I am trying to make a space invaders game using turtle, and in order to move the bullet up the screen I am trying to update the y coordinate of the bullet every 0.5 seconds. I tried to do this with a while loop and the time.sleep() function, but everytime I try to fire a bullet, the program crashes. Is there any way I can stop it from doing this? Or why is it not working? Is there an equally effective method that will not crash my program?
import turtle
import time
userx = 0
x = 0
y = -300
enemies = [(300,50, "left"), (400,50, "left"), (350, -50, "right")]
bullets = []
gameover = False
def frame():
pass
ship = turtle.Turtle()
ship.pu()
ship.ht()
ship.setpos(userx, -300)
ship.pd()
ship.circle(5)
bullet = turtle.Turtle()
bullet.pu()
bullet.ht()
bullet.setpos(x, y)
bullet.pd()
bullet.circle(2)
def key_left():
global userx
pass
userx += -10
print(userx)
def key_right():
global userx
pass
userx += 10
print(userx)
def key_space():
pass # your code here
global x
global y
global bullets
x = userx
while y <= 300:
time.sleep(0.5)
y += 4
else: y = 0
bullets += (x,y)
def physics():
global bullets
global enemies
pass
def ai():
global enemies
global gameover
pass
def reset():
global enemies
global bullets
global userx
global gameover
pass
def main():
turtle.tracer(0,0)
turtle.hideturtle()
turtle.onkey(key_left, "Left")
turtle.onkey(key_right, "Right")
turtle.onkey(key_space, "space")
turtle.listen()
reset()
while not gameover:
turtle.clear()
physics()
ai()
frame()
turtle.update()
time.sleep(0.05)
main()
I would:
def key_space():
# simply spawn a new bullet and put it into your bullets list
def advance_bullet(): # call this after paintnig all bullets in frame
# iterate over all bullets inside bullets, advance the Y position by 3
def frame():
# add code to paint all bullets inside bullets - and call advance_bullets()
In the code that checks for collision with enemies:
# remove a bullet from bullets when its outside your screen (or passed all enemies max y coord) - no need to track that bullet anymore
if you ned to advance the bullets slower then your main loops intervall, make a "framespassed" counter and see if framespassed % something == 0
and only then advance your bullets.
Adapted to what you already have
You need to change these parts:
def frame():
global bullets
pass
ship = turtle.Turtle()
ship.pu()
ship.ht()
ship.setpos(userx, -300)
ship.pd()
ship.circle(5)
# debugging all bullets:
# print(bullets) # remove this
for idx in range(0,len(bullets)): # paint ALL bullets in the bullets list
bulletTurtle = turtle.Turtle()
b = bullets[idx] # current bullet we are painting
bulletTurtle.pu()
bulletTurtle.ht()
bulletTurtle.setpos(b[0], b[1])
bulletTurtle.pd()
bulletTurtle.circle(2)
b[1] += 13 # quick and dirty approach, move bulltet after painting
# to save another complete bullets-foreach-loop
# quick n dirty bullet removal for out of screen bullets
# normally I would do this probably in your "check if enemy hit"
# method as you are going over bullets there as well and can remove
# them as soon as they passed all enemies
bullets = [x for x in bullets if x[1] < 500]
def key_space():
global x
global y
global bullets
bullets.append([userx,-300]) # start a new bullet at current player position
Edit:
You might want to take a look at turtle.shape, turtle.size and turtle.stamp - by using a "circle" shape and a size that fits, you might be able to "stamp" this shape down. Advantage: you can simply delete the stamped shape - by its integer-id. I haven*t worked with turtle ever - consider yourself if that would be a way to easily redraw your players position and/or bullets
It is not ideal but it starts working.
In key_space
you only add new bullet to list.
In while not gameover
you run function which will move all bullets.
In frame
you draw all bullets.
import turtle
import time
userx = 0
x = 0
y = -300
enemies = [(300,50, "left"), (400,50, "left"), (350, -50, "right")]
bullets = []
gameover = False
def frame():
pass
ship = turtle.Turtle()
ship.pu()
ship.ht()
ship.setpos(userx, -300)
ship.pd()
ship.circle(5)
# redraw bullets
for x, y in bullets:
bullet = turtle.Turtle()
bullet.pu()
bullet.ht()
bullet.setpos(x, y)
bullet.pd()
bullet.circle(2)
def key_left():
global userx
pass
userx += -10
print(userx)
def key_right():
global userx
pass
userx += 10
print(userx)
def key_space():
pass # your code here
global x
global y
global bullets
x = userx
# add bullet to list
bullets.append([x, -300])
def move_bullets():
global bullets
live_bullets = []
# move every bullet and check if should still live
for x, y in bullets:
y += 4
# keep only some bullets and other forget (kill/remove)
if y <= 300:
live_bullets.append([x, y])
bullets = live_bullets
def physics():
global bullets
global enemies
pass
def ai():
global enemies
global gameover
pass
def reset():
global enemies
global bullets
global userx
global gameover
pass
def main():
turtle.tracer(0,0)
turtle.hideturtle()
turtle.onkey(key_left, "Left")
turtle.onkey(key_right, "Right")
turtle.onkey(key_space, "space")
turtle.listen()
reset()
while not gameover:
turtle.clear()
physics()
ai()
move_bullets() # <-- move bullets (or maybe before physics)
frame()
turtle.update()
time.sleep(0.05)
main()
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