I have a function that detects key presses but, when i use the function and detect 'a' it detects but if i detect 'd' it doesnt detect it, but if i put the function that detects the key 'd' before the function that detects the key 'a' it detects 'd', why so?
here is my code:
keys = ['a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z','space','1','2','3','4','5','6','7','8','9','0']
pygame_keys = [pygame.K_a,pygame.K_b,pygame.K_c,pygame.K_d,pygame.K_e,pygame.K_f,pygame.K_g,pygame.K_h,pygame.K_i,pygame.K_j,pygame.K_k,pygame.K_l,pygame.K_m,pygame.K_n,pygame.K_o,pygame.K_p,pygame.K_q,pygame.K_r,pygame.K_s,pygame.K_t,pygame.K_u,pygame.K_v,pygame.K_w,pygame.K_x,pygame.K_y,pygame.K_z,pygame.K_SPACE,pygame.K_1,pygame.K_2,pygame.K_3,pygame.K_4,pygame.K_5,pygame.K_6,pygame.K_7,pygame.K_8,pygame.K_9,pygame.K_0]
def key_pressed(key_press,one_click =False):
global key_function_run
if one_click:
key_function_run = True
if not one_click:
if kb.is_pressed(key_press):
return True
if one_click:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
for i in range(len(keys)):
if event.type == pygame.KEYDOWN:
if key_press == keys[i]:
if event.key == pygame_keys[i]:
print(i)
return True
pass
And here is how i am using the function:
if x == 205:
player_lane = 2
if x == 60:
player_lane = 1
if x == 347:
player_lane = 3
#player movement
if peasy.key_pressed('a',True) and player_lane == 2:
x = 60
if peasy.key_pressed('a',True) and player_lane == 3:
x = 205
if peasy.key_pressed('d',True) and player_lane == 2:
x = 347
if peasy.key_pressed('d',True) and player_lane == 1:
x = 205
Make a dictionary from your lists:
key_dict = dict(zip(keys, pygame_keys))
And use pygame.key.get_pressed:
def key_hold(keys, key):
return keys[key_dict[key]]
keys = pygame.key.get_pressed()
is_a = key_hold(keys, 'a')
is_d = key_hold(keys, 'd')
If you want to use the KEYDOWN event, you have to be aware that pygame.event.get() get all the messages and remove them from the queue. See the documentation:
This will get all the messages and remove them from the queue. [...]
So you can call pygame.event.get only once per frame. Also see Faster version of 'pygame.event.get()'. Why are events being missed and why are the events delayed?. However you can use unicode property of the KEYDOWN event:
def key_down_event(event_list, c):
return any(e for e in event_list if e.type == pygame.KEYDOWN and e.unicode == c)
event_list = pygame.event.get()
is_a = key_down_event(event_list, 'a')
is_d = key_down_event(event_list, 'd')
If you want a function that detects both whether a key is held down or has been pressed, you need to count the frames of how long a key is pressed, for each key. Return True if the count for a key is 1 when you want to determine if the key was just pressed:
import pygame
key_count = {}
def key_pressed(keys, key, one_click):
pressed = keys[key]
key_count[key] = (key_count.get(key, 0) + 1) if pressed else 0
return key_count[key] == 1 if one_click else pressed
pygame.init()
window = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
a_once = key_pressed(keys, pygame.K_a, True)
d_hold = key_pressed(keys, pygame.K_d, False)
if a_once:
print(f'key event: {pygame.key.name(pygame.K_a)}')
if d_hold:
print(f'key pressed: {pygame.key.name(pygame.K_d)}')
pygame.display.flip()
pygame.quit()
exit()
You shouldn't need to make a custom function for input handling, you can use something like this:
running = True
def main():
# Your normal game loop
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Gets a list of the currently pressed keys,
# this is updated because we put it in the while loop
kbd = pygame.key.get_pressed()
if kbd[pygame.K_a]:
print("I just pressed the A button!") # You can run here whatever ya want
Edit: I realized OP wanted to use pygame.KEYDOWN instead of pygame.key.get_pressed(), so in that case, you can use something like this
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
print("Pressed D!")
Hope I helped. If you have any questions, just leave a comment/reply/whatever!
I am trying to detect a single key press no matter how long the key is held down. Example, if the 'a' key is held down for 3 seconds, my current program would print this:
key pressed
'aaaaaaaaaaaaa'
key released
I am trying to get it to where it would only allow a single action per press/release cycle:
key pressed
'a'
key released
key pressed
'a'
key released
What am I doing wrong? Thank you
def update(self):
space_released = True
space_pressed = False
elif event.type == KEYUP:
if event.key == K_SPACE:
self.space_released = True
elif event.type == KEYDOWN:
if event.key == K_SPACE:
self.space_released = False
key = pygame.key.get_pressed()
while space_released == True:
# Print key pressed
return
space_released = False
Use pygame.key.set_repeat() to control how held keys are repeated:
When the keyboard repeat is enabled, keys that are held down will generate multiple pygame.KEYDOWN events. [...]
