Jump to content

  • Log In with Google      Sign In   
  • Create Account

Interested in a FREE copy of HTML5 game maker Construct 2?

We'll be giving away three Personal Edition licences in next Tuesday's GDNet Direct email newsletter!

Sign up from the right-hand sidebar on our homepage and read Tuesday's newsletter for details!


We're also offering banner ads on our site from just $5! 1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


Pause not working


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
5 replies to this topic

#1 Zed McJack   Members   -  Reputation: 349

Like
0Likes
Like

Posted 03 November 2012 - 04:54 AM

Ok, its still myPong game and another problem.
I tried implementing pause in the game, but it does not work consistently. I have to try 10-15 times to actually pause a game.
I suppose the problem is connected with Pygame Key.set_repeat
pygame.key.set_repeat(5,5)
that I coded to be able to move paddle by holding arrow keys without pressing them continuosly.

The code for pausing game is:
elif event.type ==KEYDOWN and event.key == K_SPACE:
if mygame.pause == 0:
  mygame.pause =1
else:
  mygame.pause = 0
Thanks
Z.

Sponsor:

#2 dmreichard   Members   -  Reputation: 384

Like
2Likes
Like

Posted 03 November 2012 - 11:47 AM

You are correct in that set_repeat() is causing you headache. What is happening is that every time you press the spacebar to pause, it is actually pausing many times in a row. It is taking you several tries to actually land on a paused state. I would recommend you either poll keys for paddle movement, or keep track of paddle velocity when using the event based input handling.

An example:
[source lang="python"]# Event Based Example####################paddle.vy = 0 #velocity going up and down# ... some game logic hereelif event.type == KEYDOWN and event.key == K_DOWN: paddle.vy += 1elif event.type == KEYUP and event.key == K_DOWN: paddle.vy -= 1elif event.type == KEYDOWN and event.key == K_UP: paddle.vy -= 1elif event.type == KEYUP and event.key == K_UP: paddle.vy += 1# Polling Based Example######################keys = pygame.key.get_pressed()if keys[K_DOWN]: paddle.y += 1elif keys[K_UP]: paddle.y -= 1[/source]

In the event based example, you would update the actual position of the paddle in your update function that should be called to update game entitites.

Please note that this is a basic example. You would probably want to incorporate a timestep into both methods, so that you don't notice the paddle speeding up or slowing down based upon framerate.

#3 Zed McJack   Members   -  Reputation: 349

Like
0Likes
Like

Posted 03 November 2012 - 12:27 PM

Hmmm, I have not been aware there is event based and polling based method for processing input. I am lacking in this knowledge, so if you or anyone can expand on this topic, or give a good link...
Anyway, thanks a lot dmreichard

Z.

#4 dmreichard   Members   -  Reputation: 384

Like
1Likes
Like

Posted 03 November 2012 - 01:18 PM

An easy way to think about event-based vs polling in this context is being reactive vs proactive, respectively. For example, when you press or release a key this adds an event corresponding to that action in the pygame event queue. One normally retrieves the event queue and then interates through it for events they are interested in capturing. You are therefore reacting to the event.

Polling is the opposite of being reactive. You are basically on each iteration of the game loop saying, "Is this key being pressed right now?" as opposed to "Did this key get pressed?"

There are many resources on the uses and benefits of each, and a google search should turn up useful information.

I found the actual pygame API reference located at http://www.pygame.org/docs/ to be most beneficial versus any tutorial on pygame for explaining the library itself.

Edited by dmreichard, 03 November 2012 - 01:19 PM.


#5 Zed McJack   Members   -  Reputation: 349

Like
0Likes
Like

Posted 03 November 2012 - 03:30 PM

Ok, I changed processing for paddle controling keys to polling and left quiting and pausing event based. And of course I removed set_repeat statment.

keys = pygame.key.get_pressed()

if keys[K_LEFT] or keys[K_RIGHT]:

	 if keys[K_LEFT]:

	 	 direction = -1

	 elif keys[K_RIGHT]:

	 	 direction = 1

else:

	 direction = 0


Everything is running as it should, altough I have another issue, but thats for another topic.

Thanks a lot

Edited by Zed McJack, 03 November 2012 - 03:38 PM.


#6 incertia   Crossbones+   -  Reputation: 779

Like
0Likes
Like

Posted 03 November 2012 - 03:33 PM

Another way to get around this is to detect if the key was down the last time you checked for input.
what




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS