Movement not working for first input in pygame [duplicate] - python

Currently the sprite only moves 1 pixel every time a key is pressed. How could I cause the plumber sprite to move constantly when left or right key is being held down?
while running:
setup_background()
spriteimg = plumberright
screen.blit(spriteimg,(x1, y1))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
x1 = x1 + 0
y1 = y1 - 1
elif event.key == pygame.K_DOWN:
x1 = x1 + 0
y1 = y1 + 1
elif event.key == pygame.K_LEFT:
x1 = x1 -1
y1 = y1 + 0
elif event.key == pygame.K_RIGHT:
x1 = x1 + 1
y1 = y1 + 0
pygame.display.flip()
clock.tick(120)

You can use pygame.key.get_pressed to do that.
example:
while running:
keys = pygame.key.get_pressed() #checking pressed keys
if keys[pygame.K_UP]:
y1 -= 1
if keys[pygame.K_DOWN]:
y1 += 1

The keyboard events (see pygame.event module) occur only once when the state of a key changes. The KEYDOWN event occurs once every time a key is pressed. KEYUP occurs once every time a key is released. Use the keyboard events for a single action or a step-by-step movement.
If you want to achieve a continuously movement, you have to use pygame.key.get_pressed(). pygame.key.get_pressed() returns a list with the state of each key. If a key is held down, the state for the key is True, otherwise False. Use pygame.key.get_pressed() to evaluate the current state of a button and get continuous movement:
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x1 -= 1
if keys[pygame.K_RIGHT]:
x1 += 1
if keys[pygame.K_UP]:
y1 -= 1
if keys[pygame.K_DOWN]:
y1 += 1
setup_background()
spriteimg = plumberright
screen.blit(spriteimg, (x1, y1))
pygame.display.flip()
clock.tick(100)
See also Key and Keyboard event
Minimal example: repl.it/#Rabbid76/PyGame-ContinuousMovement
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
rect = pygame.Rect(0, 0, 20, 20)
rect.center = window.get_rect().center
vel = 5
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
print(pygame.key.name(event.key))
keys = pygame.key.get_pressed()
rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel
rect.y += (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * vel
rect.centerx = rect.centerx % window.get_width()
rect.centery = rect.centery % window.get_height()
window.fill(0)
pygame.draw.rect(window, (255, 0, 0), rect)
pygame.display.flip()
pygame.quit()
exit()

Use this mate, it'll work well, put it in your for loop.
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
playerX_change = -0.1
if event.key == pygame.K_d:
playerX_change = 0.1
if event.type == pygame.KEYUP:
if event.key == pygame.K_a or event.key == pygame.K_d:
playerX_change = 0
playerX += playerX_change
player(playerX, playerY)
pygame.display.update()

a simpler way can be:
KEYDOWN event to set a moving flag. KEYUP event to clear the flag.
the movement process just check the flag every frame. if set move if unset then no move.

you can use KEYUP and KEYDOWN events.
you can continuously do your task while key is down and when key is up just stop that task
for event in pygame.event.get():
if event.type == pygame.KEYUP:
if event.key==K_DOWN:
print("down key is not pressed")
elif event.type == pygame.KEYDOWN:
if event.key==K_DOWN:
print('down key is not pressed now')
pygame.event.clear() #optional only if your code requires
#this will clear all event and the for loop will executed only once

I suggest use the 'clock'function.
while running:
spriteimg = plumberright
screen.blit(spriteimg,(x1, y1))
spriteimg_x = 0
spriteimg_y = 0
spriteimg_speed = 0.2
dt = clock.tick(120)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
x1 = x1 + 0
spriteimg_y -= spriteimg_speed
elif event.key == pygame.K_DOWN:
x1 = x1 + 0
spriteimg_y += spriteimg_speed
elif event.key == pygame.K_LEFT:
spriteimg_x -= spriteimg_speed
y1 = y1 + 0
elif event.key == pygame.K_RIGHT:
spriteimg_y -= spriteimg_speed
y1 = y1 + 0
x1 += spriteimg_speed * dt
y1 += spriteimg_speed * dt
How about this way? and... i thought the ticks's value is so high.. anyway, i hope this way helps you.

Related

movement in pygame keypress doesn't update sometimes [duplicate]

Currently the sprite only moves 1 pixel every time a key is pressed. How could I cause the plumber sprite to move constantly when left or right key is being held down?
while running:
setup_background()
spriteimg = plumberright
screen.blit(spriteimg,(x1, y1))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
x1 = x1 + 0
y1 = y1 - 1
elif event.key == pygame.K_DOWN:
x1 = x1 + 0
y1 = y1 + 1
elif event.key == pygame.K_LEFT:
x1 = x1 -1
y1 = y1 + 0
elif event.key == pygame.K_RIGHT:
x1 = x1 + 1
y1 = y1 + 0
pygame.display.flip()
clock.tick(120)
You can use pygame.key.get_pressed to do that.
example:
while running:
keys = pygame.key.get_pressed() #checking pressed keys
if keys[pygame.K_UP]:
y1 -= 1
if keys[pygame.K_DOWN]:
y1 += 1
The keyboard events (see pygame.event module) occur only once when the state of a key changes. The KEYDOWN event occurs once every time a key is pressed. KEYUP occurs once every time a key is released. Use the keyboard events for a single action or a step-by-step movement.
If you want to achieve a continuously movement, you have to use pygame.key.get_pressed(). pygame.key.get_pressed() returns a list with the state of each key. If a key is held down, the state for the key is True, otherwise False. Use pygame.key.get_pressed() to evaluate the current state of a button and get continuous movement:
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x1 -= 1
if keys[pygame.K_RIGHT]:
x1 += 1
if keys[pygame.K_UP]:
y1 -= 1
if keys[pygame.K_DOWN]:
y1 += 1
setup_background()
spriteimg = plumberright
screen.blit(spriteimg, (x1, y1))
pygame.display.flip()
clock.tick(100)
See also Key and Keyboard event
Minimal example: repl.it/#Rabbid76/PyGame-ContinuousMovement
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
rect = pygame.Rect(0, 0, 20, 20)
rect.center = window.get_rect().center
vel = 5
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
print(pygame.key.name(event.key))
keys = pygame.key.get_pressed()
rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel
rect.y += (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * vel
rect.centerx = rect.centerx % window.get_width()
rect.centery = rect.centery % window.get_height()
window.fill(0)
pygame.draw.rect(window, (255, 0, 0), rect)
pygame.display.flip()
pygame.quit()
exit()
Use this mate, it'll work well, put it in your for loop.
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
playerX_change = -0.1
if event.key == pygame.K_d:
playerX_change = 0.1
if event.type == pygame.KEYUP:
if event.key == pygame.K_a or event.key == pygame.K_d:
playerX_change = 0
playerX += playerX_change
player(playerX, playerY)
pygame.display.update()
a simpler way can be:
KEYDOWN event to set a moving flag. KEYUP event to clear the flag.
the movement process just check the flag every frame. if set move if unset then no move.
you can use KEYUP and KEYDOWN events.
you can continuously do your task while key is down and when key is up just stop that task
for event in pygame.event.get():
if event.type == pygame.KEYUP:
if event.key==K_DOWN:
print("down key is not pressed")
elif event.type == pygame.KEYDOWN:
if event.key==K_DOWN:
print('down key is not pressed now')
pygame.event.clear() #optional only if your code requires
#this will clear all event and the for loop will executed only once
I suggest use the 'clock'function.
while running:
spriteimg = plumberright
screen.blit(spriteimg,(x1, y1))
spriteimg_x = 0
spriteimg_y = 0
spriteimg_speed = 0.2
dt = clock.tick(120)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
x1 = x1 + 0
spriteimg_y -= spriteimg_speed
elif event.key == pygame.K_DOWN:
x1 = x1 + 0
spriteimg_y += spriteimg_speed
elif event.key == pygame.K_LEFT:
spriteimg_x -= spriteimg_speed
y1 = y1 + 0
elif event.key == pygame.K_RIGHT:
spriteimg_y -= spriteimg_speed
y1 = y1 + 0
x1 += spriteimg_speed * dt
y1 += spriteimg_speed * dt
How about this way? and... i thought the ticks's value is so high.. anyway, i hope this way helps you.

