Enemy Bullet group sprites are not display on screen [Pygame]

I creating a Space Invaders game in pygame, the player bullet and other stuff in the game are functional and display correctly, but the EnemyBullet sprite group is not displaying on screen when I use my update function in that group.

the bullet module:

As you see the enemy bullet is just like the player bullet, but the enemy bullet is not functional.

Plain text
Copy to clipboard
Open code in new window
EnlighterJS 3 Syntax Highlighter
<code>import pygame as pg
from .player import player
from graphic.resolution_setting import screen
from .tools.image_func import create_image
from icecream import ic
SCALE = 0.03
PLAYER_BULLET_IMG_PATH = "material/Icons/player/player-bullet-frame1.png"
PLAYER_BULLET_IMG = create_image(PLAYER_BULLET_IMG_PATH, SCALE)
###########################################################################################
ENEMY_BULLET_IMG_PATH = "material/Icons/enemy/enemy-bullet.png"
ENEMY_BULLET_IMG = create_image(ENEMY_BULLET_IMG_PATH, SCALE)
class PlayerBullet(pg.sprite.Sprite):
def __init__(self) -> None:
pg.sprite.Sprite.__init__(self)
self.x, self.y = (player.player_x + player.image.get_width() // 2), (player.player_y + player.image.get_height() // 2)
self.image = PLAYER_BULLET_IMG
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self):
self.rect.move_ip(0, -4)
if self.rect.y < 0:
self.kill()
player_bullet = pg.sprite.Group()
class EnemyBullet(pg.sprite.Sprite):
def __init__(self,
x: int,
y: int) -> None:
pg.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.image = ENEMY_BULLET_IMG
self.rect = self.image.get_rect()
self.rect.center = (self.x, self.y)
def update(self) -> None:
self.rect.move_ip(0, 1)
if self.rect.y > 0:
self.kill()
enemy_bullet = pg.sprite.Group()
</code>
<code>import pygame as pg from .player import player from graphic.resolution_setting import screen from .tools.image_func import create_image from icecream import ic SCALE = 0.03 PLAYER_BULLET_IMG_PATH = "material/Icons/player/player-bullet-frame1.png" PLAYER_BULLET_IMG = create_image(PLAYER_BULLET_IMG_PATH, SCALE) ########################################################################################### ENEMY_BULLET_IMG_PATH = "material/Icons/enemy/enemy-bullet.png" ENEMY_BULLET_IMG = create_image(ENEMY_BULLET_IMG_PATH, SCALE) class PlayerBullet(pg.sprite.Sprite): def __init__(self) -> None: pg.sprite.Sprite.__init__(self) self.x, self.y = (player.player_x + player.image.get_width() // 2), (player.player_y + player.image.get_height() // 2) self.image = PLAYER_BULLET_IMG self.rect = self.image.get_rect() self.rect.center = (self.x, self.y) def update(self): self.rect.move_ip(0, -4) if self.rect.y < 0: self.kill() player_bullet = pg.sprite.Group() class EnemyBullet(pg.sprite.Sprite): def __init__(self, x: int, y: int) -> None: pg.sprite.Sprite.__init__(self) self.x = x self.y = y self.image = ENEMY_BULLET_IMG self.rect = self.image.get_rect() self.rect.center = (self.x, self.y) def update(self) -> None: self.rect.move_ip(0, 1) if self.rect.y > 0: self.kill() enemy_bullet = pg.sprite.Group() </code>
import pygame as pg


from .player import player

from graphic.resolution_setting import screen

from .tools.image_func import create_image

from icecream import ic

SCALE = 0.03

PLAYER_BULLET_IMG_PATH = "material/Icons/player/player-bullet-frame1.png"

PLAYER_BULLET_IMG = create_image(PLAYER_BULLET_IMG_PATH, SCALE)


###########################################################################################


ENEMY_BULLET_IMG_PATH = "material/Icons/enemy/enemy-bullet.png"

