I'm quite new with python and coding. Trying to code a simple game using pygame I have found an issue that I can't solve in my movement function.
I have a function that uses the pygame method get_pressed() in order to set the direction of the player velocity vector (see below). With this code if in the game I hold down a and then press d the player surface changes direction even if i'm still holding down the a key, while if I do the opposite the player continues moving to the right as if I don't press the a key. I understand that this is due to the order of the if statements in the function and my question is: is there a way to make the player change direction in both cases?
I really hope that the question is clear and thanks in advance if someone will help me.
The function that sets the direction of the velocity:
def get_keys(self):
self.vel = vec(0, 0)
keys = pg.key.get_pressed()
if keys[pg.K_a]:
self.vel.x = -PLAYER_SPEED
if keys[pg.K_d]:
self.vel.x = PLAYER_SPEED
if keys[pg.K_w]:
self.vel.y = -PLAYER_SPEED
if keys[pg.K_s]:
self.vel.y = PLAYER_SPEED
if self.vel.x != 0 and self.vel.y != 0:
self.vel *= 0.7071
The update function:
def update(self)
self.get_keys()
self.pos += self.vel * self.game.dt
self.rect.centerx = self.pos.x
self.rect.centery = self.pos.y
For what you want to do you have to use the keyboard events. Note that you want to change direction as soon as a key is pressed. This is and event. e.g.:
import pygame
pygame.init()
window = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
pos = pygame.Vector2(window.get_rect().center)
dx, dy = 0, 0
speed = 5
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
dx = -1
if event.key == pygame.K_d:
dx = 1
if event.key == pygame.K_w:
dy = -1
if event.key == pygame.K_s:
dy = 1
if event.type == pygame.KEYUP:
if (event.key == pygame.K_a and dx < 0) or (event.key == pygame.K_d and dx > 0):
dx = 0
if (event.key == pygame.K_w and dy < 0) or (event.key == pygame.K_s and dy > 0):
dy = 0
vel = pygame.Vector2(dx, dy)
if vel.x != 0 or vel.y != 0:
vel.scale_to_length(speed)
pos += vel
pos.x %= window.get_width()
pos.y %= window.get_height()
window.fill(0)
pygame.draw.circle(window, (255, 0, 0), pos, 20)
pygame.display.flip()
clock.tick(60)
pygame.quit()
exit()