'How to make a shoot-outed bullet unaffected by following moves in pygame?
I'm making a simple shooting game following a book using pygame. but the example in the book only shoots in one direction and can't move upward. so I make a few changes but now the shoot-outed bullets will be affected by arrow keys. how should I fix it? Sorry for my ugly codes and thanks for your suggestion!
import pygame
from settings import Settings
from ship import Ship
from bullet import Bullet
class AlienInvasion:
"""overall class to manage game assets and behavior"""
def __init__(self):
"""initialize"""
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode(
(self.settings.screen_width,self.settings.screen_height))
pygame.display.set_caption("alien invasion")
self.ship = Ship(self)
self.bullets = pygame.sprite.Group()
def run_game(self):
"""start the main loop for game"""
while True:
self._check_events()
self.ship.update()
self.bullets.update(self)
#delete bullet that touch the wall
for bullet in self.bullets.copy():
if (bullet.rect.bottom <= 0 or
bullet.rect.top >= 720 or
bullet.rect.right >= 1280 or
bullet.rect.left <= 0):
self.bullets.remove(bullet)
self._update_screen()
def _check_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
self._kd_events(event)
elif event.type == pygame.KEYUP:
self._ku_events(event)
def _update_screen(self):
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
#make the most recently drawn screen visiable
pygame.display.flip()
def _kd_events(self,event):
if event.key == pygame.K_RIGHT:
self.ship.moving_r = True
elif event.key == pygame.K_LEFT:
self.ship.moving_l = True
elif event.key == pygame.K_UP:
self.ship.moving_u = True
elif event.key == pygame.K_DOWN:
self.ship.moving_d = True
elif event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _ku_events(self,event):
if event.key == pygame.K_RIGHT:
self.ship.moving_r = False
elif event.key == pygame.K_LEFT:
self.ship.moving_l = False
elif event.key == pygame.K_UP:
self.ship.moving_u = False
elif event.key == pygame.K_DOWN:
self.ship.moving_d = False
def _fire_bullet(self):
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
if __name__ == '__main__':
#make a ai instance and run it
ai = AlienInvasion()
ai.run_game()
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
def __init__(self,ai_game):
"""create a bullet at ship's current position"""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color = self.settings.bullet_color
self.rect = pygame.Rect(0,0,self.settings.bullet_width,
self.settings.bullet_height)
self.rect.center = ai_game.ship.rect.center
#store the bullet's postion
self.y = float(self.rect.y)
self.x = float(self.rect.x)
def update(self,ai_game):
"""move the bullet"""
if ai_game.ship.image == ai_game.ship.image_r:
self.x += self.settings.bullet_speed
self.rect.x = self.x
elif ai_game.ship.image == ai_game.ship.image_l:
self.x -= self.settings.bullet_speed
self.rect.x = self.x
elif ai_game.ship.image == ai_game.ship.image_u:
self.y -= self.settings.bullet_speed
self.rect.y = self.y
elif ai_game.ship.image == ai_game.ship.image_d:
self.y += self.settings.bullet_speed
self.rect.y = self.y
def draw_bullet(self):
pygame.draw.rect(self.screen,self.color,self.rect)
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Source: Stack Overflow
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