KeyInput won't work in python (pygame.K_LEFT) - python

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

Related

I want my character to do something as long as I'm holding a button, then go back to normal once I let go of the button

I'm creating my first game. I'm working with Python and PyGame. So far everything has been going great, but I've ran into a problem that I can't seem to solve:
I want my character to do a certain movement as long as I'm pressing a button.
Normally when you want to make your character move, I would do
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
With this, the character does something when you press space, but it only does it once if you HOLD space.
I thought I'd do this
if event.type == pygame.KEYDOWN:
while event.key = pygame.K_SPACE
But when I run this and press space, the program blocks, and I get the 'program isn't reacting' thing.
So, one last time. I want my character to do something when I hold space, and when I let go I want it to go back to how it was.
For example: My character is walking by default. When I hold space I want it to crawl for as long as I hold space. And then finally I want it to go back to normal walking once I let go of space.
Is this possible?
Set a state (spacePressed) if SPACE is pressed when the KEYDOWN event is received. Reset the state and rest the position of the character if the SPACE is released and KEYUP is received. Move the character dependent on spacePressed in the main application loop e.g.:
spacePressed = False
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_SPACE:
spacePressed = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
spacePressed = False
# reset character
# [...]
if spacePressed:
# move character
# [...]
Another option is to use pygame.key.get_pressed() to get the pressed keys in the main application loop and reset the position of the character if the KEYUP event is received:
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
# reset character
# [...]
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
# move character
# [...]

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.
# [...]

pygame mouse button down not working

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.

Python - Pygame - Learning get_pressed

I am learning python as well as pygame. I am struggling a bit with finding the issue in my code. When I hold down a key and press another key at the same time, and then let go of them in the same order I press them, it sometimes makes my little character move backwards in the opposite direction.
Here is my code that I am struggling with:
while running:
for event in pygame.event.get():
if event.type == KEYDOWN:
keystate = pygame.key.get_pressed()
if event.type == pygame.QUIT: # if user clicked close
running = False # flag done to exit this loop
# all game logic / controls should go below this comment
elif event.type == KEYDOWN:
if keystate[K_SPACE]:
print ('pressed space')
player.move_up = True
elif keystate[K_RIGHT]:
print ('pressed right')
player.move_right = True
elif keystate[K_LEFT]:
print ('pressed left')
player.move_left = True
elif event.type == KEYUP:
if keystate[K_SPACE]:
print ('released space')
player.move_up = False
elif keystate[K_RIGHT]:
print ('released right')
player.move_right = False
elif keystate[K_LEFT]:
print ('released left')
player.move_left = False
if player.move_up:
player.pos[1] -= 3
if player.move_up == False:
if player.pos[1] < ground_level:
player.pos[1] +=3
if player.move_right:
player.pos[0] += 5
if player.move_left:
player.pos[0] -= 5`
So far I don't have any actual physics, and he just flies around. But that's okay, I just want to iron out the issues that I am already having.
You never update keystate's value on a KEYUP event. Thus, it still has whatever values it had whenever the last KEYDOWN event fired.
To fix this, change this...
if event.type == KEYDOWN:
keystate = pygame.key.get_pressed()
to this:
if event.type in (KEYDOWN, KEYUP):
keystate = pygame.key.get_pressed()

Pygame: key.get_pressed() does not coincide with the event queue

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

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