I\'m making a game similar to Space Invaders. Is there a way to check for an event like shooting less frequently? Right now, if you press space bar fast enough the top shot
You could use counter to count loops in main loop since last shot - if it is bigger than (for example) 10 than you clear counter and shoot - in more complicated game you could use pygame.time.get_ticks() to count time in milliseconds since last shot
Another method is to fire shot only if you have less than 2 shot on screen.
EDIT:
Your code would look like this - simple example. Use keys: LEFT, RIGHT, SPACE, P (for pause).
There is still much to do. For example better collision detect - pygame.sprite.collide_rect()
(I attached my bitmaps at the end)
#-----!!!!SPACE INVADERS!!!!-----
import pygame
from pygame.locals import *
#----------------------------------------------------------------------
class Ship():
def __init__(self, screen_rect):
#self.image = pygame.image.load("spaceship.png")
self.image = pygame.image.load("ball1.png")
self.image = pygame.transform.scale(self.image, (100,50))
self.rect = self.image.get_rect()
# put ship bottom, center x
self.rect.bottom = screen_rect.bottom
self.rect.centerx = screen_rect.centerx
self.move_x = 0
self.shots = []
self.shots_count = 0
self.max_shots = 2
#--------------------
def event_handler(self, event):
#print "debug: Ship.event_handler"
if event.type == KEYDOWN:
if event.key == K_LEFT:
self.move_x = -5
elif event.key == K_RIGHT:
self.move_x = 5
elif event.key == K_SPACE:
if len(self.shots) < self.max_shots:
self.shots.append(Bullet(self.rect.centerx, self.rect.top))
if event.type == KEYUP:
if event.key in (K_LEFT, K_RIGHT):
self.move_x = 0
def update(self):
#print "debug: Ship.update: move_x", self.move_x
self.rect.x += self.move_x
for s in self.shots:
s.update()
for i in range(len(self.shots)-1, -1, -1):
print "debug: Ship.update: testing bullet ", i
if not self.shots[i].is_alive:
print "debug: Ship.update: removing bullet ", i
del self.shots[i]
#--------------------
def draw(self, screen):
#print "debug: Ship.draw"
screen.blit(self.image, self.rect.topleft)
for s in self.shots:
s.draw(screen)
def bullet_detect_collison(self, enemy_list):
for s in self.shots:
for e in enemy_list:
if pygame.sprite.collide_circle(s, e):
s.is_alive = False
e.is_alive = False
#----------------------------------------------------------------------
class Bullet():
def __init__(self, x, y):
#self.image = pygame.image.load("SingleBullet.png")
self.image = pygame.image.load("ball2.png")
self.image = pygame.transform.scale(self.image, (25,25))
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.centery = y
self.is_alive = True
#--------------------
def update(self):
self.rect.y -= 15
if self.rect.y < 0:
self.is_alive = False
#--------------------
def draw(self, screen):
screen.blit(self.image, self.rect.topleft)
#----------------------------------------------------------------------
class Enemy():
def __init__(self, x, y):
self.image = pygame.image.load("ball3.png")
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.centery = y
self.is_alive = True
#--------------------
def update(self):
self.rect.y += 1
#~ if self.rect.y < 0:
#~ self.is_alive = False
#--------------------
def draw(self, screen):
screen.blit(self.image, self.rect.topleft)
#----------------------------------------------------------------------
class Game():
def __init__(self):
pygame.init()
w, h = 800, 800
self.screen = pygame.display.set_mode((w,h))
pygame.mouse.set_visible(False)
self.ship = Ship(self.screen.get_rect())
self.enemies = []
for i in range(100, 800, 100):
self.enemies.append(Enemy(i, 100))
font = pygame.font.SysFont("", 72)
self.text_paused = font.render("PAUSED", True, (255, 0, 0))
self.text_paused_rect = self.text_paused.get_rect(center=self.screen.get_rect().center)
#-----MAIN GAME LOOP-----
def run(self):
clock = pygame.time.Clock()
RUNNING = True
PAUSED = False
while RUNNING:
clock.tick(30)
#--- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
RUNNING = False
if event.key == K_p:
PAUSED = not PAUSED
if not PAUSED:
self.ship.event_handler(event)
#--- changes ---
if not PAUSED:
self.ship.update()
for e in self.enemies:
e.update()
self.ship.bullet_detect_collison(self.enemies)
for i in range(len(self.enemies)-1, -1, -1):
print "debug: Ship.update: testing bullet ", i
if not self.enemies[i].is_alive:
print "debug: Ship.update: removing bullet ", i
del self.enemies[i]
#--- draws ---
self.screen.fill((0,0,0))
self.ship.draw(self.screen)
for e in self.enemies:
e.draw(self.screen)
if PAUSED:
self.screen.blit(self.text_paused, self.text_paused_rect)
pygame.display.update()
#--- quit ---
pygame.quit()
#---------------------------------------------------------------------
Game().run()
ball1.png
ball2.png
ball3.png

Screenshot
