okay, so I am making a basic space-ship game.
I can't get rotation to work because it scrambles the bitmap, but that's for another question.Should I even use a gif? any other filetype suggestions?
back to the actual point here, so:
k = pygame.key.get_pressed()
yeah, self explanatory. this doesn't work, as it returns each key as pressed.
so, somewhere else:
d = k[pygame.K_d]
and another line:
print d
and another:
if d:
So, k returns as each key on the keyboard pressed.
d returns 0 indefinitely, whether or not d is pressed.
d is always 0.
the statement about d therefore is never true.
Why is this happening?
You might be confused by what get_pressed() is actually doing. From the docs:
In other words, when you call get_pressed(), you are getting a representation of the state of the keyboard at the time of get_pressed() being called.
For example, let's say one second into your game you call get_pressed(). You'll get back a structure that lists all of the keys on the keyboard and if they are pressed (they will all be false).
At two seconds into your game, you press a key. If you look at the same structure that you were looking at earlier, it will STILL say that everything is not pressed, because you're still looking at the state of the keyboard as it was a second ago. However, if you called get_pressed() again, you'd get back a new, updated structure, and this new structure should show that the key is pressed.
One way to solve this would be to do the following:
Now, you're getting up-to-date information on the keyboard.
One thing that should be noted is that using the functionality above, you could STILL potentially miss a keyboard press. If the update functionality took a long time, a key could potentially be pressed then unpressed in a small enough time that you wouldn't have called get_pressed() when the key was down.
If this might be a problem, you will probably want to use the event loop instead. Something like...
For mixing (1) event and (2) keystate inputs, it looks like
You have to poll events. One way you can do it is
then in
Player()