If you want to know when a key is pressed, you need to verify that the event type (event.type
) is KEYDOWN
and the key attribute of the event object (event.key
) is the specific key (K_ESCAPE
, K_UP
, ...):
running = True
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.key == K_UP:
block_y -= 10
elif event.key == K_DOWN:
block_y += 10
elif event.key == K_LEFT:
block_x -= 10
elif event.key == K_RIGHT:
block_x += 10
See also pygame.event
module and pygame.key
module.
The keyboard events (see pygame.event module) occur only once when the state of a key changes. The KEYDOWN
event occurs once every time a key is pressed. KEYUP
occurs once every time a key is released. Use the keyboard events for a single action or a step-by-step movement.
If you want to achieve a continuously movement, you have to use pygame.key.get_pressed()
. pygame.key.get_pressed()
returns a list with the state of each key. If a key is held down, the state for the key is True
, otherwise False
. Use pygame.key.get_pressed()
to evaluate the current state of a button and get continuous movement:
running = True
while running:
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
keys = pygame.key.get_pressed()
if keys[K_UP]:
block_y -= 1
if keys[K_DOWN]:
block_y += 1
if keys[K_LEFT]:
block_x -= 1
if keys[K_RIGHT]:
block_x += 1
Further more you need to redraw the scene in every frame:
# Importing libraries and other stuff
import pygame
from pygame.locals import *
# defining the funtion for drawing the block
def draw_block():
surface.fill((232, 127, 7))
surface.blit(block,(block_x, block_y))
pygame.display.flip()
if __name__ == "__main__":
pygame.init()
surface = pygame.display.set_mode((500,500))
clock = pygame.time.Clock()
block = pygame.image.load("block_better_3.jpg").convert()
block_x = 100
block_y = 100
# application loop
running = True
while running:
# limit the frames per second
clock.tick(100)
# handle the events
for event in pygame.event.get():
if event.type == QUIT:
running = False
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
# update the game states and positions of objects
keys = pygame.key.get_pressed()
block_x += (keys[K_RIGHT] - keys[K_LEFT]) * 2
block_y += (keys[K_DOWN] - keys[K_UP]) * 2
# clear the display; draw the scene; update the display
draw_block()
pygame.quit()
The typical PyGame application loop has to: