since the player has time to think about their moves, and the enemy does as well, you will probably have to set a limit to how far the bullets can move on each turn. Otherwise the player could just shoot, and then wait before completing their turn - not giving the other player/enemy a chance to move out of the way.
I took a quick crack at it to see how I might approach it...
a turn give each side a chance to do 3 "moves" - which could be moving the player or shooting.
(use arrow keys to move, space bar to shoot). The enemy doesn't choose its own moves, so you have to play as both players.
Thank you VERY much, that actually worked. I used your technique and it worked liked a charm. Only difference is, for some reason my bullets forget their angle of motion for some odd reason and start moving horizontally only after the turn is given back to them. I resolved it by recording the angle of motion and setting is back every turn.
One possible reason is that the bullet is created and the turn is switched in the same tick. Instances that have just been created may not be accessible in other events. You need to add a small wait (at least "Wait 0") before switching the turn.
That is exactly what was happening I think. The same frame the bullet was created, was the same frame the turn changed. It is good to know that wait 0 seconds would delay an action by at least a frame. This will come in handy. Thank you very much!