loop = False
        else:
            input_manager.update(event)

    if input_manager.x_pressed:
        # 1. Creat a new bullet
        bullet = PlayerBullet(player.x, player.y)
        bullet.image = pygame.image.load(
            "images/bullet/player/mb69bullet1.png")
        # 2. Add the newly created bullet into 'bullets' list
        #     bullets.append(bullet)
        add(bullet)

    # Bullets fly
    # Bullets draw

    update()

    for bullet in bullets:
        bullet.y -= 10
    for bullet in bullets:
        canvas.blit(bullet.image, (bullet.x - 48 / 2, bullet.y - 80 / 2))

    canvas.blit(background_image, (0, 0))

    render(canvas)

    pygame.display.flip()

    clock.tick(60)
Exemple #2
0
SIZE = (800, 600)
canvas = pygame.display.set_mode(SIZE)
pygame.display.set_caption('Jet zero')

# 3. Clock
clock = pygame.time.Clock()

loop = True

input_manager = InputManager()

while loop:
    # 1. Event processing
    events = pygame.event.get()
    for event in events:
        if event.type == pygame.QUIT:
            loop = False
        else:
            input_manager.update(event)

    game_object.update()

    # 2. Draw
    canvas.fill(BG)

    game_object.render(canvas)

    # 3. Flip
    pygame.display.flip()
    clock.tick(60)