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 2 years ago.
I created a program with pygame. The background and player are appearing but the player is not moving. The program is not giving any errors, can you help me? I am using python 3.8.6. Here is some of my code.
# Game Loop
running = True
while running:
for event in pygame.event.get():
player(playerX, playerY)
pygame.display.update()
# Movment
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
player_x_change -= 10
if event.key == pygame.K_d:
player_x_change += 10
if event.key == pygame.K_w:
player_y_change -= 10
if event.key == pygame.K_s:
player_y_change += 10
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
player_x_change = 0
if event.key == pygame.K_d:
player_x_change = 0
# Close the game
if event.type == pygame.QUIT:
running = False
Your code is just displaying the player, not moving him.
To move the player, you have, in a first step, to define a speed variable. Then you have to get the rectangle of your player. That will allow you to modify player position by using the speed variable you defined.
Also, if you want to move your player, you have to draw the background before drawing the player. Otherwise, every player you draw will not disappear.
And don't forget to define the game speed.
Code
#!/usr/bin/python3
import pygame
# set the game speed
delay = 10
screen = pygame.display.set_mode((800, 600))
# loading player image and get pos
player = pygame.image.load('pixel_ship_yellow.png')
player_pos = player.get_rect()
# define speed variable
speed = [1, 1]
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
break
# drawing background
screen.fill((0,0,0))
# apply speed (position is automatically updated)
player_pos = player_pos.move(speed)
# drawing player
screen.blit(player, player_pos)
pygame.display.flip()
# set the game speed
pygame.time.delay(delay)
You need to check for the event when a user pressed a button to move the character and then update the players position. For example, here's checking if the player pressed the right arrow:
while running:
for event in pygame.event.get():
player(playerX, playerY)
pygame.display.update()
# checking if right arrow is being pressed
if events.type == pygame.KEYDOWN:
if events.key == pygame.K_RIGHT
# update players x position here to move right
# for example, player.x += 2
# Close the game
if event.type == pygame.QUIT:
running = False
Related
This question already has an answer here:
How to get if a key is pressed pygame [duplicate]
(1 answer)
Closed 1 year ago.
click here to see the image
PROGRAMING LANGUAGE THAT I USE IS PYTHON
As on the photo,i have a character(square) and i want when i press the left, right, up, down keys, it has to keep moving in that direction until it hits the wall then stops.But when i press those keys, it only moves once and not continuously like i thought.how to make it move continuously
import pygame
pygame.init()
clock = pygame.time.Clock()
#display
window = pygame.display.set_mode((600,600))
caption = pygame.display.set_caption('SwipeIt')
#player
square = pygame.image.load('asset/square.png').convert_alpha()
square_rect = square.get_rect(center = (100,150))
#wall
wall1 = pygame.image.load('asset/wall1.png').convert()
wall2 = pygame.image.load('asset/wall2.png').convert()
screw = pygame.image.load('asset/screw.png').convert()
white = (255,252,252)
gravity = 0.25
swipe = 0
loop = True
while loop:
print(window)
window.fill(white)
#wall
window.blit(wall1,(0,0))
window.blit(wall2,(0,0))
window.blit(wall2,(565,0))
window.blit(wall1,(0,566))
window.blit(screw,(0,0))
window.blit(screw,(0,566))
window.blit(screw,(565,0))
window.blit(screw,(565,566))
#player
window.blit(square,(square_rect))
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
swipe += gravity
square_rect.centery += swipe
if event.key == pygame.K_UP:
swipe -= gravity
square_rect.centery -= swipe
if event.key == pygame.K_RIGHT:
swipe += gravity
square_rect.centerx += swipe
if event.key == pygame.K_LEFT:
swipe -= gravity
square_rect.centerx -= swipe
if event.type == pygame.QUIT:
loop = False
pygame.display.flip()
pygame.display.update()
clock.tick(120)
If you need, here is the link to download the files I have used .
''https://www.mediafire.com/file/ilogoklz3t9abpa/asset.rar/file''
I've made a snake game before and how I did it is by using a variable called direction.
Here is a little snippet from it.
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
direction = "up"
if event.key == pygame.K_DOWN:
direction = "down"
if event.key == pygame.K_RIGHT:
direction = "right"
if event.key == pygame.K_LEFT:
direction = "left"
Then I would check the current direction and change the position depending on the direction.
For example:
one would be
if direction == "up":
player_y += 5
This question already has answers here:
pygame.error: video system not initialized
(5 answers)
why is the exit window button work but the exit button in the game does not work?
(1 answer)
Closed 1 year ago.
