I am creating a game in python using pygame where two spaceships (red & yellow) shoot projectiles at each other. When it came to writing the code which fired the projectiles for red, I binded the shoot key to the letter "u" on my keyboard. However, when I press "u", the projectile doesn't fire.
Later on in debugging, I noticed that you have to be holding down the "l" key (which makes red move to the right) and the spaceship has to have a velocity to the right for the bullet to fire.
I also downloaded some files for the spaceship images and background, which can be found here (after clicking link, click "Code", then "Download ZIP", then move it to your python files): https://github.com/techwithtim/PygameForBeginners
Code:
import pygame
import os
WIDTH, HEIGHT = 900, 500
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Spaceship Game")
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
FPS = 60
VEL = 5
BULLET_VEL = 7
MAX_BULLETS = 3
BORDER = pygame.Rect(WIDTH//2 - 5, 0, 10, HEIGHT)
SPACESHIP_WIDTH, SPACESHIP_HEIGHT = 55, 40
YELLOW_HIT = pygame.USEREVENT + 1
RED_HIT = pygame.USEREVENT + 2
YELLOW_SPACESHIP_IMAGE = pygame.image.load(
os.path.join("Assets", "spaceship_yellow.png"))
YELLOW_SPACESHIP = pygame.transform.rotate(
pygame.transform.scale(YELLOW_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 90)
RED_SPACESHIP_IMAGE = pygame.image.load(
os.path.join("Assets", "spaceship_red.png"))
RED_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(RED_SPACESHIP_IMAGE, (55, 40)), 270)
SPACE = pygame.transform.scale(pygame.image.load(
os.path.join("Assets", "space.png")), (WIDTH, HEIGHT))
def draw_window(red, yellow, red_bullets, yellow_bullets):
WIN.blit(SPACE, (0, 0))
pygame.draw.rect(WIN, BLACK, BORDER)
WIN.blit(YELLOW_SPACESHIP, (yellow.x, yellow.y))
WIN.blit(RED_SPACESHIP, (red.x, red.y))
for bullet in red_bullets:
pygame.draw.rect(WIN, RED, bullet)
for bullet in yellow_bullets:
pygame.draw.rect(WIN, YELLOW, bullet)
pygame.display.update()
def yellow_handle_movement(keys_pressed, yellow):
if keys_pressed[pygame.K_w] and yellow.y - VEL > 0: # UP KEY YELLOW
yellow.y -= VEL
if keys_pressed[pygame.K_a] and yellow.x - VEL > 0: # LEFT KEY YELLOW
yellow.x -= VEL
if keys_pressed[pygame.K_s] and yellow.y + VEL + yellow.height < HEIGHT - 15: # DOWN KEY YELLOW
yellow.y += VEL
if keys_pressed[pygame.K_d] and yellow.x + VEL + yellow.width < BORDER.x: # RIGHT KEY YELLOW
yellow.x += VEL
def red_handle_movement(keys_pressed, red):
if keys_pressed[pygame.K_i] and red.y - VEL > 0: # UP KEY RED
red.y -= VEL
if keys_pressed[pygame.K_j] and red.x - VEL > BORDER.x + BORDER.width: # LEFT KEY RED
red.x -= VEL
if keys_pressed[pygame.K_k] and red.y + VEL + red.height < HEIGHT - 15: # DOWN KEY RED
red.y += VEL
if keys_pressed[pygame.K_l] and red.x + VEL + red.width < WIDTH: # RIGHT KEY RED
red.x += VEL
def handle_bullets(yellow_bullets, red_bullets, yellow, red):
for bullet in yellow_bullets:
bullet.x += BULLET_VEL
if yellow.colliderect(bullet):
pygame.event.post(pygame.event.Event(RED_HIT))
yellow_bullets.remove(bullet)
elif bullet.x > WIDTH:
yellow_bullets.remove(bullet)
for bullet in red_bullets:
bullet.x -= BULLET_VEL
if red.colliderect(bullet):
pygame.event.post(pygame.event.Event(YELLOW_HIT))
red_bullets.remove(bullet)
elif bullet.x < 0:
red_bullets.remove(bullet)
def main(): # Main Game Loop
red = pygame.Rect(700, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)
yellow = pygame.Rect(100, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)
red_bullets = []
yellow_bullets = []
clock = pygame.time.Clock()
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q and len(yellow_bullets) < MAX_BULLETS:
bullet = pygame.Rect(yellow.x + yellow.width, yellow.y + yellow.height//2 - 2, 10, 5)
yellow_bullets.append(bullet)
if event.key == pygame.K_u and len(red_bullets) < MAX_BULLETS:
bullet = pygame.Rect(red.x, red.y + red.height//2 - 2, 10, 5)
red_bullets.append(bullet)
keys_pressed = pygame.key.get_pressed()
yellow_handle_movement(keys_pressed, yellow)
red_handle_movement(keys_pressed, red)
handle_bullets(yellow_bullets, red_bullets, yellow, red)
draw_window(red, yellow, red_bullets, yellow_bullets)
if __name__ == "__main__": # Makes sure that the code won't run if imported
main()
You can run the code and see the problem for yourself, as I explain things very badly.