Why not shoot bullets from Spaceship?

Question:
Why not shoot bullets from Spaceship?

Replit link:
https://replit.com/@adampromax14/pro-Space-Shooter#main.py

import pygame
import os

WIDHT, HEIGHT = 900, 500
WIN = pygame.display.set_mode((WIDHT, HEIGHT))
pygame.display.set_caption("!Space Shooter!")

WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)

BORDAR = pygame.Rect(WIDHT // 2 - 5, 0, 10, HEIGHT)

FPS = 60
VEL = 5
BULLET_VEL = 7
MAX_BULLETS = 3

YELLOW_HIT = pygame.USEREVENT + 1
RED_HIT = pygame.USEREVENT + 2

SPACESHIP_WIDHT, SPACESHIP_HEIGHT = 55, 40

YELLOW_SPACESHIP_IMAGE = pygame.image.load(
    os.path.join("Assets", "spaceship_yellow.png")
)
YELLOW_SPACESHIP = pygame.transform.rotate(
    pygame.transform.scale(YELLOW_SPACESHIP_IMAGE, (SPACESHIP_WIDHT, SPACESHIP_HEIGHT)),
    90,
)
RED_SPACESHIP_IMAGE = pygame.image.load(os.path.join("Assets", "spaceship_red.png"))
RED_SPACESHIP = pygame.transform.rotate(
    pygame.transform.scale(RED_SPACESHIP_IMAGE, (SPACESHIP_WIDHT, SPACESHIP_HEIGHT)),
    270,
)


def draw_window(red, yellow, red_bullets, yellow_bullets):
    WIN.fill(WHITE)
    pygame.draw.rect(WIN, BLACK, BORDAR)
    WIN.blit(YELLOW_SPACESHIP, (yellow.x, yellow.y))
    WIN.blit(RED_SPACESHIP, (red.x, red.y))

    for bullet in red_bullets:
        pygame.draw.rect(WIN, RED, bullet)

    for bullet in yellow_bullets:
        pygame.draw.rect(WIN, YELLOW, bullet)

    pygame.display.update()


def yellow_handle_movement(keys_pressed, yellow):
    if keys_pressed[pygame.K_a] and yellow.x - VEL > 0:  # LEFT
        yellow.x -= VEL
    if keys_pressed[pygame.K_d] and yellow.x + VEL + yellow.width < BORDAR.x:  # RIGHT
        yellow.x += VEL
    if keys_pressed[pygame.K_w] and yellow.y - VEL > 0:  # UP
        yellow.y -= VEL
    if (
        keys_pressed[pygame.K_s] and yellow.y + VEL + yellow.height < HEIGHT - 15
    ):  # DOWN
        yellow.y += VEL


def red_handle_movement(keys_pressed, red):
    if keys_pressed[pygame.K_LEFT] and red.x - VEL > BORDAR.x + BORDAR.width:  # LEFT
        red.x -= VEL
    if keys_pressed[pygame.K_RIGHT] and red.x + VEL + red.width < WIDHT:  # RIGHT
        red.x += VEL
    if keys_pressed[pygame.K_UP] and red.y - VEL > 0:  # UP
        red.y -= VEL
    if keys_pressed[pygame.K_DOWN] and red.y + VEL + red.height < HEIGHT - 15:  # DOWN
        red.y += VEL


def handle_bullets(yellow_bullets, red_bullets, yellow, red):
    for bullet in yellow_bullets:
        bullet.x += BULLET_VEL
        if red.colliderect(bullet):
            pygame.event.post(pygame.event.Event(RED_HIT))
            yellow_bullets.remove(bullet)

    for bullet in red_bullets:
        bullet.x -= BULLET_VEL
        if yellow.colliderect(bullet):
            pygame.event.post(pygame.event.Event(YELLOW_HIT))
            red_bullets.remove(bullet)


def main():
    red = pygame.Rect(700, 250, SPACESHIP_WIDHT, SPACESHIP_HEIGHT)
    yellow = pygame.Rect(100, 250, SPACESHIP_WIDHT, SPACESHIP_HEIGHT)

    red_bullets = []
    yellow_bullets = []

    clock = pygame.time.Clock()
    run = True
    while run:
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LCTRL and len(yellow_bullets) > MAX_BULLETS:
                    bullet = pygame.Rect(
                        yellow.x + yellow.width,
                        yellow.y + yellow.height // 2 - 2,
                        10,
                        5,
                    )
                    yellow_bullets.append(bullet)
                if event.key == pygame.K_RCTRL and len(red_bullets) > MAX_BULLETS:
                    bullet = pygame.Rect(red.x + yellow.y, +red.height // 2 - 2, 10, 5)
                    red_bullets.append(bullet)

        keys_pressed = pygame.key.get_pressed()
        yellow_handle_movement(keys_pressed, yellow)
        red_handle_movement(keys_pressed, red)

        handle_bullets(yellow_bullets, red_bullets, yellow, red)

        draw_window(red, yellow, red_bullets, yellow_bullets)

    pygame.quit()


if __name__ == "__main__":
    main()

Can you please format the code so we can properly read it? Thanks

2 Likes

Here is everything formatted @whileTRUEpass

Not immediate to find. I forked and tried the obvious things (to me at least) and they were not the issue. I am not a PyGame expert so it might take a moment to understand. Will fork it again and see.

1 Like