'How do I control increase and descrease of sprite spawning in PyGame?

I am attempting to create a game where you are a cloud that can move left and right, and when you press space you start raining at an increasing rate - and when you stop the rate of rain decreases until it hits 0 - the rain will have particles when it hits the ground.

What I have so far: a cloud that can move left to right and when you hold space for long enough it starts raining - but only at the same rate and it does increase or decrease - and when you let go of space it doesn't ever stop. I have spent hours trying to fix this to no avail and i believe its because i wrote the code pretty badly however I cannot think of an alternative that will work. I would greatly appreciate if someone read my code and helped me figure out how i can go from were I am now up to where i want to be (before the particles part) - the code and image is below, sorry if i did this wrong its my first time!

the cloud!

main page:

import sys

import pygame

from settings import Settings
from cloud import Cloud
from drop import Drop

class Raining:
    """Overall class to manage game assets and behavior."""

    def __init__(self):
        """Initialize the game, and create game resources."""
        pygame.init()
        self.clock = pygame.time.Clock()
        self.settings = Settings()
        self.dropsperframe = 0
        self.drops_allowed = 100
        self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height
        pygame.display.set_caption("Raining")
        self.cloud = Cloud(self)
        self.drop = pygame.sprite.Group()
        self.is_raining = False
    def run_game(self):
        """Start the main loop for the game."""
        while True:
            self._rain_dropping()
            self._check_events()
            self.cloud.update()
            self._update_drops()
            self._update_screen()
            
            self.clock.tick(60)

    def _check_events(self):
        """Respond to keypresses and mouse events."""
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                self._check_keydown_events(event)
            elif event.type == pygame.KEYUP:
                self._check_keyup_events(event)

  
    def _check_keydown_events(self, event):
        """Respond to keypresses."""
        
        if event.key == pygame.K_RIGHT:
            self.cloud.moving_right = True
        elif event.key == pygame.K_LEFT:
            self.cloud.moving_left = True
        elif event.key == pygame.K_q:
            sys.exit()
        elif event.key == pygame.K_SPACE:
            self.is_raining = True
       

    def _check_keyup_events(self, event):
        """Respond to key releases."""
        if event.key == pygame.K_RIGHT:
            self.cloud.moving_right = False
        elif event.key == pygame.K_LEFT:
            self.cloud.moving_left = False
        elif event.key == pygame.K_SPACE:
            if self.dropsperframe > 0 and self.drops_allowed > 0:
                self.dropsperframe -= 0.1
                self.drops_allowed -= 10                
    def _rain_dropping(self):
        """Create a new drop and add it to the drops group."""
        if len(self.drop) < self.drops_allowed:
            new_drop = Drop(self)
            if self.dropsperframe >= 2:
                self.drop.add(new_drop)
                self.drop.add(new_drop)
            elif self.dropsperframe >= 1:
                self.drop.add(new_drop)
            if self.is_raining == True:
                self.dropsperframe += 0.01
                self.drops_allowed += 50
           


    def _update_drops(self):
        """Update position of drops and get rid of old drops."""
        # Update drop positions.
        self.drop.update()

        # Get rid of drops that have disappeared.
        for drop in self.drop.copy():
            if drop.rect.bottom >= 800:
                 self.drop.remove(drop)

           
    def _update_screen(self):
        """Update images on the screen, and flip to the new screen."""
        self.screen.fill(self.settings.bg_color)
        self.cloud.blitme()
        for drop in self.drop.sprites():
            drop.draw_drop()
        
        pygame.display.flip()


if __name__ == '__main__':
    # Make a game instance, and run the game.
    rai = Raining()
    rai.run_game()

cloud code (the cloud that moves around):

import pygame
 
class Cloud:
    """A class to manage the cloud."""
 
    def __init__(self, rai_game):
        """Initialize the ship and set its starting position."""
        self.screen = rai_game.screen
        self.settings = rai_game.settings
        self.screen_rect = rai_game.screen.get_rect()

        # Load the cloud image and get its rect.
        self.image = pygame.image.load('raincloudcrop.png')
        self.rect = self.image.get_rect()

        # Start each new cloud at the bottom center of the screen.
        self.rect.top = self.screen_rect.top

        # Store a decimal value for the cloud's horizontal position.
        self.x = float(self.rect.x)

        # Movement flags
        self.moving_right = False
        self.moving_left = False
        
    def update(self):
        """Update the cloud's position based on movement flags."""
        # Update the cloud's x value, not the rect.
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.x += self.settings.cloud_speed
        if self.moving_left and self.rect.left > 0:
            self.x -= self.settings.cloud_speed

        # Update rect object from self.x.
        self.rect.x = self.x

    def blitme(self):
        """Draw the cloud at its current location."""
        self.screen.blit(self.image, self.rect)

droplet code(the raindrop):

import pygame
from pygame.sprite import Sprite
from random import randint
class Drop(Sprite):
    """A class to manage drops dropped from the cloud"""

    def __init__(self, rai_game):
        """Create a drop object at the cloud's current position."""
        super().__init__()
        self.screen = rai_game.screen
        self.settings = rai_game.settings
        self.color = self.settings.drop_color

        # Create a drop rect at (0, 0) and then set correct position.
        self.rect = pygame.Rect(0, 0, self.settings.drop_width,
            self.settings.drop_height)
        self.rect.x = rai_game.cloud.rect.x + randint(1, 122)
        self.rect.y = rai_game.cloud.rect.y + 62
        
        # Store the drop's position as a decimal value.
        self.y = float(self.rect.y)
        self.is_raining = False
    def update(self):
        """Move the drop up the screen."""
        # Update the decimal position of the drop.
        self.y += randint(1,5)
        # Update the rect position.
        self.rect.y = self.y
        

    def draw_drop(self):
        """Draw the drop to the screen."""
        pygame.draw.rect(self.screen, self.color, self.rect)

the settings of the game:

from random import randint
class Settings:
    """A class to store all settings for cloud."""

    def __init__(self):
        """Initialize the game's settings."""
        # Screen settings
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230, 230, 230)

        # cloud settings
        self.cloud_speed = 1.5

        # droplet settings
        
        self.drop_width = 4
        self.drop_height = 5
        self.drop_color = (66, 135, 245)


Sources

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Source: Stack Overflow

Solution Source