I have some python code with keydown events happening, I am basically wondering if it is possible to have two keys pressed at a time, like ctrl+a or something like that. Is this possible, or will I have to find a workaround?
Use pygame.key.get_mods() to get state of special keys like Control or Shift.
get_mods() gives one integer and you have to use bitwise operators to compare it with constants like KMOD_SHIFT
See documentation: pygame.key
EDIT: example
import pygame
import pygame.locals
pygame.init()
screen = pygame.display.set_mode((300,200))
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_a and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + A"
pygame.quit()
BTW: you can use KMOD_LSHIFT or KMOD_RSHIFT to test only left shift or only right shift.
EDIT:
BTW: example how to use get_pressed()
you have to use K_LSHIFT and K_LSHIFT to check both shifts.
it print "pressed: SHIFT + A" again and again if you keep SHIFT+A pressed.
.
import pygame
import pygame.locals
pygame.init()
screen = pygame.display.set_mode((300,200))
running = True
while running:
#
# events
#
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
#
# others
#
all_keys = pygame.key.get_pressed()
#print 'shift:', all_keys[pygame.K_LSHIFT], all_keys[pygame.K_RSHIFT]
if all_keys[pygame.K_a] and (all_keys[pygame.K_LSHIFT] or all_keys[pygame.K_RSHIFT]):
print "pressed: SHIFT + A"
pygame.quit()
BTW: get_pressed() and get_mods() give actual information only if pygame.event.get() was use before.
EDIT:
How to recognize A, CTRL+A, SHIFT+A, ALT+A, CTRL+SHIFT+A, CTRL+ALT+A, SHIFT+ALT+A, , CTRL+SHIFT+ALT+A
import pygame
import pygame.locals
pygame.init()
screen = pygame.display.set_mode((300,200))
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
elif event.key == pygame.K_a:
mods = pygame.key.get_mods()
if mods & pygame.KMOD_CTRL and mods & pygame.KMOD_SHIFT and mods & pygame.KMOD_ALT:
print "pressed: CTRL+SHIFT+ALT + A"
elif mods & pygame.KMOD_CTRL and mods & pygame.KMOD_SHIFT:
print "pressed: CTRL+SHIFT + A"
elif mods & pygame.KMOD_CTRL and mods & pygame.KMOD_ALT:
print "pressed: CTRL+ALT + A"
elif mods & pygame.KMOD_SHIFT and mods & pygame.KMOD_ALT:
print "pressed: SHIFT+ALT + A"
elif mods & pygame.KMOD_SHIFT:
print "pressed: SHIFT + A"
elif mods & pygame.KMOD_CTRL:
print "pressed: CTRL + A"
elif mods & pygame.KMOD_ALT:
print "pressed: ALT + A"
else:
print "pressed: A"
pygame.quit()
BTW: On my computer is problem with Right Alt because it is used for native chars. It doesn't work with KMOD_ALT and KMOD_RALT.
If this is for a GUI.
from Tkinter import *
class Application(Frame):
def __init__(self, parent):
Frame.__init__(self,parent)
self.grid()
self.create_widgets()
def create_widgets(self):
widg = Text(self)
widg.grid(row=0,column=0)
self.bind_all("<Control-a>", self.check) #This checks if lower case a is pressed
self.bind_all("<Control-A>", self.check) #This checks if upper case a is pressed
def check(self, event): #Make sure to have event inside the function
print("Control-a pressed")
root = Tk()
app = Application(root)
root.mainloop()
For Pygame you should be looking for get_pressed instead of keydown, cuz keydown happens only once, key down happens until key is released.
for two keys pressed just do a if-stament.
# store the result of the get_pressed() in those variables.
if key_ctrl_is_down and key_a_is_down:
dowhatever()
Related
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!
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.
In my program I'd like users to be able to hold down a button. Upon releasing the button I wish to print the duration that they held down the key. I have been trying to use the pygame clock function but have run into some trouble. The program works fine for the first keypress, but on later keypresses records any downtime between keypresses. Any help would be appreciated, here is my code:
import pygame
from pygame.locals import *
def main():
key = 0
pygame.init()
self = pygame.time.Clock()
surface_sz = 480
main_surface = pygame.display.set_mode((surface_sz, surface_sz))
small_rect = (300, 200, 150, 90)
some_color = (255, 0, 0)
while True:
ev = pygame.event.poll()
if ev.type == pygame.QUIT:
break;
elif ev.type == KEYUP:
if ev.key == K_SPACE: #Sets the key to be used
key += 1 #Updates counter for number of keypresses
while ev.type == KEYUP:
self.tick_busy_loop()
test = (self.get_time()/1000.0)
print "number: ", key, "duration: ", test
ev = pygame.event.poll()
main()
You can use keyboard library for this.
Here is a sample code that I made:
import keyboard, time
while True:
a = keyboard.read_event() #Reading the key
if a.name == "esc":break #Loop will break on pressing esc, you can remove that
elif a.event_type == "down": #If any button is pressed (Not talking about released) then wait for it to be released
t = time.time() #Getting time in sec
b = keyboard.read_event()
while not b.event_type == "up" and b.name == a.name: #Loop till the key event doesn't matches the old one
b = keyboard.read_event()
print('Pressed Key "'+ b.name + '" for ' + str(time.time()-t))
If you are looking for more solutions (for Pygame or Pynput), then you can find them on my answer on other related question.
I recommend using get_ticks() instead of get_time(). You should read about the differences, but I feel it may not work as desired since you are not explicitly calling self.tick().
The problem is your code is outputting the time between each KEYUP event. There is another way you make the code work by going over the events once per loop and continuing onward without having the nested while loop.
time_down = 0.0
time_elapsed = 0.0
while True:
for ev in pygame.event.get():
if ev.type == QUIT:
break # you had a semicolon here, there is no need for it
elif ev.type == KEYDOWN:
if ev.key == K_SPACE:
time_down = pygame.time.get_ticks()
elif ev.type == KEYUP:
if ev.key == K_SPACE:
key += 1
time_elapsed = (pygame.time.get_ticks() - time_down)/1000.0
print "number: ", key, "duration: ", time_elapsed
self.tick()
pygame.display.update()
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()
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