Reputation: 666
In pygame, I am using function "pressed_key"
This is my Code:
if(pressed_keys[K_y]):
base += 10;
But when I do it by pressing it only once, the "base" increased 200ish. I want to know if there is a way to increase the time between two entry?
Thanks for helping!
(p.s. I really dont know how to search similar questions on this question. I hope this is not duplicate. But in case it is, let me know. I will delete this question. Thanks again!)
Upvotes: 1
Views: 2272
Reputation: 7511
See also: Pygame: key.get_pressed() does not coincide with the event queue To use repeated movement while key is held down. Using state polling for those keys works better.
Upvotes: 0
Reputation: 957
I hope you know enough about pygame to use a clock.
(For simplicity's sake we'll say the time interval required will be one second)
A simple solution would be to only check for input every second, using a simple counter and the pygame clock.
First off start the clock and the counter, outside of your main loop. Also, add a boolean variable to determine if the key was pressed within this second.
FRAMERATE = 30 #(The framerate used in this example is 30 FPS)
clock = pygame.time.Clock()
counter = 0
not_pressed = True
Then inside the main loop, the first thing you do is increase the counter, then tick the clock.
while argument:
counter+=1
clock.tick(FRAMERATE)
Then were you have your code, an if
statement to see if the button has been pressed this second:
if not_pressed:
if(pressed_keys[K_y]):
not_pressed=False
base += 10
#Rest of code:
if(pressed_keys[K_up]):
Finally, at the end of your main loop, add a checker to switch the boolean not_pressed
back to True every second:
if counter == FRAMERATE:
counter=0
not_pressed=True
That should allow the program to only take input from the user once every second.
To change the interval, simply change the if counter == FRAMERATE:
line.
if counter == FRAMERATE:
would be 1 Second if counter == (FRAMERATE*2):
would be 2 Secondsif counter == int(FRAMERATE/4):
would be a quarter of a second**note- make sure you turn FRAMERATE
divided by a number, into an integer, either by using int()
surrounding the division, or by using integer division: (FRAMERATE//4)
For a similar example to see how everything fits, see this answer.
Upvotes: 1
Reputation: 963
Here http://www.pygame.org/docs/ref/key.html#pygame.key.set_repeat
pygame.key.set_repeat(delay, interval): return None
also:
pygame.key.get_pressed()[K_y]: return bool
another way is to get the time you accepted the "key pressing" ,and wait before accepting it again:
import time
interval = 100 #you set your interval in miliseconds
lasttime = 0
while 1:
draw() #draw routine
events() #another events
now = time.time() #save in one variable if you are going to test against more than one, reducing the number of time.time() calls
if(pressed_keys[K_y] and (now-lasttime)>interval):
lasttime = now
base += 10
time.time() Return the time in seconds since the epoch as a floating point number. The epoch is the point where the time starts. On January 1st of that year, at 0 hours, the “time since the epoch” is zero. For Unix, the epoch is 1970.
knowing that, you are getting the time right now against the lasttime you saved it:
now-lasttime.
When this delta is more than the interval, you are allowed to continue your event, don't forget to update your lasttime variable.
Upvotes: 2