Multiple instances of pygame.event.get() - python

There are two for event in pygame.event.get(): instances. It doesn't work inside the second one. I guess that calling the function twice will not work. What should be done here? By the way this is a function to move a piece from square to square in a board game.
def movement_one(blit1,charac1,screen,squareblitter,boardcoord,placecheck_True):
global mouse1, mouse1_des
run1=True
while run1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse1 = pygame.mouse.get_pos()
for i in range(80):
if squareblitter[i].collidepoint(mouse1):
collided = i
break
print "wow"
print i
print collided in placecheck_True
if collided in placecheck_True:
#checks if the square is occupied or not
print "wiw"
for event in pygame.event.get():
print "wtf"
if event.type == pygame.QUIT:
exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse1_des = pygame.mouse.get_pos()
print "omg"
squareblitter[i]
pygame.display.update()
for i in range(80):
if squareblitter[i].collidepoint(mouse1_des):
screen.blit(placecheck_True[collided], squareblitter[i])
placecheck_True.update[i]=placecheck_True[collided]
pygame.display.update()
run1=False
break
else:
break

Calling pygame.event.get() again while handling an event from a previous call usually won't work. It's unclear from your code precisely what you're trying to accomplish. However, I suggest you rry moving the code for processing pygame.MOUSEBUTTONDOWN events when there's a collision that's currently in you inner for event loop to the outer one (and remove the inner for event loop altogether).
Here's what I mean (untested, of course):
def movement_one(blit1, charac1, screen, squareblitter, boardcoord, placecheck_True):
global mouse1, mouse1_des
run1 = True
while run1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse1 = pygame.mouse.get_pos()
for i in range(80):
if squareblitter[i].collidepoint(mouse1):
collided = i
break
print "wow"
print i
print collided in placecheck_True
if collided in placecheck_True:
mouse1_des = pygame.mouse.get_pos()
print "omg"
squareblitter[i]
pygame.display.update()
for i in range(80):
if squareblitter[i].collidepoint(mouse1_des):
screen.blit(placecheck_True[collided], squareblitter[i])
placecheck_True.update[i] = placecheck_True[collided]
pygame.display.update()
run1 = False # not sure you should do this...
break

Related

I have a function that detects if i press a key in pygame, but it only detects one key?

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!

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()

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.
# [...]

How to move image in python using pygame?

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()

Pygame not restoring from pause

I'm trying to pause my game by pressing the 'p' key, but after it pauses it does not unpause when p is pressed again. Here are the relevant segments of my code, I'd like to know how to fix this and/or if there are better alternative methods of implementing a game pause.
pause = False
while True:
if not pause:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#game code
keys = pygame.key.get_pressed()
#if key up
elif keys[pygame.K_p]:
pause = True #appears to work correctly, screen freezes and
#prints "PAUSED" every tick.
#more game code
pygame.display.update()
fpsClock.tick(FPS)
else:
print("PAUSED")
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.type == pygame.K_p:
pause = False
pygame.display.update()
fpsClock.tick(FPS)
The code below does the trick.
I have added in if not pause: ... else: section also a handler for a keypress because without it there will be no chance to come out of the pause (the part if not pause won't never ever be run without this keypress check if once paused).
import pygame
pygame.init() # start PyGame (necessary because 'import pygame' doesn't start PyGame)
colorWhite = (255, 255, 255) # RGB color for later use in PyGame commands (valueRed=255, valueGreen=255, valueBlue=255)
colorWhite = (255, 255, 255) # RGB color for later use in PyGame commands (valueRed=255, valueGreen=255, valueBlue=255)
winDisplay = pygame.display.set_mode((1024, 768)) # set PyGame window size to 1024x768 pixel
pygame.display.set_caption("Minimal PyGame Test Script")
winDisplay.fill(colorWhite)
fpsClock = pygame.time.Clock()
FPS = 15
pause = False
pauseCounter = 0
while True:
if not pause:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN and event.key == pygame.K_p:
pause = not pause
#game code
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#more game code
pygame.display.update()
fpsClock.tick(FPS)
else:
pauseCounter += 1
print(pauseCounter, "PAUSED")
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN and event.key == pygame.K_p:
pause = not pause
#more game code
pygame.display.update()
fpsClock.tick(FPS)

Categories