Cannot move objects in Pygame [duplicate]

Currently the sprite only moves 1 pixel every time a key is pressed. How could I cause the plumber sprite to move constantly when left or right key is being held down?
while running:
setup_background()
spriteimg = plumberright
screen.blit(spriteimg,(x1, y1))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
x1 = x1 + 0
y1 = y1 - 1
elif event.key == pygame.K_DOWN:
x1 = x1 + 0
y1 = y1 + 1
elif event.key == pygame.K_LEFT:
x1 = x1 -1
y1 = y1 + 0
elif event.key == pygame.K_RIGHT:
x1 = x1 + 1
y1 = y1 + 0
pygame.display.flip()
clock.tick(120)
You can use pygame.key.get_pressed to do that.
example:
while running:
keys = pygame.key.get_pressed() #checking pressed keys
if keys[pygame.K_UP]:
y1 -= 1
if keys[pygame.K_DOWN]:
y1 += 1
The keyboard events (see pygame.event module) occur only once when the state of a key changes. The KEYDOWN event occurs once every time a key is pressed. KEYUP occurs once every time a key is released. Use the keyboard events for a single action or a step-by-step movement.
If you want to achieve a continuously movement, you have to use pygame.key.get_pressed(). pygame.key.get_pressed() returns a list with the state of each key. If a key is held down, the state for the key is True, otherwise False. Use pygame.key.get_pressed() to evaluate the current state of a button and get continuous movement:
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x1 -= 1
if keys[pygame.K_RIGHT]:
x1 += 1
if keys[pygame.K_UP]:
y1 -= 1
if keys[pygame.K_DOWN]:
y1 += 1
setup_background()
spriteimg = plumberright
screen.blit(spriteimg, (x1, y1))
pygame.display.flip()
clock.tick(100)
See also Key and Keyboard event
Minimal example: repl.it/#Rabbid76/PyGame-ContinuousMovement
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
rect = pygame.Rect(0, 0, 20, 20)
rect.center = window.get_rect().center
vel = 5
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
print(pygame.key.name(event.key))
keys = pygame.key.get_pressed()
rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel
rect.y += (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * vel
rect.centerx = rect.centerx % window.get_width()
rect.centery = rect.centery % window.get_height()
window.fill(0)
pygame.draw.rect(window, (255, 0, 0), rect)
pygame.display.flip()
pygame.quit()
exit()
Use this mate, it'll work well, put it in your for loop.
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
playerX_change = -0.1
if event.key == pygame.K_d:
playerX_change = 0.1
if event.type == pygame.KEYUP:
if event.key == pygame.K_a or event.key == pygame.K_d:
playerX_change = 0
playerX += playerX_change
player(playerX, playerY)
pygame.display.update()
a simpler way can be:
KEYDOWN event to set a moving flag. KEYUP event to clear the flag.
the movement process just check the flag every frame. if set move if unset then no move.
you can use KEYUP and KEYDOWN events.
you can continuously do your task while key is down and when key is up just stop that task
for event in pygame.event.get():
if event.type == pygame.KEYUP:
if event.key==K_DOWN:
print("down key is not pressed")
elif event.type == pygame.KEYDOWN:
if event.key==K_DOWN:
print('down key is not pressed now')
pygame.event.clear() #optional only if your code requires
#this will clear all event and the for loop will executed only once
I suggest use the 'clock'function.
while running:
spriteimg = plumberright
screen.blit(spriteimg,(x1, y1))
spriteimg_x = 0
spriteimg_y = 0
spriteimg_speed = 0.2
dt = clock.tick(120)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
x1 = x1 + 0
spriteimg_y -= spriteimg_speed
elif event.key == pygame.K_DOWN:
x1 = x1 + 0
spriteimg_y += spriteimg_speed
elif event.key == pygame.K_LEFT:
spriteimg_x -= spriteimg_speed
y1 = y1 + 0
elif event.key == pygame.K_RIGHT:
spriteimg_y -= spriteimg_speed
y1 = y1 + 0
x1 += spriteimg_speed * dt
y1 += spriteimg_speed * dt
How about this way? and... i thought the ticks's value is so high.. anyway, i hope this way helps you.

