This is the code of a very similar game I made with the help of a tutorial some time ago.
My first suggestion is try reducing the velocity of the bullets.That way you can make sure that you are not missing anything that's on the screen.
Next make sure that you are updating the screens contents properly.
It is difficult to give a comprehensive answer without having a look at your full code.I have included my code here so that you could reference and fix the issue.
Hope this helps.
import pygame
pygame.init()
win = pygame.display.set_mode((800, 480))
clock = pygame.time.Clock()
char = pygame.image.load('standing.png')
bulletSound = pygame.mixer.Sound('gshot.wav')
shotHit = pygame.mixer.Sound('bounce.wav')
backSound = pygame.mixer.music.load('music.mp3')
pygame.mixer.music.play(-1)
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'),
pygame.image.load('L4.png'), pygame.image.load('L5.png'),
pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'),
pygame.image.load('L9.png')]
walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'),
pygame.image.load('R4.png'), pygame.image.load('R5.png'),
pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'),
pygame.image.load('R9.png')]
b_walkLeft = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'),
pygame.image.load('L4E.png'), pygame.image.load('L5E.png'),
pygame.image.load('L6E.png'), pygame.image.load('L7E.png'), pygame.image.load('L8E.png'),
pygame.image.load('L9E.png'), pygame.image.load('L10E.png'), pygame.image.load('L11E.png')]
b_walkRight = [pygame.image.load('R1E.png'), pygame.image.load('R2E.png'), pygame.image.load('R3E.png'),
pygame.image.load('R4E.png'), pygame.image.load('R5E.png'),
pygame.image.load('R6E.png'), pygame.image.load('R7E.png'), pygame.image.load('R8E.png'),
pygame.image.load('R9E.png'), pygame.image.load('R10E.png'), pygame.image.load('R11E.png')]
pygame.display.set_caption("My Samurai(v1.0)")
x, y = 50, 50
bx, by = 250, 250
p_width, p_height = 40, 50
b_width, b_height = 40, 50
jumpCount = 5
walkCount = 0
class bullets:
def __init__(self, x, y, surface, mov_speed):
self.x = x
self.y = y
self.surface = surface
self.mov_speed = mov_speed
def draw(self):
pygame.draw.circle(self.surface, (200, 20, 20), (self.x, self.y), 3, 1)
self.x += self.mov_speed
class figure:
def __init__(self, x, y, width, height, surface):
self.x = x
self.y = y
self.width = width
self.height = height
self.surface = surface
self.jumpCount = 5
self.jump = False
self.walkCount = 0
self.move = False
self.maxCount = 0
self.hitboxWidth = 55
self.hitboxHeight = 55
self.hitbox = [self.x, self.y, self.hitboxWidth, self.hitboxHeight]
def p_jump(self):
if self.jump:
print("i came here")
if self.jumpCount > 0:
self.y -= int((self.jumpCount ** 2) / 2) * 6
self.jumpCount -= 1
print("im here 1", self.jumpCount, "y pos", self.y)
else:
self.y += int((self.jumpCount ** 2) / 2) * 6
self.jumpCount -= 1
print("i came here 2", self.jumpCount)
if self.jumpCount == -6:
self.jumpCount = 5
self.jump = False
print(jump)
def draw(self, dirL, dirR, surface, arrayL, arrayR):
#pygame.draw.rect(self.surface, (255, 0, 0), (self.hitbox[0], self.hitbox[1], self.hitboxWidth, self.hitboxHeight), 1)
if dirL:
if self.move:
surface.blit(arrayL[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
else:
surface.blit(arrayL[self.walkCount // 3], (self.x, self.y))
if dirR:
if self.move:
surface.blit(arrayR[self.walkCount // 3], (self.x, self.y))
self.walkCount += 1
else:
surface.blit(arrayR[self.walkCount // 3], (self.x, self.y))
if self.walkCount > self.maxCount:
self.walkCount = 0
speed = 5
jump = False
run = True
left = False
right = True
player = figure(x, y, p_width, p_height, win)
beast = figure(bx, by, b_width, b_height, win)
player.maxCount = 24
beast.maxCount = 30
beast.move = True
player.hitboxWidth = 42
beast.hitboxWidth = 42
body = []
i = 0
bSpeed = 8
score = 0
score_font = pygame.font.SysFont('arial', 20, 1, 1)
hit_font = pygame.font.SysFont('calibri', 80, 1, 1)
while run:
pygame.time.delay(50)
pygame.display.update()
clock.tick(27)
bg = pygame.image.load('bg.jpg')
win.blit(bg, (0, 0))
score_display = score_font.render("Score: {}".format(score), 1, (0, 0, 0))
win.blit(score_display, (700, 10))
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and player.x > 0:
player.x -= speed
left = True
right = False
player.move = True
bSpeed = -8
elif keys[pygame.K_RIGHT] and player.x + p_width + speed + 5 < 800:
player.x += speed
left = False
right = True
player.move = True
bSpeed = 8
else:
player.move = False
player.walkCount = 0
if keys[pygame.K_UP] and player.y > 0 and not jump:
player.y -= speed
if keys[pygame.K_DOWN] and player.y + p_height + speed + 5 < 480 and not jump:
player.y += speed
if keys[pygame.K_SPACE]:
player.jump = True
if keys[pygame.K_s] and i <= 0:
body.append(bullets(player.x + 32, player.y + 40, win, bSpeed))
i = 4
bulletSound.play()
for bullet in body:
bullet.draw()
if beast.x + 25 < bullet.x < beast.x + beast.hitboxWidth:
if beast.y < bullet.y < beast.y + beast.hitboxHeight:
body.pop(body.index(bullet))
score += 1
shotHit.play()
# beast position cal
if beast.x - player.x > 0:
b_right = False
b_left = True
beast.x -= int((beast.x - player.x) * 0.025)
else:
b_right = True
b_left = False
beast.x -= int((beast.x - player.x) * 0.025)
if beast.y - player.y > 0:
beast.y -= int((beast.y - player.y) * 0.025)
else:
beast.y -= int((beast.y - player.y) * 0.025)
if i > 0:
i -= 1
player.p_jump()
player.draw(left, right, win, walkLeft, walkRight)
beast.draw(b_left, b_right, win, b_walkLeft, b_walkRight)
player.hitbox = [player.x + 10, player.y + 8, player.hitboxWidth, player.hitboxHeight]
beast.hitbox = [beast.x + 10, beast.y + 5, beast.hitboxWidth, beast.hitboxHeight]
if (player.hitbox[0] < beast.hitbox[0] < player.hitbox[0] + player.hitbox[2] - 20) or\
(player.hitbox[0] + 15 < beast.hitbox[0] + beast.hitbox[2] <= player.hitbox[0] + player.hitbox[2]):
if (player.hitbox[1] < beast.hitbox[1] < player.hitbox[1] + player.hitbox[3] - 10) or\
(player.hitbox[1] + 10 < beast.hitbox[1] + beast.hitbox[3] < player.hitbox[1] + player.hitbox[3]):
score -= 5
hit_display = hit_font.render("-5", 1, (255, 0, 0))
win.blit(hit_display, (400, 200))
pygame.display.update()
pygame.time.delay(1000)
player.x, player.y = 100, 100
beast.x, beast.y = 600, 300
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()