This question already has answers here:
How to get keyboard input in pygame?
(11 answers)
How can I make a sprite move when key is held down
(6 answers)
Closed 10 months ago.
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
x -= 10
if event.key == pygame.K_d:
x += 10
if event.key == pygame.K_w:
y -= 10
if event.key == pygame.K_s:
y += 10
if i hold down a key it only moves once how can i make it continous?
Related
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Making the background move sideways in pygame
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How to scroll the background surface in PyGame?
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How to move the background image with keys in pygame?
(1 answer)
Pygame : Two layered scrolling background, can you help me?
(1 answer)
Closed 2 years ago.
I want background to follow the character.
When the character goes up, the background goes down.
for event in pygame.event.get():
# Click esc button ------------------------------------------------#
if event.type == pygame.QUIT:
running = False
# Event about KeyDown ---------------------------------------------#
if event.type == pygame.KEYDOWN:
# Press Left key ----------------------------------------------#
if event.key == pygame.K_LEFT:
player.goto(-1,0)
background.goto(-1,0)
# Press Right key ---------------------------------------------#
elif event.key == pygame.K_RIGHT:
player.goto(1,0)
background.goto(1,0)
# Press Up key ------------------------------------------------#
elif event.key == pygame.K_UP:
player.goto(0,-1)
background.goto(0, -1)
# Press Down key ----------------------------------------------#
elif event.key == pygame.K_DOWN:
player.goto(0,1)
background.goto(0, 1)
However, the character has an afterimage and no background is created.
How can i do?
I need some help with reseting a game I made. I've got the main loop going and the collision detection working. I'm trying to get an instant restart on the game, one that just resets the score and gets going again - I don't want it to have any user input before it restarts the game again.
MoveAsteroids() simply moves asteroids across the screen which the player has to avoid. It's also the function where score is incremented by 1 each time an asteroid is dodged.
def game_loop():
global score
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
spaceship.change = -5
elif event.key == pygame.K_DOWN:
spaceship.change = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
spaceship.change = 0
spaceship.y += spaceship.change
if spaceship.y > window_height - spaceship.height: # Creating borders on the window
spaceship.y = window_height - spaceship.height
elif spaceship.y < 0:
spaceship.y = 0
window.blit(bg_img, (0, 0))
MoveAsteroids()
CollisionDetection()
Score_display("Score: " + str(score * 100), white)
pygame.display.update()
def CollisionDetection():
global score
spaceship_rect = pygame.Rect(spaceship.x, spaceship.y, spaceship.width, spaceship.height)
for x in range(1, 5):
rect = pygame.Rect(asteroids[x].x, asteroids[x].y, asteroids[x].width, asteroids[x].height)
if spaceship_rect.colliderect(rect):
pass
# The part I need help with is this line of code just above^. .colliderect() returns true when a collision happens.
If I get you right you just want to reset the game. Just do
def CollisionDetection():
global score
spaceship_rect = pygame.Rect(spaceship.x, spaceship.y, spaceship.width, spaceship.height)
for x in range(1, 5):
rect = pygame.Rect(asteroids[x].x, asteroids[x].y, asteroids[x].width, asteroids[x].height)
if spaceship_rect.colliderect(rect):
score = 0
// here you reset your spaceship.x and y to the normal state
you could also have a look at sprites. It makes collision detection easier and is nice for larger games with it's groups.
So recently I have been working on a project with pygame and I was starting work on my character that you could control. The player can move with the arrow keys but cannot stop when there is no keys being pressed. My solution to the was for pygame to test if the user is not pressing left, right, up, or down then the players speed would go to zero. But for some reason when I don't have and keys pressed the player speed does still not stop. I am wondering what is wrong with my if statement. Thanks for reading this and helping!
The if statement code is this:
if event.key != K_LEFT and event.key != K_RIGHT and event.key != K_DOWN and event.key != K_UP:
playerSpeed = 0
This is the full code for the movment:
#Keypress-player movement
elif event.type == KEYDOWN:
if event.key != K_LEFT and event.key != K_RIGHT and event.key != K_DOWN and event.key != K_UP:
playerSpeed = 0
if event.key == K_LEFT:
direction = LEFT
playerSpeed = .2
elif event.key == K_RIGHT:
direction = RIGHT
playerSpeed = .2
elif event.key == K_DOWN:
direction = DOWN
playerSpeed = .2
elif event.key == K_UP:
playerSpeed = .2
direction = UP
if direction == UP:
if canMoveUp == 'true':
newPlayer = {'x':coords[0]['x'], 'y':coords[0]['y']-playerSpeed}
elif direction == DOWN:
if canMoveDown == 'true':
newPlayer = {'x':coords[0]['x'], 'y':coords[0]['y']+playerSpeed}
elif direction == LEFT:
if canMoveLeft == 'true':
newPlayer = {'x':coords[0]['x']-playerSpeed, 'y':coords[0]['y']}
elif direction == RIGHT:
if canMoveRight == 'true':
newPlayer = {'x':coords[0]['x']+playerSpeed, 'y':coords[0]['y']}
You need to completely rethink your approach. There are 2 good ways of doing key-based input.
1) Have a flag for each key, set it on KEYDOWN, and unset it on KEYUP.
