Reputation: 99
I want my character to move up/left/down/right when I press w/a/s/d. What I think should be happening is that, for example, when I press d:
main()
will "see" that there is an event happening
see that I pressed a key down
go to player1.move()
see that the key was d
go to Character.move_right(self)
update x_pos
and x_vel
go back to main()
go to player1.display()
draw a rectangle wherever the updated x_pos
and x_vel
are
update the screen
"tick the clock"
This obviously isn't happening, though. Where am I misinterpreting what's going on?
import sys
import pygame
class Character(object):
def __init__(self, surface, x_vel, y_vel, x_pos, y_pos):
self.surface = surface
self.x_vel = x_vel
self.y_vel = y_vel
self.x_pos = x_pos
self.y_pos = y_pos
self.size = (5, 20)
def move_right(self):
self.x_vel += 5
self.x_pos += self.x_vel
def move_left(self):
self.x_vel -= 5
self.x_pos += self.x_vel
def move_up(self):
self.y_vel -= 5
self.y_pos += self.y_vel
def move_down(self):
self.y_vel += 5
self.y_pos += self.y_vel
def move(self):
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
Character.move_up(self)
elif event.key == pygame.K_a:
Character.move_left(self)
elif event.key == pygame.K_s:
Character.move_down(self)
elif event.key == pygame.K_d:
Character.move_right(self)
self.character = pygame.Rect((self.x_pos, self.y_pos), self.size)
def display(self):
pygame.draw.rect(self.surface, (255, 255, 255), self.character)
pygame.init()
screen = pygame.display.set_mode((640, 480))
screen_rect = screen.get_rect()
clock = pygame.time.Clock()
fps = 30
def main():
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
else:
player1 = Character(screen, 0, 0, 200, 200)
player1.move()
player1.display()
pygame.display.update(screen_rect)
clock.tick(fps)
if __name__ == "__main__":
main()
Upvotes: 1
Views: 287
Reputation: 32449
Summarizing the possible errors:
As @tobias_k pointed out your events are already consumed. This can be fixed like this
def move(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
....
def main():
player1 = Character(screen, 0, 0, 200, 200)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
else:
player1.move(event)
Second, move the creation of the Character out of the main loop
def main():
player1 = Character(screen, 0, 0, 200, 200)
while True:
Upvotes: 5