Its probably a better idea to move the character as long as its
pressed, and not according to type-matic repeat rate...
I think you can use pygame.key.get_pressed() for this, or note both
K_DOWN and K_UP events to mark your own state - such that you fix the
position at every iteration.
Eyal
On Sun, Aug 24, 2008 at 7:24 PM, yanom @linuxmail.org
<[EMAIL PROTECTED]> wrote:
> I have a problem with my pygame project:
> i used pygame.key.set_repeat(2,2) to make it so that continually holding down
> the left or right arrow keys moves a character. i have a problem though:
> whenever i press a key other than left or right, even if i am still holding
> an arrow key, my character stops moving. here is my code:
>
>
>
>
> import pygame, os, sys
> from pygame.locals import *
> pygame.init()
> clock = pygame.time.Clock()#start the clock
> screen = pygame.display.set_mode((640, 680), 0, 32)#create the screen,
> conveniently called screen
> enemy = pygame.image.load("enemy.sub.png").convert_alpha()#load sub images
> player = pygame.image.load("player.sub.png").convert_alpha()
> enemyrect = enemy.get_rect() #create rects
> playerrect = player.get_rect()
> playerrect = playerrect.move(500,500)#move the player sub to the bottom of
> the screen
> bullet = pygame.image.load("bullet.png").convert_alpha()#load the bullet image
> bulletrect = bullet.get_rect()#create bullet rect
> #bulletrect = bulletrect.move(0,780)#move it to the bottom
> speed = [2,0] #top speed of the enemysub
> pygame.key.set_repeat(2,2) #enable key repeat
> while 1:#main game loop
> clock.tick(60)#60 fps max
> enemyrect=enemyrect.move(speed) #bounce |
> if enemyrect.right > 640: speed = [-2, 0]# |
> if enemyrect.left <0: speed = [2, 0]# |
> if bulletrect.top > 600:
> bulletrect.left = enemyrect.left
> bulletrect.top = enemyrect.top
> else:
> bulletrect=bulletrect.move(0,7)
> for event in pygame.event.get(): #event query |
> if event.type == QUIT:# |
> exit()# |
> if event.type == KEYDOWN:# |
> if event.key == K_RIGHT:# |
> playerrect = playerrect.move(2,0)# |
> if event.key == K_LEFT:# |
> playerrect = playerrect.move(-2,0)# |
> screen.fill((0,255,255)) #fill screen
> screen.blit(enemy, enemyrect)#blit enemy
> screen.blit(player, playerrect)#blit player
> screen.blit(bullet,bulletrect)#blit bullet
> pygame.display.update() #update screen
>
>
> how do i solve this problem?
>
> =
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