I'm new to programming and this is the first real game I've made/making. Basically the game has you as a player shooting "bullets" at the enemy. With some objects moving around in the middle to try and stop all your bullets getting through.
I felt as though the speed at which the player could fire the bullet was too fast. So I did some research and found something that would help. The time.sleep(sec). When I used it though the whole game would stop and wait for the time delay to be over.
I used the time.sleep(sec) in main program loop when the player presses down the mouse button to fire a bullet. This in turn affects the whole game by making all of it to delay for 5 seconds.
So how would I have it wait without affecting the whole game?
Here is my game code:
import pygame
import random
import time
enemy_speed = 5
running = 1
# Define some colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
# --- Classes
class Enemy(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("enemy.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update(self):
        self.rect.x += 7
        if self.rect.x >= 610:
            self.rect.x = random.randrange(50,610)
class Hand(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("hand.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update(self):
        self.rect.y = 300
        self.rect.x += 5
        if self.rect.x >= 610:
            self.rect.x = random.randrange(50,610)
class Hand2(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("hand2.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update (self):
        self.rect.y = 100
        self.rect.x -= 5
        if self.rect.x <= 90:
            self.rect.x = random.randrange(50,610)
class Hand3(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("hand3.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update (self):
        self.rect.y = 200
        self.rect.x += 3
        if self.rect.x >= 610:
            self.rect.x = random.randrange(50,610)
class Hand4(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("hand4.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update (self):
        self.rect.y = 50
        self.rect.x += 3
        if self.rect.x >= 610:
            self.rect.x = random.randrange(50,610)
class Hand5(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("hand5.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update (self):
        self.rect.y = 350
        self.rect.x -= 3
        if self.rect.x >= 610:
            self.rect.x = random.randrange(50,610)   
class Player(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.image.load("player.png").convert()
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
    def update(self):
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                self.rect.x -= 4
            if event.key == pygame.K_RIGHT:
                self.rect.x += 4
            if self.rect.x <= 50:
                self.rect.x = 60
            if self.rect.x >= 610:
                self.rect.x = 600
class Pellet(pygame.sprite.Sprite):
    def __init__(self):
        super().__init__()
        self.image = pygame.Surface([4,10])
        self.image.fill(RED)
        self.rect = self.image.get_rect()
    def update(self):
        speed_p = -3
        self.rect.y -= speed_p
class Bullet(pygame.sprite.Sprite):
    """ This class represents the bullet . """
    def __init__(self):
        # Call the parent class (Sprite) constructor
        super().__init__()
        self.image = pygame.Surface([4, 10])
        self.image.fill(BLUE)
        self.rect = self.image.get_rect()
    def update(self):
        """ Move the bullet. """
        speed_b = 3
        self.rect.y -= speed_b
# --- Create the window
# Initialize Pygame
pygame.init()
# Set the height and width of the screen
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.display.set_caption("Cannon Battle")
all_sprites_list = pygame.sprite.Group()
enemy_list = pygame.sprite.Group()
player_list = pygame.sprite.Group()
hand_list = pygame.sprite.Group()
hand2_list = pygame.sprite.Group()
hand3_list = pygame.sprite.Group()
hand4_list = pygame.sprite.Group()
hand5_list = pygame.sprite.Group()
bullet_list = pygame.sprite.Group()
pellet_list = pygame.sprite.Group()
enemy = Enemy()
enemy_list.add(enemy)
all_sprites_list.add(enemy_list)
hand = Hand()
hand_list.add(hand)
all_sprites_list.add(hand_list)
hand2 = Hand2()
hand2_list.add(hand2)
all_sprites_list.add(hand2)
hand3 = Hand3()
hand3_list.add(hand3)
all_sprites_list.add(hand3)
hand4 = Hand4()
hand4_list.add(hand4)
all_sprites_list.add(hand4)
hand5 = Hand5()
hand5_list.add(hand5)
all_sprites_list.add(hand5)
player = Player()
player_list.add(player)
all_sprites_list.add(player_list)
done = False
clock = pygame.time.Clock()
player.rect.y = 370
behind = pygame.image.load("grassland.png").convert()
# -------- Main Program Loop 
while not done:
    screen.blit(behind, [0,0])
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
        elif event.type == pygame.MOUSEBUTTONDOWN:
            bullet = Bullet()
            bullet.rect.x = player.rect.x
            bullet.rect.y = player.rect.y
            all_sprites_list.add(bullet)
            bullet_list.add(bullet)
            time.sleep(5)
        elif event.type == pygame.MOUSEBUTTONUP:
            pellet = Pellet()
            pellet.rect.x = enemy.rect.x
            pellet.rect.y = enemy.rect.y
            all_sprites_list.add(pellet)
            pellet_list.add(pellet)
    # --- Game logic
    # Call the update() method on all the sprites
    all_sprites_list.update()
    for pellet in pellet_list:
        player_hit_list = pygame.sprite.spritecollide(pellet,player_list,True)
        if pellet.rect.y >= 510:
            pellet_list.remove(pellet)
            all_sprites_list.remove(pellet)
        for player in player_hit_list:
            done = True
            print("You Lost!")
            print("But thanks for playing!")
            print("Made by Oankar Studios")
    for bullet in bullet_list:
        enemy_hit_list = pygame.sprite.spritecollide(bullet,enemy_list,True)
        if bullet.rect.y <= -10:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
        if bullet.rect.x == hand.rect.x:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
        if bullet.rect.x == hand2.rect.x:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
        if bullet.rect.x == hand3.rect.x:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
        if bullet.rect.x == hand4.rect.x:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
        if bullet.rect.x == hand5.rect.x:
            bullet_list.remove(bullet)
            all_sprites_list.remove(bullet)
        for enemy in enemy_hit_list:
            done = True
            print("You Won!")
            print("Made by Oankar Studios")
    # Clear the screen
    # Draw all the spites
    all_sprites_list.draw(screen)
    # Go ahead and update the screen with what we've drawn.
    pygame.display.flip()
    # --- Limit to 20 frames per second
    clock.tick(60)
pygame.quit()
Here is where I use the time.sleep(sec), it is in the main program loop:
elif event.type == pygame.MOUSEBUTTONDOWN:
    bullet = Bullet()
    bullet.rect.x = player.rect.x
    bullet.rect.y = player.rect.y
    all_sprites_list.add(bullet)
    bullet_list.add(bullet)
    time.sleep(5)