Sprite does not want to move in Pygame [duplicate]

Currently the sprite only moves 1 pixel every time a key is pressed. How could I cause the plumber sprite to move constantly when left or right key is being held down?
while running:
setup_background()
spriteimg = plumberright
screen.blit(spriteimg,(x1, y1))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
x1 = x1 + 0
y1 = y1 - 1
elif event.key == pygame.K_DOWN:
x1 = x1 + 0
y1 = y1 + 1
elif event.key == pygame.K_LEFT:
x1 = x1 -1
y1 = y1 + 0
elif event.key == pygame.K_RIGHT:
x1 = x1 + 1
y1 = y1 + 0
pygame.display.flip()
clock.tick(120)
You can use pygame.key.get_pressed to do that.
example:
while running:
keys = pygame.key.get_pressed() #checking pressed keys
if keys[pygame.K_UP]:
y1 -= 1
if keys[pygame.K_DOWN]:
y1 += 1
The keyboard events (see pygame.event module) occur only once when the state of a key changes. The KEYDOWN event occurs once every time a key is pressed. KEYUP occurs once every time a key is released. Use the keyboard events for a single action or a step-by-step movement.
If you want to achieve a continuously movement, you have to use pygame.key.get_pressed(). pygame.key.get_pressed() returns a list with the state of each key. If a key is held down, the state for the key is True, otherwise False. Use pygame.key.get_pressed() to evaluate the current state of a button and get continuous movement:
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x1 -= 1
if keys[pygame.K_RIGHT]:
x1 += 1
if keys[pygame.K_UP]:
y1 -= 1
if keys[pygame.K_DOWN]:
y1 += 1
setup_background()
spriteimg = plumberright
screen.blit(spriteimg, (x1, y1))
pygame.display.flip()
clock.tick(100)
See also Key and Keyboard event
Minimal example: repl.it/#Rabbid76/PyGame-ContinuousMovement
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
rect = pygame.Rect(0, 0, 20, 20)
rect.center = window.get_rect().center
vel = 5
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
print(pygame.key.name(event.key))
keys = pygame.key.get_pressed()
rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel
rect.y += (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * vel
rect.centerx = rect.centerx % window.get_width()
rect.centery = rect.centery % window.get_height()
window.fill(0)
pygame.draw.rect(window, (255, 0, 0), rect)
pygame.display.flip()
pygame.quit()
exit()
Use this mate, it'll work well, put it in your for loop.
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
playerX_change = -0.1
if event.key == pygame.K_d:
playerX_change = 0.1
if event.type == pygame.KEYUP:
if event.key == pygame.K_a or event.key == pygame.K_d:
playerX_change = 0
playerX += playerX_change
player(playerX, playerY)
pygame.display.update()
a simpler way can be:
KEYDOWN event to set a moving flag. KEYUP event to clear the flag.
the movement process just check the flag every frame. if set move if unset then no move.
you can use KEYUP and KEYDOWN events.
you can continuously do your task while key is down and when key is up just stop that task
for event in pygame.event.get():
if event.type == pygame.KEYUP:
if event.key==K_DOWN:
print("down key is not pressed")
elif event.type == pygame.KEYDOWN:
if event.key==K_DOWN:
print('down key is not pressed now')
pygame.event.clear() #optional only if your code requires
#this will clear all event and the for loop will executed only once
I suggest use the 'clock'function.
while running:
spriteimg = plumberright
screen.blit(spriteimg,(x1, y1))
spriteimg_x = 0
spriteimg_y = 0
spriteimg_speed = 0.2
dt = clock.tick(120)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
x1 = x1 + 0
spriteimg_y -= spriteimg_speed
elif event.key == pygame.K_DOWN:
x1 = x1 + 0
spriteimg_y += spriteimg_speed
elif event.key == pygame.K_LEFT:
spriteimg_x -= spriteimg_speed
y1 = y1 + 0
elif event.key == pygame.K_RIGHT:
spriteimg_y -= spriteimg_speed
y1 = y1 + 0
x1 += spriteimg_speed * dt
y1 += spriteimg_speed * dt
How about this way? and... i thought the ticks's value is so high.. anyway, i hope this way helps you.

