png")
self.walking_frames_r.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\Player44.png")
self.walking_frames_r.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\Player1.png")
image = pygame.transform.flip(image,True,False)
self.walking_frames_l.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\Player11.png")
image = pygame.transform.flip(image,True,False)
self.walking_frames_l.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\Player11.png")
image = pygame.transform.flip(image,True,False)
self.walking_frames_l.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\Player2.png")
image = pygame.transform.flip(image,True,False)
self.walking_frames_l.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\player22.png")
image = pygame.transform.flip(image,True,False)
self.walking_frames_l.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\player3.png")
image = pygame.transform.flip(image,True,False)
self.walking_frames_l.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\player33.png")
image = pygame.transform.flip(image,True,False)
self.walking_frames_l.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\player4.png")
image = pygame.transform.flip(image,True,False)
self.walking_frames_l.append(image)
image = pygame.image.load("C:\Users\Tom\Data\Art\player44.png")
image = pygame.transform.flip(image,True,False)
self.walking_frames_l.append(image)
self.frame_r = 0
self.frame_l = 0
self.last_key_pressed = None
Entity.__init__(self)
self.xvel = 0
self.yvel = 0
self.onGround = False
self.image = self.walking_frames_r[self.frame_r]
self.rect = Rect(x,y,23,31)
def update(self,shoot,up, down, left, right,select, pickups, platforms, inventory, player,bullets):
if shoot:
bullet = Bullet()
bullet.rect.x = player.rect.x
bullet.rect.y = player.rect.y
bullets.add(bullet)
if right:
print "right"
if left:
print "left"
if up:
# only jump if on the ground
if self.onGround: self.yvel -= 7
if down:
pass
if left:
self.last_key_pressed = "LEFT"
self.xvel = -4
self.frame_l += 1
self.image = self.walking_frames_l[self.frame_l]
if self.frame_l == 8: self.frame_l = 0
if right:
self.last_key_pressed = "RIGHT"
self.xvel = 4
self.frame_r += 1
self.image = self.walking_frames_r[self.frame_r]
if self.frame_r == 8: self.frame_r = 0
if not (left or right):
if self.last_key_pressed == "LEFT":
self.image = self.walking_frames_l[1]
if self.last_key_pressed == "RIGHT":
self.image = self.walking_frames_r[1]
if not self.onGround:
# only accelerate with gravity if in the air
self.yvel += 0.3
# max falling speed
if self.yvel > 30: self.yvel = 30
if not(left or right):
self.xvel = 0
# increment in x direction
self.rect.left += self.xvel
# do x-axis collisions
self.collide(self.xvel, 0,pickups, platforms,select,inventory)
# increment in y direction
self.rect.top += self.yvel
# assuming we're in the air
self.onGround = False;
# do y-axis collisions
self.collide(0, self.yvel, pickups, platforms,select,inventory)
The complete code can be viewed here: http://pastebin.com/ttLJTdv4
Thanks!
In your bullet class You need to create a variable to keep track of the velocity in the x direction like you did in the player class. Then in the update method you will set the self.rect.x += xvel. Then when you shoot set the xvel positive or negative based on which direction the player is facing.