Here is my underdeveloped pygame ping-pong game, but my sprites(player&opponent) ain't moving, on giving a keyboard input. And when I quit the program, it yells an error pygame.error: video system not initialized. My pygame is the latest 1.9.6 version with all the files up-to-daee. However, I am certain that pygame.display is generating this error, but I even tried pygame.display.init() and that too didn't worked :(
import pygame
# Initialization
pygame.init()
# Screen, Caption and Icon
width = 800
height = 600
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption('PyGame')
icon = pygame.image.load('ping-pong.png')
pygame.display.set_icon(icon)
# Create Rects
player = pygame.Rect((5, 230), (10, 120))
opponent = pygame.Rect((785, 230), (10, 120))
# Game Variables
playerY_change = 0
opponentY_change = 0
game_over = False
while not game_over:
# Coloring the Screen
screen.fill((27, 35, 43))
# Draw Rects
pygame.draw.rect(screen, (255,255,255), player)
pygame.draw.rect(screen, (255,255,255), opponent)
# Managing Events
for event in pygame.event.get():
if event.type == pygame.QUIT:
game_over = True
pygame.quit()
if event.type == pygame.KEYUP:
if event.type == pygame.K_UP:
opponentY_change -= 3
if event.type == pygame.K_DOWN:
opponentY_change += 3
if event.type == pygame.K_w:
playerY_change -= 3
if event.type == pygame.K_s:
playerY_change += 3
if event.type == pygame.KEYDOWN:
if (event.type == pygame.K_UP) or (event.type == pygame.K_DOWN):
opponentY_change = 0
if (event.type == pygame.K_w) or (event.type == pygame.K_s):
playerY_change = 0
# Moving my sprites
player.y += playerY_change
opponent.y += opponentY_change
# Updating the screen on every iter of loop
pygame.display.update()
Here, you have two different problems :
First the movement is not working because to differentiate the keys, you use event.type to compare where it should be event.key. Try with for example :
if event.key == pygame.K_UP:
opponentY_change -= 3
The other problem is that when the game is over, you use pygame.quit() but later on the loop, you use pygame.display.update(). You should put the display update at the beginning of the loop.
I'm a beginner in python and I am trying to learn the features of pygame in order to make a simple game. I want to move an image using the wasd keys, but it's not working. Please help.
I'm using python (3.7.0) on windows 10.
The following is the code:
import pygame
from pygame.locals import *
pygame.init()
pygame.display.init()
keys = [False, False, False, False]
screen=pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
background=pygame.Surface(screen.get_size())
background.fill((255,255,255))
playerpos=[100,100]
player=pygame.image.load("Copper.png")
while 1:
pygame.display.init()
screen.fill(0)
screen.blit(background,(0,0))
screen.blit(player,playerpos)
for event in pygame.event.get():
pygame.display.init()
pygame.display.flip()
if event.type == pygame.KEYDOWN:
if event.key==pygame.K_RETURN:
pygame.display.quit()
pygame.display.flip()
# 8 - loop through events
for event in pygame.event.get():
# 9 - check if event is X button
if event.type==pygame.QUIT:
# 10 - quit the game
pygame.quit()
exit(0)
if event.type == pygame.KEYDOWN:
if event.key==K_w:
keys[0]=True
elif event.key==K_a:
keys[1]=True
elif event.key==K_s:
keys[2]=True
elif event.key==K_d:
keys[3]=True
if event.type == pygame.KEYUP:
if event.key==pygame.K_w:
keys[0]=False
elif event.key==pygame.K_a:
keys[1]=False
elif event.key==pygame.K_s:
keys[2]=False
elif event.key==pygame.K_d:
keys[3]=False
# 9 - Move player
if keys[0]:
playerpos[1]-=500
elif keys[2]:
playerpos[1]+=500
if keys[1]:
playerpos[0]-=500
elif keys[3]:
playerpos[0]+=500
I expect the image "Copper.png" to move when I press w,a,s,d but the image does not move. The image does refresh everytime I press w,a,s,d but does not move.
Get rid of the multiple even handling loops. Use a single loop to handle all the events.
Further it is sufficient to init the display once (pygame.display.init())
Create a variable speed, which defines the number of pixels, the position of the image changes by each step
First evaluate the pygame.QUIT event and stop running the main loop when the event happens:
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
Then handle the other events like the pygame.KEYDOWN and pygame.KEYUP.
