I am trying to fire a bullet from my tank
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
if pygame.mouse.get_pressed()[0]:
cannon_ball_move_change = 1
cannon_ball_move += cannon_ball_move_change
pos_x,pos_y is the position of the main character
mouse_x,mouse_y is the position of the mouse
mouse_x,mouse_y=pygame.mouse.get_pos()
mouse_radians = math.radians(-180) + math.atan2((pos_y-mouse_y),(pos_x-mouse_x))
function that moves the gun I am pointing at:
def player_gun(pos_x,pos_y,mouse_radians):
pygame.draw.line(screen,green,[pos_x,pos_y],[pos_x+20*math.cos(mouse_radians),pos_y+20*math.sin(mouse_radians)],5)
#'pygame.draw.line' draws a line(gun) that connects from the player and the direction of where the mouse is pointing at
pygame.draw.circle(screen,green,[pos_x,pos_y],5)
#this is the gun's body part
function that shoots cannonballs(bullets):
def player_cannonball(mouse_radians,cannon_ball_move,pos_x,pos_y):
cannonball_x = int(cannon_ball_move*(math.cos(mouse_radians))+pos_x)
cannonball_y = int(cannon_ball_move*(math.sin(mouse_radians))+pos_y)
pygame.draw.circle(screen,red,[cannonball_x,cannonball_y],5)
print(cannonball_x,cannonball_y)
calling the function
player_cannonball(mouse_radians,cannon_ball_move,pos_x,pos_y)
player_gun(pos_x,pos_y,mouse_radians)
Is this the right way to fire a bullet in pygame?
problem 1: When I click where I want to shoot nothing comes out of my tank
(solved by user2588654)
problem 2: After I click to shoot and I move the mouse the bullet movement is affected by the movement of my mouse
(solved by user2588654)
This is my whole code down below but you don't have to see it
The pictures:
(some variables are different from above)
pos_x+360 is pos_x
pos_y+740 is pos_y
mouse_radians is radians_pt
ball_move is cannonball_move
import pygame,math,random
pygame.init()
display_width = 1200
display_height = 800
white = (255,255,255)
black = (0,0,0)
red = (200,0,0)
yellow = (150,150,0)
green=(0,170,0)
light_yellow = (255,255,0)
light_red = (255,0,0)
role_model = car_image = pygame.image.load('player1.png')
enemy = pygame.image.load('enemy.png')
background = pygame.image.load('background.png')
clock = pygame.time.Clock()
FPS = 30
screen = pygame.display.set_mode([display_width,display_height])
screen_rect = screen.get_rect()
car_width = 16
car_height = 28
smallfont =pygame.font.SysFont('comicsansms',25)
medfont =pygame.font.SysFont('comicsansms',50)
largefont =pygame.font.SysFont('comicsansms',80)
def player_car(car_image,rect,angle,pos_x,pos_y):
rot_image,rot_rect=rotate(car_image,rect,angle)
rot_rect.centerx +=pos_x
rot_rect.centery += pos_y
screen.blit(rot_image,rot_rect)
print(rot_rect)
def player_turret(pos_x,pos_y,radians_pt):
pygame.draw.line(screen,green,[pos_x+360,pos_y+740],[pos_x+360+20*math.cos(radians_pt),pos_y+740+20*math.sin(radians_pt)],5)
pygame.draw.circle(screen,green,[pos_x+360,pos_y+740],5)
def player_cannonball(radians_pt,ball_move,pos_x,pos_y):
#cannonball_count = 0
ball_x = int(ball_move*(math.cos(radians_pt))+pos_x+360)
ball_y = int(ball_move*(math.sin(radians_pt))+pos_y+740)
pygame.draw.circle(screen,red,[ball_x,ball_y],5)
print(ball_x,ball_y)
def enemy_car(enemy,rect,angle_e,pos_x_e,pos_y_e):
rot_image_e,rot_rect_e=rotate(enemy,rect,angle_e)
rot_rect_e.centerx +=pos_x_e
rot_rect_e.centery += pos_y_e
screen.blit(rot_image_e,rot_rect_e)
def death_move(pos_x,pos_y):
color_list=[light_yellow,light_red]
for i in range(40):
a=color_list[random.randrange(0,2)]
pygame.draw.circle(screen,a,[random.randint((pos_x+360)-25,(pos_x+360)+25),random.randint((pos_y+740)-25,(pos_y+740)+25)],3)
pygame.display.update()
clock.tick(FPS)
def death():
msg_to_screen('YOU ARE DEAD',red,0,size='large')
msg_to_screen('press c to continue or q to quit',black,50)
pygame.display.update()
death = True
while death:
for event in pygame.event.get():
if event.type == pygame.QUIT:
death = False
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
gameloop()
death = False
elif event.key == pygame.K_q:
death = False
pygame.quit()
quit()
clock.tick(15)
def game_pause():
game_pause = True
msg_to_screen('PAUSED',black,0,'large')
msg_to_screen('press c to continue or q to quit',red,40)
pygame.display.update()
while game_pause:
for event in pygame.event.get():
if event.type == pygame.QUIT:
## controls = False
## gameintro = False
## running = False
## game_pause = False
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
game_pause = False
elif event.key == pygame.K_q:
pygame.quit()
quit()
clock.tick(15)
def game_intro():
gameintro = True
while gameintro == True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
gameloop()
gameintro = False
if event.key == pygame.K_c:
controls()
gameintro = False
if event.type == pygame.QUIT:
pygame.quit()
quit()
screen.fill(white)
msg_to_screen('CAR RACING',black,y_displace=-50,size = 'large')
msg_to_screen('press p to play and c for controls menu',red,y_displace=20)
msg_to_screen('by yeonjekim',yellow,y_displace=80)
pygame.display.update()
clock.tick(15)
def text_objects(text,color,size):
if size == "small":
textSurface = smallfont.render(text, True, color)
elif size == "medium":
textSurface = medfont.render(text, True, color)
elif size == "large":
textSurface = largefont.render(text, True, color)
return textSurface, textSurface.get_rect()
def turret(pos_x_t,pos_y_t):
pygame.draw.circle(screen,black,[pos_x_t,pos_y_t],30)
def msg_to_screen(msg,color, y_displace=0, size = "small"):
textSurf, textRect = text_objects(msg,color, size)
textRect.center = (display_width / 2), (display_height / 2)+y_displace
screen.blit(textSurf, textRect)
def controls():
controls = True
while controls == True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_b:
controls = False
game_intro()
elif event.type == pygame.QUIT:
pygame.quit()
quit()
screen.fill(white)
msg_to_screen('CONTROLS',black,y_displace=-100,size = 'large')
msg_to_screen('K_LEFT: go left',green,y_displace = -40)
msg_to_screen('K_RIGHT: go right',green,y_displace = 0)
msg_to_screen('K_UP: go up',green,y_displace = 40)
msg_to_screen('K_DOWN: go down',green,y_displace = 80)
msg_to_screen('K_SPACE: break',green,y_displace = 120)
msg_to_screen('K_p: pause',green,y_displace = 160)
msg_to_screen('press b to go back to the main menu',red,y_displace = 200)
pygame.display.update()
clock.tick(15)
def rotate(image, rect, angle):
rot_image = pygame.transform.rotate(image, angle)
rot_rect = rot_image.get_rect(center=rect.center)
return rot_image,rot_rect
def carRotationPos(angle):
x=1*math.cos(math.radians(angle-90))
y=1*math.sin(math.radians(angle-90))
return x,y
def gameloop():
gameintro = False
running = True
angle = -90
radians_pt = 0
radians_pt_change = 0
angle_change = 0
changeX = 0
changeY=0
max_speed = 25
x=0
y=0
pos_x=0
pos_y=0
pos_x_e= 120
pos_y_e=-30
speed = 0
speed_change = 0
change_1=0
count = 0
count_e = 0
change_2 = 0
max_speed_e = 15
slowingdown=0
angle_e=-90
mouse_x=0
mouse_y=0
cannonball_max_count = 5
ball_move =0
ball_move_change=0
moving_up = False
moving_down = False
slowdown_up = False
slowdown_down = False
rect = role_model.get_rect(center = (360,740))#center = screen_rect.center)
while running == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
controls = False
gameintro = False
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_p:
game_pause()
elif event.key == pygame.K_LEFT:
angle_change = 5
elif event.key == pygame.K_RIGHT:
angle_change = -5
elif event.key == pygame.K_UP:
slowdown_up = False
slowdown_down = False
changeX=-x
changeY=y
speed_change = ((1/2)*speed_change**2 - (1/2)*speed_change+ 1)*0.2
moving_up = True
#start of my problem
elif event.key == pygame.K_DOWN:
slowdown_down = False
slowdown_up = False
changeX=x
changeY=-y
speed_change = ((1/2)*speed_change**2 - (1/2)*speed_change+ 1)*0.2
moving_down = True
elif event.key == pygame.K_SPACE:
change_1 =2
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
angle_change = 0
elif event.key == pygame.K_RIGHT:
angle_change = 0
elif event.key == pygame.K_UP:
moving_up = False
slowdown_up = True
elif event.key == pygame.K_DOWN:
moving_down = False
slowdown_down = True
elif event.key == pygame.K_SPACE:
slowingdown = 0
change_1 = 0
max_speed = 25
if event.type == pygame.MOUSEBUTTONDOWN:
if pygame.mouse.get_pressed()[0]:
ball_move_change=1
ball_move += ball_move_change
mouse_x,mouse_y=pygame.mouse.get_pos()
mouse_gradient=math.atan2((pos_y+740-mouse_y),(pos_x+360-mouse_x))
radians_pt = mouse_gradient+math.radians(-180)
print(radians_pt)
player_cannonball(radians_pt,ball_move,pos_x,pos_y)
slowingdown+=change_1
if moving_up == True:
max_speed-=slowingdown
elif moving_down == True:
max_speed-=slowingdown
if changeX or changeY:
pos_x+=changeX
pos_y+=changeY
if angle == -360 or angle == 360:
angle = 0
if angle_change:
angle +=angle_change
if speed_change:
speed+=speed_change
if speed > max_speed:
speed = max_speed
screen.blit(background,(0,0))
x,y=carRotationPos(angle)
x=round(x*speed)
y=round(y*speed)
if slowdown_up == True:
changeX = -x
changeY = y
speed =speed- 1
if speed <=0:
speed = 0
if slowdown_down == True:
changeX = x
changeY = -y
speed =speed- 1
if speed <=0:
speed = 0
if moving_up:
changeX = -x
changeY = y
if moving_down:
changeX = x
changeY = -y
#collision detection
if pos_x<-341:
death_move(pos_x,pos_y)
death()
## pos_x = -341
## pos_x+=2
if pos_y<-720:
death_move(pos_x,pos_y)
death()
## pos_y=-720
## pos_y+=2
if pos_y>43:
death_move(pos_x,pos_y)
death()
## pos_y = 43
## pos_y-=2
if pos_x>820:
death_move(pos_x,pos_y)
death()
## pos_x = 820
## pos_x-=2
#enemy collision detection
#grass collison
if not(-308<pos_x<782 and -686<pos_y<13):
if count>20:
count = 20
count +=1
max_speed = 25-count
if slowingdown>4-change_1:
slowingdown = 4-change_1
if slowingdown<0:
slowingdown = 0
elif -228<pos_x<718 and -625<pos_y<-50:
if count>20:
count = 20
count +=1
max_speed = 25-count
if slowingdown>4-change_1:
slowingdown = 4-change_1
if slowingdown<0:
slowingdown = 0
else:
count = 0
max_speed = 25
if slowingdown>25-change_1:
slowingdown = 25-change_1
if slowingdown<0:
slowingdown = 0
#enemy grass collision
## if not(-308<pos_x_e<782 and -686<pos_y_e<13):
## if count_e>20:
## count_e = 20
## count_e +=1
##
## max_speed_e = 25-count_e
## if slowingdown>4-change_1:
## slowingdown = 4-change_1
## if slowingdown<0:
## slowingdown = 0
## elif -228<pos_x_e<718 and -625<pos_y_e<-50:
## if count_e>20:
## count_e = 20
## count_e +=1
## max_speed_e = 25-count #max_speed_e
## if slowingdown>4-change_1:
## slowingdown = 4-change_1
## if slowingdown<0:
## slowingdown = 0
## else:
## count_e = 0
## max_speed_e = 25
## if slowingdown>25-change_1:
## slowingdown = 25-change_1
## if slowingdown<0:
## slowingdown = 0
#end of the collision detection
#enemy car code
if angle_e == 270:
angle_e = -90
if -260<=pos_x_e<730 and pos_y_e == -30:
pos_x_e+=10#((1/2)*speed_change**2 - (1/2)*speed_change+ 1)*0.2
elif -90<=angle_e<0:
angle_e += 5
elif angle_e==0 and -657<pos_y_e<=-30:
pos_y_e -= 10
elif 0<=angle_e <90 and pos_y_e == -660:
angle_e +=5
elif pos_y_e == -660 and -260<pos_x_e<=730:
pos_x_e -=10
elif pos_y_e == -660 and pos_x_e == -260 and 90<=angle_e<180:
angle_e +=5
elif -660<=pos_y_e<-40 and pos_x_e == -260 and angle_e == 180:
pos_y_e += 10
elif -40<=pos_y_e<-30 and 180<=angle_e<270:
pos_y_e +=10/18
angle_e +=5
if pos_y_e ==-29.99999999999997:
pos_y_e = round(pos_y_e)
#pos_x_t = random.randint(30,600)
#pos_y_t = random.randint(30,600)
#turret(pos_x_t,pos_y_t)
#if enemy team reaches the yellow line enemy team earns a turret
#the enemy can shoot
#you can get items if you reach the yellow line, the item could be a gun for removing enemy turrets
player_car(car_image,rect,angle,pos_x,pos_y)
player_turret(pos_x,pos_y,radians_pt)
enemy_car(enemy,rect,angle_e,pos_x_e,pos_y_e)
msg_to_screen('speed = '+str(round(speed*5,1))+'km/h',black, y_displace=-375, size = "small")
pygame.display.update()
clock.tick(FPS)
game_intro()
pygame.quit()