Append keyboard input to variable in python - python

I want variable text = [] to append the keyboard input, and then print it.
import pygame
pygame.init()
screen = pygame.display.set_mode([600, 400])
keepGoing = True
def get_text ():
keepText = True
while keepText:
text = [] # I want to add input here
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
keys = pygame.key.name(event.key)
text.append(keys)
print (text)
if event.key == pygame.K_ESCAPE:
keepText = False
while keepGoing:
for event in pygame.event.get():
if event.type == pygame.QUIT:
keepGoing = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
get_text ()
pygame.display.update()
pygame.quit()
How can I do this?

I think this question is what you're looking for. You'll want something like
while keepText:
text = []
text.append(raw_input('Input something from the keyboard: '))
In your question the indenting looks problematic though, and your while loop will never end.

If a pygame.KEYDOWN event occurs, you can just add its .unicode attribute to a string or append it to a list.
import pygame as pg
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
text = ''
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.KEYDOWN:
text += event.unicode
print(text)
screen.fill((30, 30, 30))
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()

Related

Pygame project, screen doesn't update in one function, but it works within two other functions

My pygame project consists of several parts, including global map and towns. I use one Game class to contain necessary objects. All game is shown on one screen and works properly with global map and town (in_city function), it changes the screen and shows necessary information, but when I call another function (buy), it doesn't update screen.
def buy(self):
while self.running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
if event.type == pygame.KEYDOWN:
return
self.screen.fill('BLACK')
pygame.display.update()
pygame.display.flip()
def in_city(self):
while self.running:
stop = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
if event.type == pygame.MOUSEMOTION:
all_sprites.update(pygame.mouse.get_pos())
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
button_right.click(mouse_pos)
button_left.click(mouse_pos)
button_next.click(mouse_pos)
button_prev.click(mouse_pos)
if button_close.on_button(mouse_pos):
stop = True
if event.type == pygame.KEYDOWN:
self.buy()
if stop:
self.player.route = [(0, 0)]
self.player.next_move(self.maps)
self.camera.update(self.player)
return
screen.fill('WHITE')
city.render(screen)
current_text = city.enemies[city.current_enemy]
window.show(screen, current_text.get_text())
print(current_text.goods)
all_sprites.draw(screen)
pygame.display.update()
pygame.display.flip()`
Never run game loops recursively. Use the one application loop to draw the scene depending on states. You should never jump to another application loop in an event. The event should only change a state that is used to draw the scene. e.g.:
game_state = 'A'
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
game_state = 'B'
screen.fill('WHITE')
if game_state == 'A':
# draw scene A
elif game_state == 'B':
# draw scene B
pygame.display.flip()

why doesn't my window close when I press the escape key

why doesn't my window close when I press the escape key:
import pygame
pygame.display.init()
pygame.display.set_mode(size=(500, 500))
pygame.display.set_caption("hi")
x = 1
while True:
if pygame.key.get_mods() & pygame.K_ESCAPE:
x = 2
if x == 2:
pygame.quit()
You need an event-loop in your while-loop like so:
import pygame
pygame.display.init()
pygame.display.set_mode(size=(500, 500))
pygame.display.set_caption("hi")
x = 1
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT: # uses the small 'x' on the top right to close the window
pygame.quit()
if event.type == pygame.KEYDOWN: # processes all the Keydown events
if event.key == pygame.K_ESCAPE: # processes the Escape event (K_A would process the event that the key 'A' is hit
x = 2
if x == 2:
pygame.quit()
pygame.display.update()
I also added pygame.display.update(), which should normally be in your code.

My pause statement is not working for pygame loop

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.
# [...]

