Handling Keyboard Input Efficiently in Pygame
When creating games with Pygame, handling keyboard input is crucial for allowing player control. Key detection can be achieved using either pygame.key.get_pressed() to retrieve the currently pressed keys or by monitoring pygame.KEYDOWN events.
Using get_pressed() can lead to rapid movement, as it captures all keys pressed within a frame. To ensure accurate single-press movement, it's recommended to utilize the KEYDOWN event instead. This method detects keys pressed during the current frame, preventing multiple movements within a single frame.
An example of detecting single-key movements using KEYDOWN events:
events = pygame.event.get() for event in events: if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: location -= 1 if event.key == pygame.K_RIGHT: location += 1
However, for continuous movement, a limitation must be imposed. This can be achieved by setting a maximum frame rate or using a counter that limits movement frequency. Here's an example:
move_ticker = 0 keys=pygame.key.get_pressed() if keys[K_LEFT]: if move_ticker == 0: move_ticker = 10 location -= 1 if location == -1: location = 0 if keys[K_RIGHT]: if move_ticker == 0: move_ticker = 10 location+=1 if location == 5: location = 4
During the game loop, the move_ticker is decremented to track the time since the last movement. This ensures that a specific number of frames elapse before another movement is allowed:
if move_ticker > 0: move_ticker -= 1
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