Hi guys i’m making a game in python using pygame
. I have a piece of code that shoots lasers from a ship in a space themed game. Here is the code:
# Laser laserImg = pygame.image.load('assets/PNG/Lasers/laserBlue01.png') laserX = 0 laserY = 480 laserX_change = 0 laserY_change = 8 laser_state = "ready" def fire_laser(x,y): global laser_state laser_state = "fire" screen.blit(laserImg, (x+20,y+9)) screen.blit(laserImg, (x+70,y+9)) running = True while running: screen.fill((0, 0, 0)) screen.blit(background,(0,0)) for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.key == pygame.K_SPACE: if laser_state is "ready": laser_sound = mixer.Sound('assets/Bonus/sfx_laser1.ogg') laser_sound.play() laserX = playerX fire_laser(playerX, laserY) # Bullet movement if laserY <= 0: laserY = 475 laser_state = "ready" if laser_state is "fire": fire_laser(laserX, laserY) laserY -= laserY_change
Well this piece of code shoots two lasers from the ship,
like this.
But i don’t want that. I want to make if player presses space once shoot the left laser if player presses space again than shoot the right laser and when he presses space again it will shoot left laser again. I hope you did understand.
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Answer
You need separate positions and states for the left and the right laser
laserX = [0, 0] laserY = [480, 480] laser_state = ["ready", "ready"]
You will also need a variable that indicates which laser will fire next
next_laser = 0
Shoot the next laser when SPACE is pressed a nd change the next laser:
while running: # [...] for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: if laser_state[next_laser] is "ready": laser_sound = mixer.Sound('assets/Bonus/sfx_laser1.ogg') laser_sound.play() laserX[next_laser] = playerX laser_state[next_laser] = "fire" next_laser = (next_laser + 1) % 2
Move and draw both lasers dependent on its state
while running: # [...] for i in range(2): if laser_state[i] is "fire": laserY[i] -= laserY_change if laserY[i] <= 0: laserY[i] = 475 laser_state[i] = "ready" for i in range(2): if laser_state[i] is "fire": screen.blit(laserImg, (laserX[i] + 20 + i*50, laserY[i]+9))
Minimal example:
import pygame pygame.init() screen = pygame.display.set_mode((400, 400)) laserImg = pygame.Surface((3, 12)) laserImg.fill((255, 255, 255)) laserX_change = 0 laserY_change = 8 laserX = [0, 0] laserY = [330, 330] laser_state = ["ready", "ready"] next_laser = 0 playerX, playerY = 175, 330 clock = pygame.time.Clock() running = True while running: clock.tick(100) for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: if laser_state[next_laser] is "ready": laserX[next_laser] = playerX laser_state[next_laser] = "fire" next_laser = (next_laser + 1) % 2 keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: playerX -= 5 playerX = max(25, playerX) if keys[pygame.K_RIGHT]: playerX += 5 playerX = min(375, playerX) for i in range(2): if laser_state[i] is "fire": laserY[i] -= laserY_change if laserY[i] <= 0: laserY[i] = 330 laser_state[i] = "ready" screen.fill(0) for i in range(2): if laser_state[i] is "fire": screen.blit(laserImg, (laserX[i] + i*50, laserY[i]+9)) pygame.draw.rect(screen, (64, 127, 255), (playerX, playerY, 50, 50)) pygame.display.flip()