Hey could you add a zip of the pictures, i would be greatful
On Jan 12, 2012, at 1:10 PM, Henrique Nakashima wrote:

> Inside the while 1 loop, add a call to clock.tick(60). This will prevent the 
> loop from running more than once every 1/60 second.
> 
> On Thu, Jan 12, 2012 at 15:35, ANKUR AGGARWAL <coolankur2...@gmail.com> wrote:
> In the last code provided I messed up the Bullet Class Code. Apologies for 
> that. Below is my code :
> 
> import pygame
> from pygame.locals import *
> import random
> import time
> 
> pygame.init()
> screen=pygame.display.set_mode((640,480),0,24)
> pygame.display.set_caption("Hit The Stone")
> background=pygame.Surface(screen.get_size())
> background=background.convert()
> screen.blit(background,(0,0))
> 
> class Plane(pygame.sprite.Sprite):
>     def __init__(self):
>         pygame.sprite.Sprite.__init__(self)
>         self.image=pygame.image.load('plane.gif').convert()
>         self.rect=self.image.get_rect()
>         self.rect.centerx=random.randint(0,screen.get_width())
>         self.distancefromcenter=30
>         self.rect.centery=screen.get_height()-self.distancefromcenter
>         self.dx=2
>         self.dy=2
> 
>     def update(self):
>         self.pressed=pygame.key.get_pressed()
>         if self.pressed[K_DOWN]:
>             self.rect.centery+=self.dy
>         elif self.pressed[K_UP]:
>             self.rect.centery-=self.dy
>         elif self.pressed[K_LEFT]:
>             self.rect.centerx-=self.dx
>         elif self.pressed[K_RIGHT]:
>             self.rect.centerx+=self.dx
>             
> 
>         if self.rect.bottom>=screen.get_height():
>             self.rect.bottom=screen.get_height()
>         elif self.rect.top<=0:
>             self.rect.top=0
> 
>         if self.rect.centerx>=screen.get_width()-self.distancefromcenter:
>             self.rect.centerx=screen.get_width()-self.distancefromcenter
>         elif self.rect.centerx<=self.distancefromcenter:
>             self.rect.centerx=self.distancefromcenter
> 
>              
> 
> 
> class Bullet(pygame.sprite.Sprite):
>     def __init__(self,posx,posy,image):
>         pygame.sprite.Sprite.__init__(self)
>         self.image=image
>         self.rect=self.image.get_rect()
>         self.rect.center=(posx,posy-30)
>         self.dy=5
>         
> 
> 
>     def update(self):
>         self.rect.centery-=self.dy
>         self.rect.center=(self.rect.centerx,self.rect.centery)
>         if self.rect.top<=0:
>             self.kill()
> class Blank(pygame.sprite.Sprite):
>     def __init__(self,posx,posy):
>         pygame.sprite.Sprite.__init__(self)
>         self.image=pygame.Surface((10,20))
>         self.image.fill((0,0,0))
>         self.rect=self.image.get_rect()
>         self.rect.center=(posx,posy-30)
>         self.dy=5
>         
> 
>     def update(self):
>         self.rect.centery-=self.dy
>         self.rect.center=(self.rect.centerx,self.rect.centery)
>         if self.rect.top<=0:
>             self.kill()
>         
> 
> def main():
>     image=pygame.image.load('geometrybullet.png').convert()
>     plane=Plane()
>     allSprites=pygame.sprite.Group(plane)
>     clock=pygame.time.Clock()
> 
>     while 1:
>         pressed=pygame.key.get_pressed()
>         for i in pygame.event.get():
>             if i.type==QUIT or pressed[K_q]:
>                 exit()
>         if  pressed[K_SPACE]:
>                 bullet=Bullet(plane.rect.centerx,plane.rect.centery,image)
>                 bullet.shootCount=0
>                 allSprites.add(bullet)
>                 
> 
>         allSprites.clear(screen,background)
>         allSprites.update()
>         allSprites.draw(screen)
>         pygame.display.flip()
> 
> 
> if __name__=='__main__':
>     main()
>         
>         
> 
> On Thu, Jan 12, 2012 at 11:01 PM, ANKUR AGGARWAL <coolankur2...@gmail.com> 
> wrote:
> import pygame
> from pygame.locals import *
> import random
> 
> pygame.init()
> screen=pygame.display.set_mode((640,480),0,24)
> pygame.display.set_caption("Hit The Stone")
> background=pygame.Surface(screen.get_size())
> background=background.convert()
> screen.blit(background,(0,0))
> 
> class Plane(pygame.sprite.Sprite):
>     def __init__(self):
>         pygame.sprite.Sprite.__init__(self)
>         self.image=pygame.image.load('plane.gif').convert()
>         self.rect=self.image.get_rect()
>         self.rect.centerx=random.randint(0,screen.get_width())
>         self.distancefromcenter=30
>         self.rect.centery=screen.get_height()-self.distancefromcenter
>         self.dx=2
>         self.dy=2
> 
>     def update(self):
>         self.pressed=pygame.key.get_pressed()
>         if self.pressed[K_DOWN]:
>             self.rect.centery+=self.dy
>         elif self.pressed[K_UP]:
>             self.rect.centery-=self.dy
>         elif self.pressed[K_LEFT]:
>             self.rect.centerx-=self.dx
>         elif self.pressed[K_RIGHT]:
>             self.rect.centerx+=self.dx
>             
> 
>         if self.rect.bottom>=screen.get_height():
>             self.rect.bottom=screen.get_height()
>         elif self.rect.top<=0:
>             self.rect.top=0
> 
>         if self.rect.centerx>=screen.get_width()-self.distancefromcenter:
>             self.rect.centerx=screen.get_width()-self.distancefromcenter
>         elif self.rect.centerx<=self.distancefromcenter:
>             self.rect.centerx=self.distancefromcenter
> 
>              
> 
> 
> class Bullet(pygame.sprite.Sprite):
>     def __init__(self,posx,posy,image):
>         pygame.sprite.Sprite.__init__(self)
>         if self.shootCount>10:                 
>             self.image=image
>             self.rect=self.image.get_rect()
>             self.rect.center=(posx,posy-30)
>             self.dy=5
>         else:
>             self.shootCount+=1
> 
> 
>     def update(self):
>         self.rect.centery-=self.dy
>         self.rect.center=(self.rect.centerx,self.rect.centery)
>         if self.rect.top<=0:
>             self.kill()
> 
> 
> def main():
>     image=pygame.image.load('geometrybullet.png').convert()
>     plane=Plane()
>     allSprites=pygame.sprite.Group(plane)
>     clock=pygame.time.Clock()
> 
>     while 1:
>         pressed=pygame.key.get_pressed()
>         for i in pygame.event.get():
>             if i.type==QUIT or pressed[K_q]:
>                 exit()
>         if  pressed[K_SPACE]:
>                 bullet=Bullet(plane.rect.centerx,plane.rect.centery,image)
>                 bullet.shootCount=0
>                 allSprites.add(bullet)
>                 
> 
>         allSprites.clear(screen,background)
>         allSprites.update()
>         allSprites.draw(screen)
>         pygame.display.flip()
> 
> 
> if __name__=='__main__':
>     main()
>         
> 
> I was trying to make shooting game. whenever I press the space key bullet 
> object is called (bold code) . I want delay between iterations to produce the 
> gap between the bullets.Tried the time.wait() but its working. Any Ideas??
> 
> Thanks In Advance
> 
> Regards
> Ankur Aggarwal
>         
> 
> 

Reply via email to