For a continuously movement, the manipulation of the player position has to be done outside the event loop. If it would be don in the loop, the the position of the player would only change if en event occurs. Note use a small "speed" (speed = 1), else the player would rapidly moved out of the window.
for event in pygame.event.get():
# event handling
if keys[0]:
playerpos[1]-=speed
elif keys[2]:
playerpos[1]+=speed
if keys[1]:
playerpos[0]-=speed
elif keys[3]:
playerpos[0]+=speed
Do the drawing of the scene at the end of main loop:
speed = 1
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key==pygame.K_RETURN:
done = True
for i in range(4):
if event.key == (K_w, K_a, K_s, K_d)[i]:
keys[i]=True
elif event.type == pygame.KEYUP:
for i in range(4):
if event.key == (K_w, K_a, K_s, K_d)[i]:
keys[i]=False
if keys[0]:
playerpos[1]-=speed
elif keys[2]:
playerpos[1]+=speed
if keys[1]:
playerpos[0]-=speed
elif keys[3]:
playerpos[0]+=speed
screen.fill(0)
screen.blit(background,(0,0))
screen.blit(player,playerpos)
pygame.display.flip()
Note, alternatively you can use pygame.key.get_pressed() to get all states of of all keyboard buttons at once. So you don't need to evaluate the key events separately:
speed = 1
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
done = True
allKeys = pygame.key.get_pressed()
playerpos[0] += -speed if allKeys[K_a] else speed if allKeys[K_d] else 0
playerpos[1] += -speed if allKeys[K_w] else speed if allKeys[K_s] else 0
screen.fill(0)
screen.blit(background,(0,0))
screen.blit(player,playerpos)
pygame.display.flip()
I have started making something on pygame but I have encountered an issue when moving left or right. if I quickly change from pressing the right arrow key to pressing the left one and also let go of the right one the block just stops moving. this is my code
bg = "sky.jpg"
ms = "ms.png"
import pygame, sys
from pygame.locals import *
x,y = 0,0
movex,movey=0,0
pygame.init()
screen=pygame.display.set_mode((664,385),0,32)
background=pygame.image.load(bg).convert()
mouse_c=pygame.image.load(ms).convert_alpha()
m = 0
pygame.event.pump()
while 1:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type==KEYDOWN:
if event.key==K_LEFT:
movex =-0.5
m = m + 1
if event.key==K_RIGHT:
movex=+0.5
m = m + 1
elif event.type == KEYUP:
if event.key==K_LEFT and not event.key==K_RIGHT:
movex = 0
if event.key==K_RIGHT and not event.key==K_LEFT:
movex =0
x+=movex
y=200
screen.blit(background, (0,0))
screen.blit(mouse_c,(x,y))
pygame.display.update()
is there a way I can change this so if the right arrow key is pressed and the left arrow key is released that it will go right instead of stopping?
P.S
I am still learning pygame and am very new to the module. I'm sorry if this seems like a stupid question but i couldn't find any answers to it.
Your problem is that when you test the KEYDOWN events with
if event.key==K_LEFT and not event.key==K_RIGHT:
you always get True, because when event.key==K_LEFT is True,
it also always is not event.key==K_RIGHT (because the key of the event is K_LEFT after all).
My approach to this kind of problem is to separate
the intent from the action. So, for the key
events, I would simply keep track of what action
is supposed to happen, like this:
moveLeft = False
moveRight = False
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_LEFT: moveLeft = True
if event.key == K_RIGHT: moveRight = True
elif event.type == KEYUP:
if event.key == K_LEFT: moveLeft = False
if event.key == K_RIGHT: moveRight = False
Then, in the "main" part of the loop, you can
take action based on the input, such as:
while True:
for event in pygame.event.get():
...
if moveLeft : x -= 0.5
if moveRight : x += 0.5
the problem is that you have overlapping key features; If you hold down first right and then left xmove is first set to 1 and then changes to -1. But then you release one of the keys and it resets xmove to 0 even though you are still holding the other key. What you want to do is create booleans for each key. Here is an example:
demo.py:
import pygame
window = pygame.display.set_mode((800, 600))
rightPressed = False
leftPressed = False
white = 255, 255, 255
black = 0, 0, 0
x = 250
xmove = 0
while True:
window.fill(white)
pygame.draw.rect(window, black, (x, 300, 100, 100))
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
rightPressed = True
if event.key == pygame.K_LEFT:
leftPressed = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
rightPressed = False
if event.key == pygame.K_LEFT:
leftPressed = False
xmove = 0
if rightPressed:
xmove = 1
if leftPressed:
xmove = -1
x += xmove
pygame.display.flip()
One way could be to create a queue that keeps track of the button that was pressed last. If we press the right arrow key we'll put the velocity first in the list, and if we then press the left arrow key we put the new velocity first in the list. So the button that was pressed last will always be first in the list. Then we just remove the button from the list when we release it.
