I'm making a game and an opponent is supposed to shoot bullets at the player.
I want the bullets to go in the direction of where the player is when the bullet shoots (the player may move but the bullet goes in a constant direction.)
But the bullet just flickers on the opponent.
I use pygame's Vector2 to control the movement of the bullets.
Here's a bullet-spell example:
bulletspell = Spell(
pygame.image.load("Sprites/lightblue-glowey.png"),
((0, pygame.Vector2(-0.5, 1) * 4), #these vectors show the bullet shooting pattern
(0, pygame.Vector2(0, 1) * 4),
(0, pygame.Vector2(0.5, 1) * 4)),
10, 8, 340
)
The vector I tried was (player.image.get_rect(topleft=(player.rect.x, player.rect.y)).x, 1)
I'm not looking for the whole code to be revised, I've had too many revisions and the code I have works, I just need help figuring out the vector.
Here's the code (just for reference):
import pygame
class Player(pygame.sprite.Sprite):
sprite = pygame.image.load("Sprites/player.png")
def __init__(self, *groups):
super().__init__(*groups)
self.image = Player.sprite
self.rect = self.image.get_rect(topleft=(445, 550))
self.pos = pygame.Vector2(self.rect.topleft)
def update(self):
key = pygame.key.get_pressed()
dist = 3
if key[pygame.K_DOWN]:
self.rect.y += dist
elif key[pygame.K_UP]:
self.rect.y -= dist
if key[pygame.K_RIGHT]:
self.rect.x += dist
elif key[pygame.K_LEFT]:
self.rect.x -= dist
class Spell:
def __init__(self, bullet, pattern, speed, loop, tick_delay):
self.bullet = bullet
self.pattern = pattern
self.speed = speed
self.loop = loop
self.tick_delay = tick_delay
class Opponent(pygame.sprite.Sprite):
def __init__(self, sprite, sequence, *groups):
super().__init__(*groups)
self.image = sprite
self.rect = self.image.get_rect(topleft=(425, 30))
self.start_time = pygame.time.get_ticks()
self.sequence = sequence
self.spellno = 0
self.currentspell = sequence[self.spellno]
def update(self):
time_gone = pygame.time.get_ticks() - self.start_time
if self.currentspell is not None and time_gone > self.currentspell.tick_delay:
self.start_time = pygame.time.get_ticks()
for bullet in self.currentspell.pattern:
if bullet[0] <= time_gone:
Bullet(self.rect.center, bullet[1], self.currentspell.bullet, sprites, bullets)
self.currentspell.loop -= 1
if self.currentspell.loop <= 0:
self.spellno += 1
if self.spellno >= len(self.sequence):
self.currentspell = None
else:
self.currentspell = self.sequence[self.spellno]
class Bullet(pygame.sprite.Sprite):
def __init__(self, pos, direction, image, *groups):
super().__init__(*groups)
self.image = image
self.rect = self.image.get_rect(topleft=pos)
self.direction = direction
self.pos = pygame.Vector2(self.rect.topleft)
def update(self):
self.pos += self.direction
self.rect.topleft = (self.pos.x, self.pos.y)
if not screen.get_rect().colliderect(self.rect):
self.kill()
sprites = pygame.sprite.Group()
bullets = pygame.sprite.Group()
opponentgroup = pygame.sprite.Group()
img3 = pygame.image.load("Sprites/minty.png")
player = Player(sprites)
#I tried:
mi3 = Spell(
pygame.image.load("Sprites/purple-glowey.png"),
((0, pygame.Vector2(player.image.get_rect(topleft=(player.rect.x, player.rect.y)).x, 1) * 4),
), 4, 8, 340)
minty_spells = [mi1, mi3]
Minty = Opponent(img3, minty_spells, opponentgroup)
sprites.add(Minty)
pygame.init()
SCREENWIDTH = 1000
SCREENHEIGHT = 650
screen = pygame.display.set_mode([SCREENWIDTH, SCREENHEIGHT])
screen.fill((255, 123, 67))
pygame.draw.rect(screen, (0, 255, 188), (50, 50, 900, 575), 0)
background = screen.copy()
clock = pygame.time.Clock()
#main loop goes here
Any help would be appreciated
Thanks :)
At the moment a bullet is instantiated its direction needs to be:
(Player.pos - Opponent.pos).normalise()
This will give you a unit vector (a vector of length 1) pointing from Opponent to Player at the moment the bullet is fired. You'll need to add this to the bullet's position at each update.
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