Why does Pygame Movie Rewind Only on Event Input

I'm working on a small script in Python 2.7.9 and Pygame that would be a small display for our IT department. The idea is that there are several toggle switches that indicate our current status (in, out, etc) , some information about our program at the school, and play a short video that repeats with images of the IT staff etc. I have an older version of Pygame compiled that still allows for pygame.movie to function.
All of the parts of the script work, but when it gets to the end of the .mpg, the movie will not replay until there is an EVENT, like switching our status or moving the mouse. I have tried to define a variable with movie.get_time and call to rewind at a certain time, but the movie will not rewind (currently commented out) . Is there a way to play the movie on repeat without requiring an event, or maybe I could spoof an event after a certain length of time (note that the documentation for pygame.movie is outdated, the loops function does not work) ?
Thank you for the help!
import pygame, sys, os, time, random
from pygame.locals import *
pygame.init()
windowSurface = pygame.display.set_mode((0,0), pygame.FULLSCREEN)
pygame.display.set_caption("DA IT Welcome Sign")
pygame.font.get_default_font()
bg = pygame.image.load('da.jpg')
in_img = pygame.image.load('in.png')
out_img = pygame.image.load('out.png')
etc_img = pygame.image.load('etc.png')
present = in_img
done = False
img = 1
clock = pygame.time.Clock()
movie = pygame.movie.Movie('wallace.mpg')
movie_screen = pygame.Surface(movie.get_size()).convert()
playing = movie.get_busy()
movie.set_display(movie_screen)
length = movie.get_length()
currenttime = movie.get_time()
movie.play()
while not done:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
done = True
if event.type == pygame.QUIT:
movie.stop()
done = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_1:
img = 1
if event.type == pygame.KEYDOWN and event.key == pygame.K_2:
img = 2
if event.type == pygame.KEYDOWN and event.key == pygame.K_3:
img = 3
if event.type == pygame.KEYDOWN and event.key == K_w:
pygame.display.set_mode((800, 600))
if event.type == pygame.KEYDOWN and event.key == K_f:
pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
if img == 1:
present = in_img
if img == 2:
present = out_img
if img == 3:
present = etc_img
if not(movie.get_busy()):
movie.rewind()
movie.play()
#movie.get_time()
#if currenttime == 25.0:
# movie.stop()
# movie.rewind()
# movie.play()
windowSurface.blit(bg, (0, 0))
windowSurface.blit(movie_screen,(550,175))
windowSurface.blit(present, (0,0))
pygame.display.flip()
You need to take the code for replaying the movie out of the for loop that gets current events. Do this for that code and any other code you want to happen continuously without waiting for an event by moving the code 4 spaces to the left.
Like so:
while not done:
for event in pygame.event.get(): #gets most recent event, only executes code below when there is an event
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
done = True
if event.type == pygame.QUIT:
movie.stop()
done = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_1:
img = 1
if event.type == pygame.KEYDOWN and event.key == pygame.K_2:
img = 2
if event.type == pygame.KEYDOWN and event.key == pygame.K_3:
img = 3
if event.type == pygame.KEYDOWN and event.key == K_w:
pygame.display.set_mode((800, 600))
if event.type == pygame.KEYDOWN and event.key == K_f:
pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
#code below is out of the event for loop and thus executes whenever the while loop runs through
if img == 1:
present = in_img
if img == 2:
present = out_img
if img == 3:
present = etc_img
if not(movie.get_busy()):
movie.rewind()
movie.play()
#movie.get_time()
#if currenttime == 25.0:
# movie.stop()
# movie.rewind()
# movie.play()
windowSurface.blit(bg, (0, 0))
windowSurface.blit(movie_screen,(550,175))
windowSurface.blit(present, (0,0))
pygame.display.flip()
I have run into this problem too while trying to do things with pygame, it seems to be a common error.

Pygame holding down key

I am trying to make a fun program with a guy who opens his mouth whenever a press space. The problem is he only opens it for .1 seconds and then it closes again. I want to make it so that the mouth is open whenever i hold space.
Code:
import pygame
pygame.init()
display_width = 800
display_height = 600
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption("Open The Mouth")
clock = pygame.time.Clock()
faceImg = pygame.image.load("face_shut.png")
faceOpenImg = pygame.image.load("face_open.png")
def face(x,y):
gameDisplay.blit(faceImg,(face_x,face_y))
def faceOpen(x,y):
gameDisplay.blit(faceOpenImg,(faceOpen_x,faceOpen_y))
faceOpen_x = (1)
faceOpen_y = (1)
face_x = (1)
face_y = (1)
programRunning = True
while programRunning:
for event in pygame.event.get():
if event.type == pygame.QUIT:
programRunning = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
faceOpen(faceOpen_x,faceOpen_y)
pygame.display.update()
if event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
face(face_x,face_y)
pygame.display.update()
face(face_x,face_y)
pygame.display.update()
clock.tick(60)
pygame.quit()
quit()
The issue appears to be here:
while programRunning:
for event in pygame.event.get():
if event.type == pygame.QUIT:
programRunning = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
faceOpen(faceOpen_x,faceOpen_y)
pygame.display.update()
if event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
face(face_x,face_y)
pygame.display.update()
# Here, always drawn closed at the end of the while
face(face_x,face_y)
pygame.display.update()
clock.tick(60)
Regardless of what's being set in the while, you are redrawing the face as closed at the end.
How about this instead:
# Drawn before the loop starts
face(face_x,face_y)
pygame.display.update()
while programRunning:
for event in pygame.event.get():
event_occurred = True
if event.type == pygame.QUIT:
programRunning = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
faceOpen(faceOpen_x,faceOpen_y)
pygame.display.update()
if event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
face(face_x,face_y)
pygame.display.update()
clock.tick(60)

Categories