Thanks for going through my code. Yes, I would not use Return as its 
running away from my problems. I'm a student and I need to learn and not 
workaround if possible. I think Claudio has given some pointers on how to 
fix it as I guessed that the problem is with clock.schedule.... but I didn 
realise its the position of it. I'll try it out and give feedback. Also 
Once my game is finished I will send you guys the link. 
Thanks again.

On Sunday, 17 March 2013 10:18:51 UTC+5:30, Crispin Wellington wrote:
>
>  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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