2) Use the currently-pressed keys dictionary that Pygame provides.
Then you can say stuff like "if keys["UP"]:". This lets you use more than one key at a time, and makes the logic simpler.
Using pygame.event.wait() to decrease system overhead between events. But the way I'm using it seems to filter out most events. Must not be placing it in the right spot in my program.
Can someone please take a look and comment about whether I'm using it wrong?
run the game loop
LEFT=1
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == LEFT:
print "You pressed the left mouse button at (%d, %d)" % event.pos
elif event.type == pygame.MOUSEBUTTONUP and event.button == LEFT:
print "You released the left mouse button at (%d, %d)" % event.pos
pygame.display.update()
pygame.event.wait()
pygame.event.wait returns the event in question and pops it from the queue, so you have to manage it with the other ones:
for event in [pygame.event.wait()]+pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == LEFT:
print "You pressed the left mouse button at (%d, %d)" % event.pos
elif event.type == pygame.MOUSEBUTTONUP and event.button == LEFT:
print "You released the left mouse button at (%d, %d)" % event.pos
I'm using the pygame library. The following is pseudo code for my event handling for the player:
#generates multiple events for keys that are held down
pygame.key.set_repeat(30,30)
for event in pygame.event.get()
nextPos = currentPos
if(keyUp):
if event.key == w :
key_w = false
#do the same for s, a and d
if(keyDown):
if event.key == w:
key_w = true
#same for s,a and d
if(key_w):
#update nextPos
#do same for key_s, key_a and key_d
currentPos = nextPos
The problem is that sometimes when I move my mouse on the screen, and I'm pressing a key at the same time, while processing the events of the mouse, the events of the key are queued up, and these multiple keypresses are executed together, so that the player seems to jump a huge distance.
This problem is not caused if I don't move the mouse at all.
Update to my answer:
I checked my game code to see how I handle keys every frame and it seems that I don't get key information from the events but use pygame.key.get_pressed():
for event in pygame.event.get():
if event.type == pygame.QUIT:
gl.loop_main_loop = False # exit main loop and terminate
keys = pygame.key.get_pressed()
for key, state in enumerate(keys):
if (key in self.key_handlers) and state:
self.key_handlers[key]() # call key handler proc
That means that I only process each relevant key once per frame. The mouse can be read the way I describe below.
Just remember to use delta time in move vector calculation if your game doesn't have fixed frame rate.
Maybe the better idea is to during each process all keyboard event first and build your own key status representation, i.e. a structure which tell you which keys important to you (e.g. WSAD) are up or down. When all events have been processed in that frame, run you movement code using your key status data.
Do not use mousemotion events to track your mouse but read the position and buttons directly using pygame.mouse.get_pos() and pygame.mouse.get_pressed().
Your movement code should also take into account the fact that your game runs at variable frame rate (unless you forced pygame to keep the frame rate constant) and use time delta in your move vector calculations.
I use the following method...
I initialize the cooridinate variables...
x = 300
y = 300
pX = 0
pY = 0
In this case, x and y are the actual coordinates used by the player sprite, and pX and pY are used by the event handler.
Then I use the following code in the event handler...
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
pX -= 2
if event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
pX += 2
if event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
pY -= 2
if event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
pY += 2
if event.type == pygame.KEYUP and event.key == pygame.K_LEFT:
pX += 2
if event.type == pygame.KEYUP and event.key == pygame.K_RIGHT:
pX -= 2
if event.type == pygame.KEYUP and event.key == pygame.K_UP:
pY += 2
if event.type == pygame.KEYUP and event.key == pygame.K_DOWN:
pY -= 2
Finally in the main game loop where the player's coordinates are handled, I put...
x += pX
y += pY
Maybe an event queue is not the best solution here, and instead, say, polling once per frame would be better?
I would not use pygame.event.get()
In my opinion, the best input for player movement pygame.key.get_pressed()
I would format it like this:
while True:
keys = pygame.key.get_pressed()
if keys[K_a]:
player.pos.x -= 10
if keys[K_d]:
player.pos.x += 10
if keys[K_w]:
player.pos.y -= 10
if keys[K_s]:
player.pos.y += 10
This way the system will check for pressed down keys on every frame.
I can't test right now sadly but do this
CODE:
import pygame, sys
clock = pygame.time.Clock()
playerX,playerY = 100,100 # Change 100 to the starting point you want
playerXc,playerYc = 0,0
while True:
playerX += playerXc
playerY += playerYc
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Keydown Events
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
playerYc = 1 # Change value to the speed you would like also change it to -1 if it goes wrong direction
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
playerXc = -1 # Change value to the speed you would like to change and set it to 1 if it goes the wrong direction
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_s:
playerYc = -1 # Change value to the speed you would like also change it to 1 if it goes the wrong direction
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
playerXc = 1 # Change value to the speed you would like to change and set it to -1 if it goes the wrong direction
# Keyup Events
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
playerXc = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_w:
playerYc = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_s:
playerYc = 0
if event.type == pygame.KEYUP:
if event.key == pygame.K_d:
playerXc = 0
pygame.display.update()
clock.tick(60) # Change 60 to the framerate you would like so it runs smoother or the opposite.