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from pygame.locals import *
import random
import pygame
from pygame.constants import K_RIGHT

# Initialize the pygame
pygame.init


# create the screen
screen = pygame.display.set_mode((800, 600))

# background

background = pygame.image.load('bg.png')
# Title and Icon
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load('ufo.png')
pygame.display.set_icon(icon)

# Player

playerImg = pygame.image.load('player.png')
playerX = 370
playerY = 480
playerX_change = 0


def player(x, y):
    screen.blit(playerImg, (x, y))


# Enemy

enemyImg = pygame.image.load('alien.png')
enemyX = random.randint(0, 736)
enemyY = 50
enemyX_change = 1
enemyY_change = 40


def enemy(x, y):
    screen.blit(enemyImg, (x, y))


# Bullet

# ready - you can't see bullet
# fire - you can see bullet and it's moving
bulletImg = pygame.image.load('bullet.png')
bulletX = 0
bulletY = 480
bulletX_change = 1
bulletY_change = 10
bullet_state = "ready"


def fire_bullet(x, y):
    global bullet_state
    bullet_state = "fire"
    screen.blit(bulletImg, (x+16, y+10))


# Game Loop
running = True
while running:

    # Changing RGB of background
    screen.fill((0, 0, 0))
# Background image
    screen.blit(background, (0, 0))
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

# if keystroke is pressed check wheter its right or left
    if event.type == pygame.KEYDOWN:
        if event.key == pygame.K_SPACE:
            fire_bullet(playerX, bulletY)
        if event.key == pygame.K_LEFT:
            playerX_change = -3
        if event.key == pygame.K_RIGHT:
            playerX_change = 3
    if event.type == pygame.KEYUP:
        if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
            playerX_change = 0


# bounds
    playerX += playerX_change

    if playerX <= 0:
        playerX = 0
    elif playerX >= 736:
        playerX = 736
# enemy movement
    enemyX += enemyX_change

    if enemyX <= 0:
        enemyX_change = 1
        enemyY += enemyY_change
    elif enemyX >= 736:
        enemyX_change = -1
        enemyY += enemyY_change


# bullet movement
    if bullet_state is "fire":
        fire_bullet(playerX, bulletY)
        bulletY -= bulletY_change

    player(playerX, playerY)
    enemy(enemyX, enemyY)
    pygame.display.update()

I'm working on a tutorial project for begginers in PyGame. It is a copy of Space Inviders. When i'm pressing space nothing is happening, but when i press ctrl + shift + space it reacts as space, also after changing K_SPACE to K_LSHIFT or K_UP it is working but with other buttons it is not, I've tried changing "fire" and "ready" to True or False but it didn't fixed my problem

1 Answers1

0

It is a matter of Indentation. You have to evaluate the events in the event loop instead of the application loop:

#Game Loop
running = True
while running:

    # Changing RGB of background
    screen.fill((0, 0, 0))
    # Background image
    screen.blit(background, (0, 0))
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    # INDENTATION
    #-->|

        # if keystroke is pressed check wheter its right or left
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                fire_bullet(playerX, bulletY)
            if event.key == pygame.K_LEFT:
                playerX_change = -3
            if event.key == pygame.K_RIGHT:
                playerX_change = 3
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                playerX_change = 0
Rabbid76
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  • It worked but i'm wondering why before chaning indentattion it was working with specific buttons – NuClear1331 Jun 13 '21 at 17:20
  • Because the variabel `event` still has the value of the last after after the loop. However you don't evaluate all the events in the loop. – Rabbid76 Jun 13 '21 at 17:21