ENEMY_BULLET_IMG = create_image(ENEMY_BULLET_IMG_PATH, SCALE)


class PlayerBullet(pg.sprite.Sprite):
    
    def __init__(self) -> None:
        pg.sprite.Sprite.__init__(self)
        
        
        self.x, self.y = (player.player_x + player.image.get_width() // 2), (player.player_y + player.image.get_height() // 2)
        
        self.image = PLAYER_BULLET_IMG
        self.rect = self.image.get_rect()
        self.rect.center = (self.x, self.y)
    
    def update(self):
        self.rect.move_ip(0, -4)
        
        if self.rect.y < 0:
            self.kill()
    
player_bullet = pg.sprite.Group()




class EnemyBullet(pg.sprite.Sprite):
    
    def __init__(self,
                 x: int,
                 y: int) -> None:
        pg.sprite.Sprite.__init__(self)
        
        self.x = x
        self.y = y
        
        self.image = ENEMY_BULLET_IMG
        
        self.rect = self.image.get_rect()
        self.rect.center = (self.x, self.y)
        
    def update(self) -> None:
        self.rect.move_ip(0, 1)
        
        if self.rect.y > 0:
            self.kill()
        
        
enemy_bullet = pg.sprite.Group()

The game Screen module:

Plain text
Copy to clipboard
Open code in new window
EnlighterJS 3 Syntax Highlighter
<code>import pygame as pg
import random
from graphic.resolution_setting import screen
from objects.player import player_group, player
from objects.bullet import player_bullet, enemy_bullet, EnemyBullet
from objects.enemy import enemy_gp, mystery_gp, Mystery
from objects.tools.text import Text
from objects.tools.custom_timer import unlimited_gun_power_timer
from objects.tools.pause import pause
from sfx.sound_list import sounds
from icecream import ic
FONT_PATH = "material/font/Pixelify_Sans/PixelifySans-VariableFont_wght.ttf"
class GameScreen:
def __init__(self,
screen,
width: int,
height: int) -> None:
self.screen = screen
self.width = width
self.height = height
self.score_label = Text(f"SCORE: {player.score}",
FONT_PATH,
30,
"#06ff06",
"black",
80,
20)
self.lives_label = Text(f"LIVES: {player.health}",
FONT_PATH,
30,
"#06ff06",
"black",
730,
20)
@staticmethod
def enemy_bullet_collide(enemy_group) -> None:
hits = pg.sprite.groupcollide(enemy_group, player_bullet, False, True)
for enemy in hits:
if enemy.enemy_type == 1:
player.score += 1
elif enemy.enemy_type == 2:
player.score += 2
elif enemy.enemy_type == 3:
player.score += 3
elif enemy.enemy_type == 4:
sounds.play_power_up_sound()
player.score += 10
player.unlimited_gun = True #TODO - Add another power to shoot
unlimited_gun_power_timer.activate()
enemy.is_dead = True
enemy.set_death_image()
for enemy in enemy_group:
if enemy.is_dead:
enemy.death()
def draw(self) -> None:
self.screen.fill('black')
######################################################
player_group.update()
player_group.draw(self.screen)
################################################################################
if len(player_bullet) >= 1: #TODO - Add power effect for unlimited magazine
player_bullet.update()
player_bullet.draw(self.screen)
##################################################################################
enemy_gp.draw(self.screen)
##################################################################################
self.enemy_bullet_collide(enemy_gp)
####################################################################################
self.score_label.draw(self.screen)
self.score_label.update(f"SCORE: {player.score}")
self.lives_label.draw(self.screen)
self.lives_label.update(f"LIVES: {player.health}")
######################################################################################
for enemy in enemy_gp.sprites():
fire = random.choices([1,0], [0.1, 99.9])[0]
if fire == 1:
ic(enemy)
ic(fire)
ic(enemy.rect.x, enemy.rect.y)
enemy_bullet.add(EnemyBullet(enemy.rect.x + enemy.image.get_width() // 2, enemy.rect.y + enemy.image.get_height() // 2))
ic(len(enemy_bullet.sprites()))
enemy_bullet.update()
enemy_bullet.draw(self.screen)
if len(enemy_gp.sprites()) == 0:
player.is_win = True
pause.change_pause_state()
sounds.play_victory_sound()
#########################################################################################