import pygame
pygame.init()
screen = pygame.display.set_mode((720, 480))
clock = pygame.time.Clock()
FPS = 30
rect = pygame.Rect((350, 220), (32, 32)) # Often used to track the position of an object in pygame.
image = pygame.Surface((32, 32)) # Images are Surfaces, so here I create an 'image' from scratch since I don't have your image.
image.fill(pygame.Color('white')) # I fill the image with a white color.
velocity = [0, 0] # This is the current velocity.
speed = 200 # This is the speed the player will move in (pixels per second).
dx = [] # This will be our queue. It'll keep track of the horizontal movement.
while True:
dt = clock.tick(FPS) / 1000.0 # This will give me the time in seconds between each loop.
for event in pygame.event.get():
if event.type == pygame.QUIT:
raise SystemExit
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
dx.insert(0, -speed)
elif event.key == pygame.K_RIGHT:
dx.insert(0, speed)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
dx.remove(-speed)
elif event.key == pygame.K_RIGHT:
dx.remove(speed)
if dx: # If there are elements in the list.
rect.x += dx[0] * dt
screen.fill((0, 0, 0))
screen.blit(image, rect)
pygame.display.update()
# print dx # Uncomment to see what's happening.
You should of course put everything in neat functions and maybe create a Player class.
I know my answer is pretty late but im new to Pygame to and for beginner like me doing code like some previous answer is easy to understand but i have a solution to.I didn`t use the keydown line code, instead i just put the moving event code nested in the main game while loop, im bad at english so i give you guy an example code.
enter code here
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT or event.type == pygame.K_ESCAPE:
run = False
win.blit(bg, (0, 0))
pressed = pygame.key.get_pressed()
if pressed[pygame.K_LEFT]:
x -= 5
if pressed[pygame.K_RIGHT]:
x += 5
if pressed[pygame.K_UP]:
y -= 5
if pressed[pygame.K_DOWN]:
y += 5
win.blit(image,(x,y))
pygame.display.update()
pygame.quit()
This will make the image move rapidly without repeating pushing the key, at long the code just in the main while loop with out inside any other loop.
I'm attempting to work out simple controls for an application using pygame in Python. I have got the basics working, but I'm hitting a weird wall: I am using the arrow keys to control my character. If I hold down one arrow key, then hold down another arrow key (to move diagonally), the character moves as expected. However, if I release the second key that I pressed (while still holding down the first key), the character stops moving, even though I am still holding down that first key. Here is my simple movement code:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
if pygame.key.get_pressed()[K_LEFT]:
player.pos = (player.pos[0] - 2, player.pos[1])
if pygame.key.get_pressed()[K_RIGHT]:
player.pos = (player.pos[0] + 2, player.pos[1])
if pygame.key.get_pressed()[K_UP]:
player.pos = (player.pos[0], player.pos[1] - 2)
if pygame.key.get_pressed()[K_DOWN]:
player.pos = (player.pos[0], player.pos[1] + 2)
Now, I was naturally very confused by this. So I tried to print some lines to debug. In the top of the main control loop, I wrote:
print (pygame.key.get_pressed()[K_DOWN], pygame.key.get_pressed()[K_RIGHT])
print pygame.event.get()
...to output a tuple displaying the state of the down and right arrow keys, and then display the pygame event queue. My results baffled me even more. If I move the character diagonally down and right, pressing the down key first and then the right key, then release the right key to make it move simply downward, the character stops moving as before... but this is printed to the shell:
(1, 0)
[]
That is, when I release the right arrow key and still hold down the down arrow key, pygame.key.get_pressed() understands that the down arrow key is still being held down, but there is nothing in the event queue.
Also, earlier in the code (before the control loop) I am invoking
pygame.key.set_repeat(1, 2)
to make the character continue to move while the key is held down.
Any help will be appreciated! Thanks :)
For things like movement, you should not check for events (like KEYDOWN or KEYUP), but check every iteration of your mainloop if your movement keys are pressed (using get_pressed).
In your code, you check the pressed keys only if there's also a KEYDOWN event.
There are also some other things to consider:
You should seperate the key-mapping and the speed of your player, so it will be easier later on to change either of this.
You should determine a movement vector and normalize it first, since otherwise, if your vertical and horizontal movement speed is 10, your diagonal movement speed would be ~14.
