move_player[0] = False if event.key == pg.K_a: move_player[1] = False if event.key == pg.K_s: move_player[2] = False if event.key == pg.K_d: move_player[3] = False # calculating player.add_speed(20, move_player) player.make_turn() # Goes after all changes in speed collide_with_boundaries( player) # Goes after all moves/turns that can collide for bullet in bullets: bullet.make_turn() satellite_pos = pl_satellite.make_turn(player.center) cool_down_tracker = shoot(cool_down_tracker) screen.fill(GREEN) # rendering for bullet in bullets: pg.draw.rect(screen, RED, bullet.rect) pg.draw.circle(screen, RED, satellite_pos, 8) # pg.draw.rect(screen, RED, player.rect) screen.blit(dude, [player.pos_x, player.pos_y]) # updating clock.tick(30)