The states which are returned by
pygame.key.get_pressed()
are, set, as long a key is hold down. That is useful for the movement of a
player. The player keeps moving as long a key is hold down.
But it contradicts your intention, when you want to fire a bullet. If you want
to fire a bullet when a key is pressed, then can use the
KEYDOWNevent. The event
occurs only once when a key is pressed:
while run == True: clock.tick(27) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: if player1.left == True: ## handles the direction of the bullet facing = -1 else: facing = 1 if len(bullets) < 5: ## max amounts of bullets on screen bx, by = player1.x + player1.width //2 ,player1.y + player1.height//2 bullets.append(projectile(bx, by, 6, black, facing)) # [...]
If you want to implement some kind of rapid fire, then the things get more
tricky. If you would use the state of
pygame.key.get_pressed()then you
would spawn one bullet in every frame. That is far too fast. You have to
implement some timeout.
When a bullet is fired, the get the current time by
pygame.time.get_ticks(). Define
a number of milliseconds for the delay between to bullets. Add the dela to the
time and state the time in a variable (
next_bullet_threshold). Skip bullets,
as long the time is not exceeded:
next_bullet_threshold = 0run = Truewhile run == True: # [...] current_time = pygame.time.get_ticks() if keys[pygame.K_SPACE] and current_time > next_bullet_threshold: bullet_delay = 500 # 500 milliseconds (0.5 seconds) next_bullet_threshold = current_time + bullet_delay if player1.left == True: ## handles the direction of the bullet facing = -1 else: facing = 1 if len(bullets) < 5: bx, by = player1.x + player1.width //2 ,player1.y + player1.height//2 bullets.append(projectile(bx, by, 6, black, facing))
Minimal example:
[repl.it/@Rabbid76/PyGame-ShootBullet](https://repl.it/@Rabbid76/PyGame-ShootBullet#main.py)
import pygamepygame.init()window = pygame.display.set_mode((500, 200))clock = pygame.time.Clock()tank_surf = pygame.Surface((60, 40), pygame.SRCALPHA)pygame.draw.rect(tank_surf, (0, 96, 0), (0, 00, 50, 40))pygame.draw.rect(tank_surf, (0, 128, 0), (10, 10, 30, 20))pygame.draw.rect(tank_surf, (32, 32, 96), (20, 16, 40, 8))tank_rect = tank_surf.get_rect(midleft = (20, window.get_height() // 2))bullet_surf = pygame.Surface((10, 10), pygame.SRCALPHA)pygame.draw.circle(bullet_surf, (64, 64, 62), bullet_surf.get_rect().center, bullet_surf.get_width() // 2)bullet_list = []max_bullets = 4next_bullet_time = 0bullet_delta_time = 200 # millisecondsrun = Truewhile run: clock.tick(60) current_time = pygame.time.get_ticks() for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.KEYDOWN: if len(bullet_list) < max_bullets and current_time >= next_bullet_time: next_bullet_time = current_time + bullet_delta_time bullet_list.insert(0, tank_rect.midright) for i, bullet_pos in enumerate(bullet_list): bullet_list[i] = bullet_pos[0] + 5, bullet_pos[1] if bullet_surf.get_rect(center = bullet_pos).left > window.get_width(): del bullet_list[i:] break window.fill((224, 192, 160)) window.blit(tank_surf, tank_rect) for bullet_pos in bullet_list: window.blit(bullet_surf, bullet_surf.get_rect(center = bullet_pos)) pygame.display.flip()pygame.quit()exit()