# if pg.sprite.groupcollide(player_group, enemy_gp, False, False):
# player.death()
# pause.change_pause_state() #FIXME - Fix the issue with the collide the player with the enemies which gives error
###########################################################################################################
if len(mystery_gp.sprites()) == 0:
trigger = random.choices([1,0], [0.5, 99.5])[0]
if trigger and player.unlimited_gun == False:
mystery_gp.add(Mystery())
sounds.play_mystery_sound()
mystery_gp.update()
mystery_gp.draw(self.screen)
self.enemy_bullet_collide(mystery_gp)
############################################################################################################
game = GameScreen(screen.display(),
screen.get_width(),
screen.get_height())
</code>
<code>import pygame as pg import random from graphic.resolution_setting import screen from objects.player import player_group, player from objects.bullet import player_bullet, enemy_bullet, EnemyBullet from objects.enemy import enemy_gp, mystery_gp, Mystery from objects.tools.text import Text from objects.tools.custom_timer import unlimited_gun_power_timer from objects.tools.pause import pause from sfx.sound_list import sounds from icecream import ic FONT_PATH = "material/font/Pixelify_Sans/PixelifySans-VariableFont_wght.ttf" class GameScreen: def __init__(self, screen, width: int, height: int) -> None: self.screen = screen self.width = width self.height = height self.score_label = Text(f"SCORE: {player.score}", FONT_PATH, 30, "#06ff06", "black", 80, 20) self.lives_label = Text(f"LIVES: {player.health}", FONT_PATH, 30, "#06ff06", "black", 730, 20) @staticmethod def enemy_bullet_collide(enemy_group) -> None: hits = pg.sprite.groupcollide(enemy_group, player_bullet, False, True) for enemy in hits: if enemy.enemy_type == 1: player.score += 1 elif enemy.enemy_type == 2: player.score += 2 elif enemy.enemy_type == 3: player.score += 3 elif enemy.enemy_type == 4: sounds.play_power_up_sound() player.score += 10 player.unlimited_gun = True #TODO - Add another power to shoot unlimited_gun_power_timer.activate() enemy.is_dead = True enemy.set_death_image() for enemy in enemy_group: if enemy.is_dead: enemy.death() def draw(self) -> None: self.screen.fill('black') ###################################################### player_group.update() player_group.draw(self.screen) ################################################################################ if len(player_bullet) >= 1: #TODO - Add power effect for unlimited magazine player_bullet.update() player_bullet.draw(self.screen) ################################################################################## enemy_gp.draw(self.screen) ################################################################################## self.enemy_bullet_collide(enemy_gp) #################################################################################### self.score_label.draw(self.screen) self.score_label.update(f"SCORE: {player.score}") self.lives_label.draw(self.screen) self.lives_label.update(f"LIVES: {player.health}") ###################################################################################### for enemy in enemy_gp.sprites(): fire = random.choices([1,0], [0.1, 99.9])[0] if fire == 1: ic(enemy) ic(fire) ic(enemy.rect.x, enemy.rect.y) enemy_bullet.add(EnemyBullet(enemy.rect.x + enemy.image.get_width() // 2, enemy.rect.y + enemy.image.get_height() // 2)) ic(len(enemy_bullet.sprites())) enemy_bullet.update() enemy_bullet.draw(self.screen) if len(enemy_gp.sprites()) == 0: player.is_win = True pause.change_pause_state() sounds.play_victory_sound() ######################################################################################### # if pg.sprite.groupcollide(player_group, enemy_gp, False, False): # player.death() # pause.change_pause_state() #FIXME - Fix the issue with the collide the player with the enemies which gives error ########################################################################################################### if len(mystery_gp.sprites()) == 0: trigger = random.choices([1,0], [0.5, 99.5])[0] if trigger and player.unlimited_gun == False: mystery_gp.add(Mystery()) sounds.play_mystery_sound() mystery_gp.update() mystery_gp.draw(self.screen) self.enemy_bullet_collide(mystery_gp) ############################################################################################################ game = GameScreen(screen.display(), screen.get_width(), screen.get_height()) </code>
import pygame as pg
import random

