I am making a 2-player game which is supposed to look like:

In the game, the shooters(green and blue, controlled by players) can shoot bullets at each other.
If the bullet
1. collides with the wall(grey), it gets destroyed.
2. hits the shooter, it loses health(shooter).
The game is (supposed to be) turn-based and ends when a player reaches 0 health.
My Problem(s)
1. The barrel of my shooters is not updating/rotating.
2. Is there a better way to detect if a(ny) key is pressed.
* Shooter,Bullet,Wall are classes
My code
(comment if any function that would be useful in answering is not mentioned)
import math,random,pygame
def event_handle(event,turn):
if turn == 1:
c_s = p1
elif turn == 2:
c_s = p2
else:
return None
if event.type == pygame.KEYDOWN:
key = pygame.key.get_pressed()
# next_pos
if key[pygame.K_q]:
c_s.next_x -= 1
if key[pygame.K_e]:
c_s.next_x += 1
# angle
if key[pygame.K_w]:
c_s.angle += radians(1)
if key[pygame.K_s]:
c_s.angle -= radians(1)
# power (speed)
if key[pygame.K_d]:
c_s.speed += 0.1
if key[pygame.K_a]:
c_s.speed -= 0.1
def draw_all(bullist,shooters,wall,surface):
# draw shooters
for shooter in shooters:
shooter.move()
shooter.draw(surface)
# draw bullets
for bullet in bullist:
bullet.gravity()
bullet.move()
bullet.collides(shooters,wall,bullist)
bullet.out(surface,bullist)
bullet.draw(surface)
# wall
wall.update()
wall.draw(surface)
pygame.draw.aaline(surface,(255,255,255),(0,400),(640,400))
def angle(A,B,BC,theta):
C = [0,0]
alpha = math.atan2(A[1]-B[1] , A[0] -B[0] ) - theta
C[0] = int(round(B[0] + BC * math.cos(alpha),0))
C[1] = int(round(B[1] + BC * math.sin(alpha),0))
return C
class Shooter:
def __init__(self,pos,size,color,xmax,xmin):
self.pos = pos
self.size = size
self.rect = pygame.Rect(pos,size)
self.health = 100
self.color = color
self.angle = 0
self.speed = 0
self.max = xmax
self.min = xmin
self.next_x = pos[0]
self.color2 = []
for i in color:
i = i - 100
if i < 0:
i = 0
self.color2.append(i)
def draw(self,surface):
global C
pygame.draw.rect(surface,self.color,self.rect)
c = angle(self.rect.midleft,self.rect.center,
20,radians(self.angle))
if c != C and c != [95,392]:
print c
C = c
pygame.draw.line(surface,self.color2,self.rect.center,c,3)
## the other funcs or classes not needed
# globals
turn = 1
C = []
# pygame
(width, height) = (640, 480)
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption('Shooter')
clock = pygame.time.Clock()
# game actors
shooters = []
bullets = []
p1 = Shooter((400,400),(30,-15),(255,0,0),0,0)
p2 = Shooter((100,400),(30,-15),(0,255,0),0,0)
shooters.extend([p1, p2])
wall = Wall(100)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
pygame.quit()
break
else: event_handle(event,turn)
if not running:
break
screen.fill((0,0,0))
# Game draw logic + Game logic
draw_all(bullets,shooters,wall,screen)
pygame.display.flip()
clock.tick(40)
Your code actually works, but there are some problems. The barrels actually rotate, but only a very small amount on every key press.
Try and change your
event_handlefunction to this:Since you are not interessed in the event type at all at this point, I removed the
eventparameter and theif event.type == pygame.KEYDOWN:check. This way, you can keep your keys pressed instead of being forced to hit the keys multiple times to rotate the barrels.I also increased the value the barrels rotate from
radians(1)toradians(10). Otherwise, the change is too small to be visible (in a reasonable amount of time).Also, you have to adjust your main loop to
so
event_handleis called every iteration of the main loop.