Actually the code is here: http://dpaste.com/86496/
The enemy i can make shoot like that, but the player actually creates a new bullet on the fly... I'll have to ponder about that.. thanks for advice though! On Oct 22, 10:00 pm, Paul <[EMAIL PROTECTED]> wrote: > I don't know what the current code looks like but you could do something > like this: > > class Bullet: > __init__(self): > self.shootable = True > > def set_shootable(self, dt): > self.shootable = True > > def shoot(self): > if not self.shootable: return > # shoot > self.shootable = False > pyglet.clock.schedule_once(bullet.set_shootable, 0.5) > > On Wed, Oct 22, 2008 at 6:17 PM, Drozzy <[EMAIL PROTECTED]> wrote: > > > I am reprogramming the sample shooter.py that was presented by pyglet > > developers. > >http://video.google.co.uk/videoplay?docid=-8788197863800411145 > > > On of the things I am stuck on is slowing down the firing of the > > bullets from the player ship. > > > What I need to do is: > > -record the last time the bullet was fired > > -next time fire (mouse is clicked) is requested, see if enough > > interval is passed > > -if not don't shoot else shoot > > > Is it ok to use the datetime object for this or does pyglet have some > > kind of support with the scheduler for this? > > > Thank you! --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
