Object To Shoot A Projectile
I'm trying to make my tanks shoot, and I did all the code I think I should have done but I don't know why the tanks aren't shooting anything. import pygame, assetloader from pygame
Solution 1:
I usually add bullets in this way: I pass the group that contains all sprites and the bullet group to the player instance and add new bullets to these group in the player's handle_event
method.
import pygame as pg
from pygame.math import Vector2
pg.init()
screen = pg.display.set_mode((640, 480))
screen_rect = screen.get_rect()
FONT = pg.font.Font(None, 24)
BG_COLOR = pg.Color('gray12')
BULLET_IMAGE = pg.Surface((20, 11), pg.SRCALPHA)
pg.draw.polygon(
BULLET_IMAGE, pg.Color('aquamarine1'), [(0, 0), (20, 5), (0, 11)])
PLAYER_IMAGE = pg.Surface((50, 30), pg.SRCALPHA)
pg.draw.polygon(
PLAYER_IMAGE, pg.Color('dodgerblue1'), [(0, 0), (50, 15), (0, 30)])
class Player(pg.sprite.Sprite):
def __init__(self, pos, all_sprites, bullet_group):
super().__init__()
self.image = PLAYER_IMAGE
self.orig_image = self.image # Needed to preserve image quality.
self.rect = self.image.get_rect(center=(pos))
self.pos = Vector2(pos)
self.vel = Vector2(1, 0)
self.angle = 0
self.angle_speed = 0
self.all_sprites = all_sprites
self.bullet_group = bullet_group
def handle_event(self, event):
if event.type == pg.MOUSEBUTTONDOWN:
# Left button fires a bullet from cannon center with
# current angle. Add the bullet to the bullet_group.
if event.button == 1:
bullet = Bullet(self.pos, self.angle)
self.bullet_group.add(bullet)
self.all_sprites.add(bullet)
elif event.type == pg.KEYDOWN:
# Rotate self by setting the .angle_speed.
if event.key in (pg.K_a, pg.K_LEFT):
self.angle_speed = -3
elif event.key in (pg.K_d, pg.K_RIGHT):
self.angle_speed = 3
elif event.type == pg.KEYUP:
if event.key in (pg.K_a, pg.K_LEFT):
self.angle_speed = 0
elif event.key in (pg.K_d, pg.K_RIGHT):
self.angle_speed = 0
def update(self):
self.pos += self.vel
self.rect.center = self.pos
if self.angle_speed != 0:
self.rotate()
def rotate(self):
# Update the angle and the velocity vector.
self.angle += self.angle_speed
self.vel.rotate_ip(self.angle_speed)
# Rotate the image and get a new rect with the previous center.
self.image = pg.transform.rotozoom(self.orig_image, -self.angle, 1)
self.rect = self.image.get_rect(center=self.rect.center)
class Bullet(pg.sprite.Sprite):
def __init__(self, pos, angle):
super().__init__()
self.image = pg.transform.rotate(BULLET_IMAGE, -angle)
self.rect = self.image.get_rect(center=pos)
# To apply an offset (40 pixels) to the start position,
# create another vector and rotate it as well.
offset = Vector2(40, 0).rotate(angle)
# Add the offset vector to the position vector (the center).
self.pos = Vector2(pos) + offset
# Rotate the start velocity vector (9, 0) by the angle.
self.vel = Vector2(9, 0).rotate(angle)
def update(self):
# Add the velocity to the pos to move the sprite.
self.pos += self.vel
self.rect.center = self.pos # Update the rect as well.
# Remove bullets outside of the screen area.
if not screen_rect.contains(self.rect):
self.kill()
def main():
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
# Bullets will be added to this group.
bullet_group = pg.sprite.Group()
# Pass the bullet group to the player.
player = Player((300, 200), all_sprites, bullet_group)
all_sprites.add(player)
playing = True
while playing:
for event in pg.event.get():
if event.type == pg.QUIT:
playing = False
# Pass events to the player instance.
player.handle_event(event)
all_sprites.update()
screen.fill(BG_COLOR)
all_sprites.draw(screen)
pg.display.update()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()
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