Pygame, win.blit not working [duplicate]

Currently the sprite only moves 1 pixel every time a key is pressed. How could I cause the plumber sprite to move constantly when left or right key is being held down?
while running:
setup_background()
spriteimg = plumberright
screen.blit(spriteimg,(x1, y1))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
x1 = x1 + 0
y1 = y1 - 1
elif event.key == pygame.K_DOWN:
x1 = x1 + 0
y1 = y1 + 1
elif event.key == pygame.K_LEFT:
x1 = x1 -1
y1 = y1 + 0
elif event.key == pygame.K_RIGHT:
x1 = x1 + 1
y1 = y1 + 0
pygame.display.flip()
clock.tick(120)
You can use pygame.key.get_pressed to do that.
example:
while running:
keys = pygame.key.get_pressed() #checking pressed keys
if keys[pygame.K_UP]:
y1 -= 1
if keys[pygame.K_DOWN]:
y1 += 1
The keyboard events (see pygame.event module) occur only once when the state of a key changes. The KEYDOWN event occurs once every time a key is pressed. KEYUP occurs once every time a key is released. Use the keyboard events for a single action or a step-by-step movement.
If you want to achieve a continuously movement, you have to use pygame.key.get_pressed(). pygame.key.get_pressed() returns a list with the state of each key. If a key is held down, the state for the key is True, otherwise False. Use pygame.key.get_pressed() to evaluate the current state of a button and get continuous movement:
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x1 -= 1
if keys[pygame.K_RIGHT]:
x1 += 1
if keys[pygame.K_UP]:
y1 -= 1
if keys[pygame.K_DOWN]:
y1 += 1
setup_background()
spriteimg = plumberright
screen.blit(spriteimg, (x1, y1))
pygame.display.flip()
clock.tick(100)
See also Key and Keyboard event
Minimal example: repl.it/#Rabbid76/PyGame-ContinuousMovement
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
rect = pygame.Rect(0, 0, 20, 20)
rect.center = window.get_rect().center
vel = 5
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
print(pygame.key.name(event.key))
keys = pygame.key.get_pressed()
rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel
rect.y += (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * vel
rect.centerx = rect.centerx % window.get_width()
rect.centery = rect.centery % window.get_height()
window.fill(0)
pygame.draw.rect(window, (255, 0, 0), rect)
pygame.display.flip()
pygame.quit()
exit()
Use this mate, it'll work well, put it in your for loop.
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
playerX_change = -0.1
if event.key == pygame.K_d:
playerX_change = 0.1
if event.type == pygame.KEYUP:
if event.key == pygame.K_a or event.key == pygame.K_d:
playerX_change = 0
playerX += playerX_change
player(playerX, playerY)
pygame.display.update()
a simpler way can be:
KEYDOWN event to set a moving flag. KEYUP event to clear the flag.
the movement process just check the flag every frame. if set move if unset then no move.
you can use KEYUP and KEYDOWN events.
you can continuously do your task while key is down and when key is up just stop that task
for event in pygame.event.get():
if event.type == pygame.KEYUP:
if event.key==K_DOWN:
print("down key is not pressed")
elif event.type == pygame.KEYDOWN:
if event.key==K_DOWN:
print('down key is not pressed now')
pygame.event.clear() #optional only if your code requires
#this will clear all event and the for loop will executed only once
I suggest use the 'clock'function.
while running:
spriteimg = plumberright
screen.blit(spriteimg,(x1, y1))
spriteimg_x = 0
spriteimg_y = 0
spriteimg_speed = 0.2
dt = clock.tick(120)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
x1 = x1 + 0
spriteimg_y -= spriteimg_speed
elif event.key == pygame.K_DOWN:
x1 = x1 + 0
spriteimg_y += spriteimg_speed
elif event.key == pygame.K_LEFT:
spriteimg_x -= spriteimg_speed
y1 = y1 + 0
elif event.key == pygame.K_RIGHT:
spriteimg_y -= spriteimg_speed
y1 = y1 + 0
x1 += spriteimg_speed * dt
y1 += spriteimg_speed * dt
How about this way? and... i thought the ticks's value is so high.. anyway, i hope this way helps you.

