I recently worked a fire rate into my coding, however, I have to continuously press the fire button in order to shoot.
Is there a way to handle KEYDOWN events so that instead of firing one bullet when I press the fire button, bullets fire periodically so long as I'm holding down the fire button?
Working code is as follows;
import pygame
from constants import *
from player import Player
from Projectile import Projectile
from pygame.math import Vector2
pygame.init()
screen = pygame.display.set_mode([500, 500])
pygame.display.set_caption('Labyrinth')
# Spawn player
player = Player(50, 50)
all_sprites_list = pygame.sprite.Group()
all_sprites_list.add(player)
projectiles = pygame.sprite.Group()
clock = pygame.time.Clock()
previous_time = pygame.time.get_ticks()
speed = 12
done = False
# ----- Event Loop
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
vel = Vector2(-speed, 0)
elif event.key == pygame.K_RIGHT:
vel = Vector2(speed, 0)
elif event.key == pygame.K_UP:
vel = Vector2(0, -speed)
elif event.key == pygame.K_DOWN:
vel = Vector2(0, speed)
if event.key in (pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN):
current_time = pygame.time.get_ticks()
if current_time - previous_time > 500:
previous_time = current_time
projectiles.add(Projectile(player.rect.x, player.rect.y, vel))
# ----- Game Logic
all_sprites_list.update()
projectiles.update()
screen.fill(GREEN)
all_sprites_list.draw(screen)
projectiles.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
from constants import *
import pygame
import time
from datetime import datetime, timedelta
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([15, 15])
self.image.fill(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.fire_rate = 1
self.change_x = 0
self.change_y = 0
def changespeed(self, x, y):
self.change_x += x
self.change_y += y
def update(self):
self.rect.x += self.change_x
self.rect.y += self.change_y
import pygame
from constants import *
from pygame.math import Vector2
BULLET_IMG = pygame.Surface((4, 4))
BULLET_IMG.fill(RED)
class Projectile(pygame.sprite.Sprite):
def __init__(self, x, y, vel):
super().__init__()
self.image = BULLET_IMG
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.vel = Vector2(vel)
def update(self):
self.rect.move_ip(self.vel)
Any help would be greatly appreciated!
If you're not interested in the fact that a key is pressed, but rather that a key is held down, use pygame.key.get_pressed
to get the keyboard state.
One way to solve your issue is to create a dict
that maps each arrow key to a vector, and then simply iterate that dict
and check if the specific key is pressed, something like this:
keymap = {
pygame.K_LEFT: Vector2(-speed, 0),
pygame.K_RIGHT: Vector2(speed, 0),
pygame.K_UP: Vector2(0, -speed),
pygame.K_DOWN: Vector2(0, speed)
}
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
current_time = pygame.time.get_ticks()
pressed = pygame.key.get_pressed()
for key in keymap:
if pressed[key]:
if current_time - previous_time > 500:
previous_time = current_time
projectiles.add(Projectile(player.rect.x, player.rect.y, keymap[key]))
Some further notes:
You can add sprites to multiple groups, and it usually makes sense to add all sprites to a groups that holds all sprites to keep the main loop simple.
You already have a group called all_sprites_list
, so use it like this. Just add all new projectiles to that groups, also, and call update
/draw
only on that very group:
...
if current_time - previous_time > 500:
previous_time = current_time
Projectile(player.rect.x, player.rect.y, keymap[key], all_sprites_list, projectiles)
# ----- Game Logic
all_sprites_list.update()
screen.fill(GREEN)
all_sprites_list.draw(screen)
pygame.display.flip()
...
and in Projectile.py:
...
class Projectile(pygame.sprite.Sprite):
def __init__(self, x, y, vel, *groups):
super().__init__(groups)
...
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