> I didn't test this extensively, but one problem might be here:
>
>                 if self.result_phase:
>                         if self[key.H]:
>                                 game.change_scene(Scene_Menu())
> #                       for b in bullets: b.update(dt)
>                         return
>
> As you can see, I commented out
>
> for b in bullets: b.update(dt).
>
> I'm not sure if there's a good reason for updating the bullet after
> game.change_scene() is called.

Well, when the game ends, the bullets and the ships won't freeze, the
ship will still be under your control. But well spotted George, that
line is supposed to go before the scene change check, not after. I'll
fix that, thanks :)

> I think what's happening is the update is being called before the
> bullet actually exists. Sorry I don't have time to investigate further
> -- I should note that you comment out the delete methods in the game's
> on_exit(), you can play through fine (though of course the bullets not
> deleted hit the opponent in the next game ;) ).

You're right. I guess I need refine the bullet list management. And
you don't need to investigate any furthur, I appreciate the help
you've already given me :)

> Also, by commenting out the 'for b in bullets', you'll notice that the
> player 2 ship image is reversed when the next game starts. Odd, no?

Yeah, but I think I might know the reason. I should probably seperate
the direction setting into a method and call it during initialization.

Thanks for your help George :)
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