I am making a game in pygame 1.9.2.
It’s a faily simple game in which a ship moves between five columns of bad guys who attack by moving slowly downward. I am attempting to make it so that the ship moves left and right with the left and right arrow keys. Here is my code:
keys=pygame.key.get_pressed() if keys[K_LEFT]: location-=1 if location==-1: location=0 if keys[K_RIGHT]: location+=1 if location==5: location=4
It works too well. The ship moves too fast. It is near impossible to have it move only one location, left or right. How can i make it so the ship only moves once every time the key is pressed?
You can get the events from pygame and then watch out for the
KEYDOWN event, instead of looking at the keys returned by
get_pressed()(which gives you keys that are currently pressed down, whereas the
KEYDOWN event shows you which keys were pressed down on that frame).
What’s happening with your code right now is that if your game is rendering at 30fps, and you hold down the left arrow key for half a second, you’re updating the location 15 times.
events = pygame.event.get() for event in events: if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: location -= 1 if event.key == pygame.K_RIGHT: location += 1
To support continuous movement while a key is being held down, you would have to establish some sort of limitation, either based on a forced maximum frame rate of the game loop or by a counter which only allows you to move every so many ticks of the loop.
move_ticker = 0 keys=pygame.key.get_pressed() if keys[K_LEFT]: if move_ticker == 0: move_ticker = 10 location -= 1 if location == -1: location = 0 if keys[K_RIGHT]: if move_ticker == 0: move_ticker = 10 location+=1 if location == 5: location = 4
Then somewhere during the game loop you would do something like this:
if move_ticker > 0: move_ticker -= 1
This would only let you move once every 10 frames (so if you move, the ticker gets set to 10, and after 10 frames it will allow you to move again)
pygame.key.get_pressed() returns a list with the state of each key. If a key is held down, the state for the key is
pygame.key.get_pressed() to evaluate the current state of a button and get continuous movement:
while True: keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: x -= speed if keys[pygame.K_RIGHT]: x += speed if keys[pygame.K_UP]: y -= speed if keys[pygame.K_DOWN]: y += speed
This code can be simplified by subtracting “left” from “right” and “up” from “down”:
while True: keys = pygame.key.get_pressed() x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * speed y += (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * speed
The keyboard events (see pygame.event module) occur only once when the state of a key changes. The
KEYDOWN event occurs once every time a key is pressed.
KEYUP occurs once every time a key is released. Use the keyboard events for a single action or movement:
while True: for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: x -= speed if event.key == pygame.K_RIGHT: x += speed if event.key == pygame.K_UP: y -= speed if event.key == pygame.K_DOWN: y += speed
See also Key and Keyboard event
Minimal example of continuous movement: replit.com/@Rabbid76/PyGame-ContinuousMovement
import pygame pygame.init() window = pygame.display.set_mode((300, 300)) clock = pygame.time.Clock() rect = pygame.Rect(0, 0, 20, 20) rect.center = window.get_rect().center vel = 5 run = True while run: clock.tick(60) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.KEYDOWN: print(pygame.key.name(event.key)) keys = pygame.key.get_pressed() rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * vel rect.y += (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * vel rect.centerx = rect.centerx % window.get_width() rect.centery = rect.centery % window.get_height() window.fill(0) pygame.draw.rect(window, (255, 0, 0), rect) pygame.display.flip() pygame.quit() exit()
Minimal example for a single action: replit.com/@Rabbid76/PyGame-ShootBullet
import pygame pygame.init() window = pygame.display.set_mode((500, 200)) clock = pygame.time.Clock() tank_surf = pygame.Surface((60, 40), pygame.SRCALPHA) pygame.draw.rect(tank_surf, (0, 96, 0), (0, 00, 50, 40)) pygame.draw.rect(tank_surf, (0, 128, 0), (10, 10, 30, 20)) pygame.draw.rect(tank_surf, (32, 32, 96), (20, 16, 40, 8)) tank_rect = tank_surf.get_rect(midleft = (20, window.get_height() // 2)) bullet_surf = pygame.Surface((10, 10), pygame.SRCALPHA) pygame.draw.circle(bullet_surf, (64, 64, 62), bullet_surf.get_rect().center, bullet_surf.get_width() // 2) bullet_list =  run = True while run: clock.tick(60) current_time = pygame.time.get_ticks() for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.KEYDOWN: bullet_list.insert(0, tank_rect.midright) for i, bullet_pos in enumerate(bullet_list): bullet_list[i] = bullet_pos + 5, bullet_pos if bullet_surf.get_rect(center = bullet_pos).left > window.get_width(): del bullet_list[i:] break window.fill((224, 192, 160)) window.blit(tank_surf, tank_rect) for bullet_pos in bullet_list: window.blit(bullet_surf, bullet_surf.get_rect(center = bullet_pos)) pygame.display.flip() pygame.quit() exit()
import pygame pygame.init() pygame.display.set_mode() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit(); #sys.exit() if sys is imported if event.type == pygame.KEYDOWN: if event.key == pygame.K_0: print("Hey, you pressed the key, '0'!") if event.key == pygame.K_1: print("Doing whatever")
In note that K_0 and K_1 aren’t the only keys, to see all of them, see pygame documentation, otherwise, hit
tab after typing in
(note the . after pygame) into an idle program. Note that the K must be capital. Also note that if you don’t give pygame a display size (pass no args), then it will auto-use the size of the computer screen/monitor. Happy coding!
I think you can use:
delayTime is in milliseconds.
Put it before events.
The reason behind this is that the pygame window operates at 60 fps (frames per second) and when you press the key for just like 1 sec it updates 60 frames as per the loop of the event block.
clock = pygame.time.Clock() flag = true while flag : clock.tick(60)
Note that if you have animation in your project then the number of images will define the number of values in
tick(). Let’s say you have a character and it requires 20 sets images for walking and jumping then you have to make
tick(20) to move the character the right way.
keys=pygame.key.get_pressed() if keys[K_LEFT]: if count == 10: location-=1 count=0 else: count +=1 if location==-1: location=0 if keys[K_RIGHT]: if count == 10: location+=1 count=0 else: count +=1 if location==5: location=4
This will mean you only move 1/10 of the time. If it still moves to fast you could try increasing the value you set “count” too.
Just fyi, if you’re trying to ensure the ship doesn’t go off of the screen with
location-=1 if location==-1: location=0
you can probably better use
location -= 1 location = max(0, location)
This way if it skips -1 your program doesn’t break
You should use
clock.tick(10) as stated in the docs.
all of the answers above are too complexicated i would just change the variables by 0.1 instead of 1
this makes the ship 10 times slower
if that is still too fast change the variables by 0.01
this makes the ship 100 times slower
keys=pygame.key.get_pressed() if keys[K_LEFT]: location -= 0.1 #or 0.01 if location==-1: location=0 if keys[K_RIGHT]: location += 0.1 #or 0.01 if location==5: location=4
To slow down your game, use