from graphic.resolution_setting import screen

from objects.player import player_group, player
from objects.bullet import player_bullet, enemy_bullet, EnemyBullet
from objects.enemy import enemy_gp, mystery_gp, Mystery


from objects.tools.text import Text
from objects.tools.custom_timer import unlimited_gun_power_timer
from objects.tools.pause import pause


from sfx.sound_list import sounds

from icecream import ic

FONT_PATH = "material/font/Pixelify_Sans/PixelifySans-VariableFont_wght.ttf"

class GameScreen:
    
    
    def __init__(self,
                 screen,
                 width: int,
                 height: int) -> None:
        
        self.screen = screen
        self.width = width
        self.height = height
        
        self.score_label = Text(f"SCORE: {player.score}",
                                FONT_PATH,
                                30,
                                "#06ff06",
                                "black",
                                80,
                                20)
        
        self.lives_label = Text(f"LIVES: {player.health}",
                                FONT_PATH,
                                30,
                                "#06ff06",
                                "black",
                                730,
                                20)
    
    
    @staticmethod
    def enemy_bullet_collide(enemy_group) -> None:
    
        hits = pg.sprite.groupcollide(enemy_group, player_bullet, False, True)
            
        for enemy in hits:
            
            if enemy.enemy_type == 1:
                player.score += 1
            elif enemy.enemy_type == 2:
                player.score += 2
            elif enemy.enemy_type == 3:
                player.score += 3
            elif enemy.enemy_type == 4:
                sounds.play_power_up_sound()
                player.score += 10
                player.unlimited_gun = True #TODO - Add another power to shoot
                unlimited_gun_power_timer.activate()
                
                
            enemy.is_dead = True
            enemy.set_death_image()
            
        for enemy in enemy_group:
            if enemy.is_dead:
                enemy.death()
    
    
    def draw(self) -> None:
        self.screen.fill('black')
        
        ######################################################
        player_group.update()
        player_group.draw(self.screen)
        
        ################################################################################
        if len(player_bullet) >= 1:    #TODO - Add power effect for unlimited magazine
            player_bullet.update()
            player_bullet.draw(self.screen)   
        ##################################################################################
        
        enemy_gp.draw(self.screen)
        
        ##################################################################################
        self.enemy_bullet_collide(enemy_gp)
        
        ####################################################################################
        self.score_label.draw(self.screen)
        self.score_label.update(f"SCORE: {player.score}")
        
        self.lives_label.draw(self.screen)
        self.lives_label.update(f"LIVES: {player.health}")
        ######################################################################################
        
        for enemy in enemy_gp.sprites():
            fire = random.choices([1,0], [0.1, 99.9])[0]
            
            if fire == 1:
                ic(enemy)
                ic(fire)
                ic(enemy.rect.x, enemy.rect.y)
                enemy_bullet.add(EnemyBullet(enemy.rect.x + enemy.image.get_width() // 2, enemy.rect.y + enemy.image.get_height() // 2))
                ic(len(enemy_bullet.sprites()))
        
        
        enemy_bullet.update()
        enemy_bullet.draw(self.screen)
        
        
        if len(enemy_gp.sprites()) == 0:
            player.is_win = True
            pause.change_pause_state()
            sounds.play_victory_sound()
            
        #########################################################################################
        
        # if pg.sprite.groupcollide(player_group, enemy_gp, False, False):
        #     player.death()
        #     pause.change_pause_state() #FIXME - Fix the issue with the collide the player with the enemies which gives error
        
        ###########################################################################################################
        
        if len(mystery_gp.sprites()) == 0:
            trigger = random.choices([1,0], [0.5, 99.5])[0]
            
            if trigger and player.unlimited_gun == False:
                mystery_gp.add(Mystery())
                sounds.play_mystery_sound()
                
        mystery_gp.update()
        mystery_gp.draw(self.screen)
        
        self.enemy_bullet_collide(mystery_gp)
        
        ############################################################################################################
        
        
game = GameScreen(screen.display(),
                  screen.get_width(),
                  screen.get_height())

Also when I use the built in method update for sprite groups, bullets are displayed (but they position not change, which is shows that everything is ok).