Issues with player input in Pygame [duplicate]

Currently the sprite only moves 1 pixel every time a key is pressed. How could I cause the plumber sprite to move constantly when left or right key is being held down?
while running:
setup_background()
spriteimg = plumberright
screen.blit(spriteimg,(x1, y1))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
x1 = x1 + 0
y1 = y1 - 1
elif event.key == pygame.K_DOWN:
x1 = x1 + 0
y1 = y1 + 1
elif event.key == pygame.K_LEFT:
x1 = x1 -1
y1 = y1 + 0
elif event.key == pygame.K_RIGHT:
x1 = x1 + 1
y1 = y1 + 0
pygame.display.flip()
clock.tick(120)
You can use pygame.key.get_pressed to do that.
example:
while running:
keys = pygame.key.get_pressed() #checking pressed keys
if keys[pygame.K_UP]:
y1 -= 1
if keys[pygame.K_DOWN]:
y1 += 1
The keyboard events (see pygame.event module) occur only once when the state of a key changes. The KEYDOWN event occurs once every time a key is pressed. KEYUP occurs once every time a key is released. Use the keyboard events for a single action or a step-by-step movement.
If you want to achieve a continuously movement, you have to use pygame.key.get_pressed(). pygame.key.get_pressed() returns a list with the state of each key. If a key is held down, the state for the key is True, otherwise False. Use pygame.key.get_pressed() to evaluate the current state of a button and get continuous movement:
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
x1 -= 1
if keys[pygame.K_RIGHT]:
x1 += 1
if keys[pygame.K_UP]:
y1 -= 1
if keys[pygame.K_DOWN]:
y1 += 1
setup_background()
spriteimg = plumberright
screen.blit(spriteimg, (x1, y1))
pygame.display.flip()
clock.tick(100)
See also Key and Keyboard event
Minimal example: repl.it/#Rabbid76/PyGame-ContinuousMovement
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
rect = pygame.Rect(0, 0, 20, 20)
rect.center = window.get_rect().center
vel = 5
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
print(pygame.key.name(event.key))
keys = pygame.key.get_pressed()
rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel
rect.y += (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * vel
rect.centerx = rect.centerx % window.get_width()
rect.centery = rect.centery % window.get_height()
window.fill(0)
pygame.draw.rect(window, (255, 0, 0), rect)
pygame.display.flip()
pygame.quit()
exit()
Use this mate, it'll work well, put it in your for loop.
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
playerX_change = -0.1
if event.key == pygame.K_d:
playerX_change = 0.1
if event.type == pygame.KEYUP:
if event.key == pygame.K_a or event.key == pygame.K_d:
playerX_change = 0
playerX += playerX_change
player(playerX, playerY)
pygame.display.update()
a simpler way can be:
KEYDOWN event to set a moving flag. KEYUP event to clear the flag.
the movement process just check the flag every frame. if set move if unset then no move.
you can use KEYUP and KEYDOWN events.
you can continuously do your task while key is down and when key is up just stop that task
for event in pygame.event.get():
if event.type == pygame.KEYUP:
if event.key==K_DOWN:
print("down key is not pressed")
elif event.type == pygame.KEYDOWN:
if event.key==K_DOWN:
print('down key is not pressed now')
pygame.event.clear() #optional only if your code requires
#this will clear all event and the for loop will executed only once
I suggest use the 'clock'function.
while running:
spriteimg = plumberright
screen.blit(spriteimg,(x1, y1))
spriteimg_x = 0
spriteimg_y = 0
spriteimg_speed = 0.2
dt = clock.tick(120)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
x1 = x1 + 0
spriteimg_y -= spriteimg_speed
elif event.key == pygame.K_DOWN:
x1 = x1 + 0
spriteimg_y += spriteimg_speed
elif event.key == pygame.K_LEFT:
spriteimg_x -= spriteimg_speed
y1 = y1 + 0
elif event.key == pygame.K_RIGHT:
spriteimg_y -= spriteimg_speed
y1 = y1 + 0
x1 += spriteimg_speed * dt
y1 += spriteimg_speed * dt
How about this way? and... i thought the ticks's value is so high.. anyway, i hope this way helps you.

Categories