There are several steps you have to go through to do this. You will need a picture of the bullet, a way to store the locations of the bullets, a way to create the bullets, a way to render the bullets, and a way to update the bullets. You appear to know how to import pictures already, so I'll skip that part.
There are several ways that you can store pieces of information. I will be using a list of the top left corner of the bullets. Create the list anywhere before the final loop with bullets = []
.
To create the bullets, you will want to use the location of the mouse. Add in bullets.append([event.pos[0]-32, 500])
after shot.play()
, indented the same amount.
To render the bullets, you will be adding a for loop into your game loop. After the line screen.blit(background, (0, 0))
, add the following code:
for bullet in bullets:
screen.blit(bulletpicture, pygame.Rect(bullet[0], bullet[1], 0, 0)
To update the bullets, you need to put something somewhere in your game loop that looks like this:
for b in range(len(bullets)):
bullets[b][0] -= 10
Finally, you need to remove the bullets when they reach the top of the screen. Add this after the for loop you just created (iterate over a slice copy, because lists shouldn't be modified during the iteration):
for bullet in bullets[:]:
if bullet[0] < 0:
bullets.remove(bullet)
After putting this all into your code, it should look something like this:
import sys, pygame, pygame.mixer
from pygame.locals import *
pygame.init()
size = width, height = 800, 600
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
bullets = []
background = pygame.image.load("bg.png").convert()
ship = pygame.image.load("ship.png").convert_alpha()
ship = pygame.transform.scale(ship, (64, 64))
bulletpicture = pygame.image.load("You know what to do").convert_alpha()
shot = pygame.mixer.Sound("shot.wav")
soundin = pygame.mixer.Sound("sound.wav")
soundin.play()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
shot.play()
bullets.append([event.pos[0]-32, 500])
clock.tick(60)
mx, my = pygame.mouse.get_pos()
for b in range(len(bullets)):
bullets[b][0] -= 10
# Iterate over a slice copy if you want to mutate a list.
for bullet in bullets[:]:
if bullet[0] < 0:
bullets.remove(bullet)
screen.blit(background, (0, 0))
for bullet in bullets:
screen.blit(bulletpicture, pygame.Rect(bullet[0], bullet[1], 0, 0))
screen.blit(ship, (mx-32, 500))
pygame.display.flip()
If both you and I have done everything correctly, this should give you functioning bullets. Please, don't hesitate to ask me any questions if you don't understand what is going on or if something doesn't work.
Note that images/pygame.Surfaces should be converted with the convert or convert_alpha
methods to improve the performance.