I think there is no problem with my code, but sth is bahve abnormal and makes the enemy bullet not displayed on screen.

Trang chủ Giới thiệu Sinh nhật bé trai Sinh nhật bé gái Tổ chức sự kiện Biểu diễn giải trí Dịch vụ khác Trang trí tiệc cưới Tổ chức khai trương Tư vấn dịch vụ Thư viện ảnh Tin tức - sự kiện Liên hệ Chú hề sinh nhật Trang trí YEAR END PARTY công ty Trang trí tất niên cuối năm Trang trí tất niên xu hướng mới nhất Trang trí sinh nhật bé trai Hải Đăng Trang trí sinh nhật bé Khánh Vân Trang trí sinh nhật Bích Ngân Trang trí sinh nhật bé Thanh Trang Thuê ông già Noel phát quà Biểu diễn xiếc khỉ Xiếc quay đĩa Dịch vụ tổ chức sự kiện 5 sao Thông tin về chúng tôi Dịch vụ sinh nhật bé trai Dịch vụ sinh nhật bé gái Sự kiện trọn gói Các tiết mục giải trí Dịch vụ bổ trợ Tiệc cưới sang trọng Dịch vụ khai trương Tư vấn tổ chức sự kiện Hình ảnh sự kiện Cập nhật tin tức Liên hệ ngay Thuê chú hề chuyên nghiệp Tiệc tất niên cho công ty Trang trí tiệc cuối năm Tiệc tất niên độc đáo Sinh nhật bé Hải Đăng Sinh nhật đáng yêu bé Khánh Vân Sinh nhật sang trọng Bích Ngân Tiệc sinh nhật bé Thanh Trang Dịch vụ ông già Noel Xiếc thú vui nhộn Biểu diễn xiếc quay đĩa Dịch vụ tổ chức tiệc uy tín Khám phá dịch vụ của chúng tôi Tiệc sinh nhật cho bé trai Trang trí tiệc cho bé gái Gói sự kiện chuyên nghiệp Chương trình giải trí hấp dẫn Dịch vụ hỗ trợ sự kiện Trang trí tiệc cưới đẹp Khởi đầu thành công với khai trương Chuyên gia tư vấn sự kiện Xem ảnh các sự kiện đẹp Tin mới về sự kiện Kết nối với đội ngũ chuyên gia Chú hề vui nhộn cho tiệc sinh nhật Ý tưởng tiệc cuối năm Tất niên độc đáo Trang trí tiệc hiện đại Tổ chức sinh nhật cho Hải Đăng Sinh nhật độc quyền Khánh Vân Phong cách tiệc Bích Ngân Trang trí tiệc bé Thanh Trang Thuê dịch vụ ông già Noel chuyên nghiệp Xem xiếc khỉ đặc sắc Xiếc quay đĩa thú vị
Trang chủ Giới thiệu Sinh nhật bé trai Sinh nhật bé gái Tổ chức sự kiện Biểu diễn giải trí Dịch vụ khác Trang trí tiệc cưới Tổ chức khai trương Tư vấn dịch vụ Thư viện ảnh Tin tức - sự kiện Liên hệ Chú hề sinh nhật Trang trí YEAR END PARTY công ty Trang trí tất niên cuối năm Trang trí tất niên xu hướng mới nhất Trang trí sinh nhật bé trai Hải Đăng Trang trí sinh nhật bé Khánh Vân Trang trí sinh nhật Bích Ngân Trang trí sinh nhật bé Thanh Trang Thuê ông già Noel phát quà Biểu diễn xiếc khỉ Xiếc quay đĩa
Thiết kế website Thiết kế website Thiết kế website Cách kháng tài khoản quảng cáo Mua bán Fanpage Facebook Dịch vụ SEO Tổ chức sinh nhật