found that some lines suck as bullet run didn't do anything, and than optimized the stamping method itself, to where it doesn't loop again for no reason on a bullet that had been "deleted" a while ago, seeing as the x/y would stay in lists if bullets kept hitting the wall before bullet movement ended.
space to make ball at mouse a is lag test, go in code to change rate, ive found about 60/frame is where lag starts, wich in mind of the game this is used for wont be as much of a problem