Can someone PLEASE tell me what I'm doing wrong. I can't get my stupid program to close. It has a spinning circle(windows) and it doesn't close upon quit or keypress on the space bar.
def visualize(self):
pygame.init()
main_surface = pygame.display.set_mode((1024, 768))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
break
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
break
pygame.display.flip()
pygame.quit()
I'm not sure if the inside of my program matters much, but if it does, I'll add it. I would REALLY appreciate your help!
The break will just exit the innermost loop, which is the for loop. You should have a condition variable for your while loop
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
break
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
break
pygame.display.flip()
Related
while True:
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_SPACE:
print("Pressed Space")
else:
if event.key == pygame.K_w:
print("Pressed w")
screen.blit(background, background_rect)
pygame.display.update()
I have a Mac and for some reason its not registering any of my keyboard inputs except for left shift. How can I fix this? (Pygame)
I believe your error is because of incorrect indentation. The event checking in the for event in pygame.event.get() loop needs to be inside the loop to run on all events.
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# moved this in one level --->
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
print("Pressed Space")
elif event.key == pygame.K_w: # no need for an "else" then an "if"
print("Pressed w")
screen.blit(background, background_rect)
pygame.display.update()
I've looked at a couple sources so far and i can't seem to figure out why pygame wont grab events to unpause in my pause function.
def pause():
paused = True
while paused:
for event in pygame.event.get():
if event == pygame.QUIT:
pygame.quit()
quit()
elif event == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
paused = False
Keep in mind that this is nested in another while loop that's running the game, the function is called, gets stuck into an infinite loop, but can't detect key press to escape even with get keys function. Anybody got answers?
pygame.event.get() returns a list of pygame.event.Event() objects. You have to test if the type attribute of the event is pygame.KEYDOWN:
elif event == pygame.KEYDOWN:
elif event.type == pygame.KEYDOWN:
def pause():
paused = True
while paused:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
paused = False
When I press the spacebar "up" and "down" is printed simultaneous, however when I release, nothing is happening.
while True:
pygame.display.set_mode((600,600))
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
print('down')
if event.type == pygame.KEYUP:
if event.key == pygame.K_SPACE:
print('up')
if event.type == pygame.QUIT:
pygame.quit()
exit()
You're creating a new display every single frame of your game.
You need to create the display only once, on the outside of your game loop. It should also be assigned to a variable, as you'll need it if you want to draw (blit) items to it, for example.
display = pygame.display.set_mode((600,600))
# Game loop
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
# ...
I am trying to create a function where if a key is pressed, variables are changed. This will be put into a class that moves a sprite on a screen. The while loop is broken when the key is released. However, nothing happens. The while loop is running and I get no error. Does anyone know why this might be happening? I am not sure if I am using the function pygame.key.get_pressed() correctly.
import pygame
from pygame.locals import *
def move():
for event in pygame.event.get():
if event.type == QUIT:
pygame.QUIT()
sys.exit()
while True:
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP]:
print("something happens")
#runs this, but when up arrow key is pressed does nothing
if event.type == KEYUP:
False
screen = pygame.display.set_mode((512,384))
move()
pygame.display.update()
You can do something like this:
def move():
for event in pygame.event.get():
if event.type == QUIT:
pygame.QUIT()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
print("up pressed")
# etc.
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
print("up released")
# etc.
For more key names you can go to the Pygame Key Docs
get_pressed() returns list with information about pressed keys but this list is updated by pygame.event.get() and other event functions so you have to execute pygame.event.get() all the time. And this is why we do it in while-loop
import pygame
pygame.init()
screen = pygame.display.set_mode((512,384))
while True:
# get events and (somewhere in background) update list
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# get current list.
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP]:
print("UP")
I'm trying to play and stop a music in my main page.
It's kind of weird.
From my code,
if the user press "m", suppose, the music should be off.
However, the music didn't off. It continue
UnboundLocalError: local variable 'music_playing' referenced before assignment
Can someone help me with my code?
pickUpSound = pygame.mixer.music.load('test.mp3')
pygame.mixer.music.play(-1)
music_playing = True
def mainMenu():
main = pygame.image.load('menu.jpg')
screen.blit(main,(0,0))
while True:
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == KEYDOWN:
if event.key == ord('m'):
if music_playing:
pygame.mixer.music.stop()
else:
pygame.mixer.music.play(-1)
music_playing = not music_playing
As it is written, event.type should be simultaneously equal to KEYDOWN and pygame.K_KP_ENTERat the same time. The second should be event.key instead of event.type.
if event.key == pygame.K_KP_ENTER:
EDIT
There seems to be something wrong with the "keypad enter" key, I commented the problematic line (maybe try with another key, for example, I used K_a, and was able to start/stop by pressing "a")
import pygame
def mainMenu():
pygame.display.init()
pygame.display.set_mode([128,128])
screen = pygame.display.get_surface()
#
pygame.mixer.init()
pickUpSound = pygame.mixer.music.load('test.mp3')
pygame.mixer.music.play(-1)
music_playing = True
#
main = pygame.image.load('menu.jpg')
screen.blit(main,(0,0))
while True:
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
#if event.key == pygame.K_KP_ENTER:
if music_playing:
pygame.mixer.music.stop()
print "stopping"
else:
pygame.mixer.music.play(-1)
print "playing"
music_playing = not music_playing
mainMenu()
n.b. When running this code, I see the messages "playing" and "stopping" each time I press any key.
With if event.key == pygame.K_a: the music should start/stop by pressing "a".