So, your issue is most likely that you're doing Pressing = False
if any key is released. Forcing your player object to freeze due to Pressing
being False
as soon as you release any of your keys.
To work around this, you should store the states of your keys in a variable (I'll call it self.keys
), and just before you render stuff, update/check the keys and update your player object accordingly.
Here's a working example of movement on a player object (a red square in this case):
from pyglet import *
from pyglet.gl import *
key = pyglet.window.key
class main(pyglet.window.Window):
def __init__ (self, width=800, height=600, fps=False, *args, **kwargs):
super(main, self).__init__(width, height, *args, **kwargs)
self.x, self.y = 0, 0
self.keys = {}
self.mouse_x = 0
self.mouse_y = 0
square = pyglet.image.SolidColorImagePattern((255, 0, 0, 255)).create_image(40, 40)
self.player_object = pyglet.sprite.Sprite(square, x=self.width/2, y=self.height/2)
self.alive = 1
def on_draw(self):
self.render()
def on_close(self):
self.alive = 0
def on_mouse_motion(self, x, y, dx, dy):
self.mouse_x = x
def on_key_release(self, symbol, modifiers):
try:
del self.keys[symbol]
except:
pass
def on_key_press(self, symbol, modifiers):
if symbol == key.ESCAPE: # [ESC]
self.alive = 0
self.keys[symbol] = True
def render(self):
self.clear()
## Movement logic,
# check if key.W is in self.keys (updated via key_press and key_release)
if key.W in self.keys:
self.player_object.y += 1
if key.S in self.keys:
self.player_object.y -= 1
if key.A in self.keys:
self.player_object.x -= 1
if key.D in self.keys:
self.player_object.x += 1
self.player_object.draw()
self.flip()
def run(self):
while self.alive == 1:
self.render()
# -----------> This is key <----------
# This is what replaces pyglet.app.run()
# but is required for the GUI to not freeze
#
event = self.dispatch_events()
if __name__ == '__main__':
x = main()
x.run()
I've moved away from @window.event
because it's easier for me to just copy paste this class/inheritance example since I had it laying around. But you could apply this logic any way you want. Just make sure you don't defined a solid state of pressing or not pressing, check individual keys and update accordingly before you render.