Just looking over it quickly, I think it's your use of window.push_handlers inside the move function. Push handlers will push more handlers onto a handler stack. So first time its called you have one handler. When move is called a second time, now you have two handlers, both the same, so the function will be called twice. Then 3 handlers. Then 4 handlers. They just stack up and up causing the speed to increase more and more with each keypress event being called multiple times.

Remember that if you "return True" after your handler (your move(dt) function) the event wont propagate up the handler stack. And even though this might cause the behavoir to go away, this is NOT a solution, it's just hiding the symptom, because you are still building a massive handler stack with ongoing tank movement, which will eventually slow the game to a crawl and eventually cause memory to run out.

Hope this helps

Regards

Crispin

On 17/03/13 06:13, Pranav Salunke wrote:
Hey Guys,

    I made a simple prototype for my own testing of Pyglet and I found
    one weird bug in my code which I could not nail no matter how many
    times I go through the same. The bug is that the speed of the
    moving sprite gradually increases and the sprite gets faster and
    faster as the number of clicks increase. Is there any suggestion
    as what may be causing this. Thanks a lot.


I have attached the Tar Ball containing the code.

Regards,
Pranav
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