So, I'm working on a basic Pygame and one of the mechanics is having a bullet sprite follow the mouse and explode. But I'm having just two bugs.
BUG 1: Removing the bullets removes all bullets in bullet_list. I understand why this happens but I don't know how to correct it. Solved
BUG 2: Moving the mouse seems to override the detection of key presses. You cannot move or shoot bullets while moving the mouse.
Update
#Checking Keys
for event in pygame.event.get():
print("CAKE")
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
pPlayer.image = pDown
pPlayer.chy = 2
elif event.key == pygame.K_UP:
pPlayer.image = pUp
pPlayer.chy = -2
elif event.key == pygame.K_LEFT:
pPlayer.image = pLeft
pPlayer.chx = -2
elif event.key == pygame.K_RIGHT:
pPlayer.image = pRight
pPlayer.chx = 2
elif event.key == pygame.K_SPACE:
if pPlayer.canFire == True:
bullet = Bullet()
bullet.rect.x = int(player.x)
bullet.rect.y = int(player.y)
all_sprites_list.add(bullet)
bullet_list.add(bullet)
pPlayer.canFire = False
elif event.key == pygame.K_ESCAPE:
if gameState.togglePause == True:
if gameState.pause == True:
gameState.game = True
gameState.pause = False
elif gameState.pause == False:
gameState.game = False
gameState.pause = True
gameState.togglePause = False
elif event.type == pygame.KEYUP:
if event.key == pygame.K_DOWN or event.key == pygame.K_UP:
pPlayer.chy = 0
elif event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
pPlayer.chx = 0
elif event.key == pygame.K_SPACE:
pPlayer.canFire = True
elif event.key == pygame.K_ESCAPE:
gameState.togglePause = True
else:
pPlayer.chx = 0
pPlayer.chy = 0
New Bug! I'm unfamiliar with pygame.event.get() and I'm probably doing something wrong here but the examples provided by the pygame docs don't quite help. I can't tell if it has fixed the handling of multiple events because it doesn't seem to even register them. The code prints out "cake" rarely and very delayed and very seldom do any bullets fire when I hit space.