Working example:
import pygame
pygame.init()
screen = pygame.display.set_mode((200, 200))
run = True
pos = pygame.Vector2(100, 100)
clock = pygame.time.Clock()
# speed of your player
speed = 2
# key bindings
move_map = {pygame.K_LEFT: pygame.Vector2(-1, 0),
pygame.K_RIGHT: pygame.Vector2(1, 0),
pygame.K_UP: pygame.Vector2(0, -1),
pygame.K_DOWN: pygame.Vector2(0, 1)}
while run:
for e in pygame.event.get():
if e.type == pygame.QUIT: run = False
screen.fill((30, 30, 30))
# draw player, but convert position to integers first
pygame.draw.circle(screen, pygame.Color('dodgerblue'), [int(x) for x in pos], 10)
pygame.display.flip()
# determine movement vector
pressed = pygame.key.get_pressed()
move_vector = pygame.Vector2(0, 0)
for m in (move_map[key] for key in move_map if pressed[key]):
move_vector += m
# normalize movement vector if necessary
if move_vector.length() > 0:
move_vector.normalize_ip()
# apply speed to movement vector
move_vector *= speed
# update position of player
pos += move_vector
clock.tick(60)
just use the events return data, instead of trying to poll, you're already checking if its a keydown event TYPE, now just interrogate the KEY index, like so:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_LEFT:
player.pos = (player.pos[0] - 2, player.pos[1])
rest of code.....
also consider using a separate data structure to store the state of your controls, then just use the events to update that data structure. That will help make the controls a bit more flexible as you wont be relying on the event queue to cause your character to move, which in my experience causes problems like: not being able to push more than two buttons at a time, and odd delay or timing issues with character movements. so something like:
keystates={'up':False, 'down':False, 'left':False, 'right':False}
running=True
#start main pygame event processing loop here
while running:
for event in pygame.event.get():
if event.type == QUIT:
running=False
#check for key down events
if event.type == KEYDOWN:
if event.key == K_UP:
keystates['up']=True
if event.key == K_DOWN:
keystates['down']=True
if event.key == K_LEFT:
keystates['left']=True
if event.key == K_RIGHT:
keystates['right']=True
#check for key up events
if event.type == KEYUP:
if event.key == K_UP:
keystates['up']=False
if event.key == K_DOWN:
keystates['down']=False
if event.key == K_LEFT:
keystates['left']=False
if event.key == K_RIGHT:
keystates['right']=False
#do something about the key states here, now that the event queue has been processed
if keystates['up']:
character.moveUp() #or whatever your call for these are...
if keystates['down']:
character.moveDown()
if keystates['left']:
character.moveLeft()
if keystates['right']:
character.moveRight()
#gracefully exit pygame here
pygame.quit()
You are using event-based input , but in this case you want polling-based input. Then you don't mess with key-repeats.
import pygame
from pygame.locals import *
done = False
player.pos = Rect(0,0,10,10)
while not done:
for event in pygame.event.get():
# any other key event input
if event.type == QUIT:
done = True
elif event.type == KEYDOWN:
if event.key == K_ESC:
done = True
elif event.key == K_F1:
print "hi world mode"
# get key current state
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
player.pos.left -= 10
if keys[K_RIGHT]:
player.pos.left += 10
if keys[K_UP]:
player.pos.top -= 10
if keys[K_DOWN]:
player.pos.left += 10
if keys[K_SPACE]:
print 'firing repeated gun'
My guess is that set repeat doesn't work the way that you think it will. Basically, after your second key goes up, the repeat doesn't happen. This would seem to make sense to me: open up a text editor and hold down the "A" key. "A"s will spill out across the screen. Then, press the "J" key with the "A" key still held down. The "A"s stop. That is a typical key repeat system.
I'm not sure using this "set_repeat" method is going to work out in the end anyway. Basically, any key that the player presses will now "repeat", even if they click "fire" or "jump".
As an alternative, try saving the state when the user presses or releases. Don't use the set_repeat, but do something like the following:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
if pygame.key.get_pressed()[K_LEFT]:
player.moving_left = True
if pygame.key.get_pressed()[K_RIGHT]:
player.moving_right = True
if pygame.key.get_pressed()[K_UP]:
player.moving_up = True
if pygame.key.get_pressed()[K_DOWN]:
player.moving_down = True
elif event.type == KEYUP:
if pygame.key.get_pressed()[K_LEFT]:
player.moving_left = False
if pygame.key.get_pressed()[K_RIGHT]:
player.moving_right = False
if pygame.key.get_pressed()[K_UP]:
player.moving_up = False
if pygame.key.get_pressed()[K_DOWN]:
player.moving_down = False
# Somewhere else in your game loop...
if player.moving_left:
player.pos[0] -= 2
if player.moving_right:
player.pos[0] += 2
if player.moving_up:
player.pos[1] -= 2
if player.moving_right:
player.pos[1] += 2