import pygame from random import randint def fire():#LETS GO GAMBLING if randint(1,6) == 6: PlaySound(GunShot) #remember to add shock else: PlaySound(GunBlank) screenw = 1280 screenh = 1080 yOffset = 0 pygame.init() gun = pygame.image.load_animation("gun.webp") print(gun[0]) GunFlash = pygame.image.load("images/muzzleflash.png") #Sounds for the gun :3 PlaySound = pygame.mixer.Sound.play GunBlank = pygame.mixer.Sound("sfx/gun-blank.mp3") GunShot = pygame.mixer.Sound("sfx/gun-shot.mp3") GunSpin = pygame.mixer.Sound("sfx/gun-spin.mp3") screen = pygame.display.set_mode((screenw,screenh)) MainSurface = pygame.Surface((screenw,screenh-yOffset)) clock = pygame.time.Clock() running = True #you better start running... #gun variables startSpin = False spinning = False spinInc = 0 while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_1: PlaySound(GunBlank) elif event.key == pygame.K_2: PlaySound(GunShot) elif event.key == pygame.K_3: PlaySound(GunSpin) elif event.key == pygame.K_SPACE: startSpin = True PlaySound(GunSpin) #screen code screen.fill("black") pygame.draw.rect(MainSurface, (30,30,30), (0,0,300,100)) screen.blit(MainSurface,(0,yOffset)) #gun code WOO if startSpin == True or spinning == True:#check if space was pressed or if the gun is already spinning spinning = True #keep the gun spinning spinInc += 1 #next gun frame if spinInc == 61: #if we've reached the end spinInc = 0 #reset frame count spinning = False #stop spinning startSpin = False #what did i say bitch? stop spinning fire() #check if the user gets shot screen.blit(gun[spinInc][0],(0,0))#draw the gun pygame.display.flip() clock.tick(60) pygame.quit()