import pygame import bullets from bullets import Bullet import time import sys windowX = 600 windowY = 600 bullets_on_screen = [] class Player: def __init__(self,x,y,vel,height,width,health): self.x = x self.y = y self.vel = vel self.height = height self.width = width self.health = health def update(self,window,start_color,bul_image): keys = pygame.key.get_pressed() if keys[pygame.K_LEFT] and self.x > 5 : self.x -= self.vel if keys[pygame.K_RIGHT] and self.x < windowX- self.width - 5 : self.x += self.vel if keys[pygame.K_UP] and self.y + self.height > self.height + 5 : self.y -= self.vel if keys[pygame.K_DOWN] and self.y + self.height < windowY-15 : self.y += self.vel def draw(self,window,color,player_image): self.rect = pygame.draw.rect(window,color,(self.x,self.y,self.width,self.height)) window.blit(player_image,(self.x, self.y)) def shoot(self,window,start_color,bul_image): keys = pygame.key.get_pressed() if keys[pygame.K_z]: new_bullet = Bullet(self.x + self.width/2, self.y + 10) bullets_on_screen.append(new_bullet) if int(len(bullets_on_screen)) > 0: for bullet in bullets_on_screen: bullet.draw(window,start_color,bul_image) bullet.move() if bullet.bullet_y <= -20: bullets_on_screen.remove(bullet) print('Bullets: ' + str(len(bullets_on_screen))) def debug(self): keys = pygame.key.get_pressed() if keys[pygame.K_d]: self.x = 300 self.y = 300 # def check__health(self): ################################# Work with that # if self.health <= 0: # mainmenu.deathscreen()