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python Programming Glossary: keydown

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

http://stackoverflow.com/questions/11910410/pygame-key-get-pressed-does-not-coincide-with-the-event-queue

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.. things like movement you should not check for events like KEYDOWN or KEYUP but check every iteration of your mainloop if 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..

Can constant key input move a sprite constantly?

http://stackoverflow.com/questions/13205629/can-constant-key-input-move-a-sprite-constantly

improve this question The OP wants keystate polling not KEYDOWN events. This example shows using both key events and key polling... event input if event.type QUIT done True elif event.type KEYDOWN if event.key K_ESC done True # get key current state keys pygame.key.get_pressed..

Add scrolling to a platformer in pygame

http://stackoverflow.com/questions/14354171/add-scrolling-to-a-platformer-in-pygame

if e.type QUIT raise SystemExit QUIT if e.type KEYDOWN and e.key K_ESCAPE raise SystemExit ESCAPE if e.type KEYDOWN.. and e.key K_ESCAPE raise SystemExit ESCAPE if e.type KEYDOWN and e.key K_UP up True if e.type KEYDOWN and e.key K_DOWN .. ESCAPE if e.type KEYDOWN and e.key K_UP up True if e.type KEYDOWN and e.key K_DOWN down True if e.type KEYDOWN and e.key K_LEFT..

Render anti-aliased text on transparent surface in pygame

http://stackoverflow.com/questions/15488293/render-anti-aliased-text-on-transparent-surface-in-pygame

if event.type pygame.QUIT self.done True elif event.type KEYDOWN if event.key K_ESCAPE self.done True elif event.key K_SPACE..

Space invaders project

http://stackoverflow.com/questions/19966094/space-invaders-project

import # MAIN FUNCTIONS def movement move_x if event.type KEYDOWN if event.key K_LEFT move_x 5 if event.key K_RIGHT move_x 5 if.. pygame.QUIT sys.exit move_x movement move_x if event.type KEYDOWN if event.key K_SPACE and shot_count 0 shot_y h 50 shot_x x.. self event #print debug Ship.event_handler if event.type KEYDOWN if event.key K_LEFT self.move_x 5 elif event.key K_RIGHT self.move_x..