Thanks I did it as you recommended.

For anyone interested code is here:
http://dpaste.com/hold/86501/

On Oct 23, 10:03 pm, Paul <[EMAIL PROTECTED]> wrote:
> I still haven't looked at the code but let me try to express the general
> idea in another way.
>
> Make a boolean variable for the player called is_shootable.
>
> Normally is_shootable is True.
>
> When the player presses the fire button, the program checks whether
> is_shootable is True. If so, it shoots. If not, it does nothing (ie it
> prevents the player from shooting).
>
> Lets say the player presses the fire button and is_shootable is True. Now
> that the program has established that the player is able to shoot, three
> things happen:
>
> 1. The program sets is_shootable to False (to prevent the player from firing
> again right away).
>
> 2. A bullet is created with the correct velocity, direction etc.
>
> 3. The clock.schedule_once() method is used to schedule a function for some
> time in the future, the time being equal to the period where the player will
> not be able to shoot again. The only purpose of the function will be to set
> is_shootable back to True.
>
> Once the time period expires, the function specified in
> clock.schedule_once() is executed and is_shootable is set back to True,
> allowing the player to shoot again.
>
> I hope this helps.
>
> Paul
>
> On Thu, Oct 23, 2008 at 6:47 PM, Drozzy <[EMAIL PROTECTED]> wrote:
>
> > 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!
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