[...] To disable key repeat call this function with no arguments or with delay set to 0.
Just call pygame.key.set_repeat() to disable repeating keys:
pygame.key.set_repeat()
run = True
while run:
clock.tick(60)
space_released = False
space_pressed = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == KEYUP:
if event.key == K_SPACE:
space_released = True
elif event.type == KEYDOWN:
if event.key == K_SPACE:
space_pressed = True
# [...]
If you want to do something similar with pygame.key.get_pressed (), you have to save the state of pygame.K_SPACE and compare the previous (space_was_pressed) state with the current state (space_is_pressed):
space_was_pressed = 0
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
key = pygame.key.get_pressed()
space_released = True
space_pressed = False
space_is_pressed = key[pygame.K_SPACE]
if space_was_pressed != space_is_pressed:
space_released = not space_is_pressed
space_pressed = space_is_pressed
space_was_pressed = space_is_pressed
My collide_rect function is not working as I expect to be. The problem is when press the key 'r', it should be able to reset everything and continue the game. But when I actually press the key 'r', it does not change anything when I add in the pause statement. I want to have the game pause when two of the sprites I have(ball, obstacle) collide. After the user inputs the letter 'r', it should go back to running and reset position for both sprites. The error I am getting is when I press the key 'r', it does not change anything on the surface.
This is my while loop:
paused = False
def display_text(text):
font = pygame.freetype.Font('helvetica.ttc', 32)
text_attributed = font.render_to(gameDisplay, (300,300), text, black)
while not crashed:
time = pygame.time.get_ticks()
obstacle.change_x()
for event in pygame.event.get():
if event.type == pygame.QUIT:
crashed = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
ball.jump_true()
if event.key == pygame.K_SPACE:
ball.jump_true()
if event.key == pygame.K_r:
paused = not paused
if ball.collide == True:
gameDisplay.fill(white)
display_text('You Lost! type "R" to restart')
paused = True
if paused == True:
ball.reset_position()
obstacle.reset_position()
pygame.display.flip()
clock.tick(20)
else:
ball.jump()
ball.test_collision(obstacle)
gameDisplay.fill(white)
ball.update()
obstacle.update()
pygame.display.flip()
clock.tick(60)
pygame.quit()
sys.exit()
Don't overcomplicate things. You don't need multiple event loops. Use 1 main loop, 1 event loop and a state which indicates if the game is paused. e.g.:
paused = False
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_r
# Toggle pause
paused = not paused
if paused:
# "pause" mode
# [...]
else
# "run" mode
# [...]
# update display etc.
# [...]
I have a program where you have a object and need it to move around asteoids. But in the while loop when i press the arrow keys nothing outputs or works for that key.
gameLoop = True
while gameLoop:
for event in pygame.event.get():
if (event.type==pygame.QUIT):
gameLoop=False
if (event.type==pygame.KEYDOWN):
if (event.type==pygame.K_LEFT):
direc1 = -5
The event type won't ever be the keyname, you have to check event.key after testing for a keypress.
if (event.type==pygame.KEYDOWN):
if (event.key == pygame.K_LEFT):
direc1 = -5
I am making this multiple choice program, but I need the mouse event to only work after enter is pressed.
Here is my code:
for event in pygame.event.get(): # If user did something
if event.type == pygame.QUIT: # If user clicked close
done = True
elif event.type == pygame.KEYDOWN: # If user pressed a key
if event.key == pygame.K_RETURN: # If user pressed enter
# Makes the start screen go away
enter_pressed = True
# Increments question_number
question_number += 1
# Where I Draw the question screen
Then down below I have this:
for event in pygame.event.get(): # If user did something
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
print("Derp")
Derp won't print when I press left mouse button.
However, when I have it indented like this:
for event in pygame.event.get(): # If user did something
if event.type == pygame.QUIT: # If user clicked close
done = True
elif event.type == pygame.KEYDOWN: # If user pressed a key
if event.key == pygame.K_RETURN: # If user pressed enter
# Makes the start screen go away
enter_pressed = True
# Increments question_number
question_number += 1
# Where I Draw the question screen
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
print("Derp")
Derp does print when I press left mouse button
You could use a boolean indicating wheter or not enter was pressed.
for event in pygame.event.get(): # If user did something
enter_pressed = False
if event.type == pygame.QUIT: # If user clicked close
done = True
elif event.type == pygame.KEYDOWN: # If user pressed a key
if event.key == pygame.K_RETURN: # If user pressed enter
# Makes the start screen go away
enter_pressed = True
# Increments question_number
question_number += 1
# Where I Draw the question screen
elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1 and enter_pressed:
print("Derp")
I think that the problem is that you are iterating over all events, and inside that loop you are iterating over all events (again), and that causes some problems
It is hard to tell from what you said, but I have a couple of recommendations for you. First, make sure that the for loop with derp isn't in any if statements you don't want it to be in. Second, make sure you call pygame.event.get() once per game loop or the code will only give you events that happened between the two calls, which will not be all of them. If neither of these things work, try posting the whole code.