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Re: [pygame] get_rel and events



Rene Dudfield wrote:

indent these lines one more block:

  if event.type == pygame.MOUSEBUTTONDOWN:
      print event
  if event.type == pygame.MOUSEBUTTONUP:
      print event

They are not in your loop:  for event in remainingEvents.

So only the last event in that lots gets checked to see if it is a
mouseup/down event.


Chairs.

On Thu, 17 Feb 2005 20:18:09 -0800, Fred Burton <flbl@xxxxxxxxxxxxxx> wrote:


Marco Marconi wrote:



On Fri, 11 Feb 2005 10:04:19 -0800
Fred Burton <flbl@xxxxxxxxxxxxxx> wrote:





I'm using get_rel in a pygame + pyOpenGL app (under Win XP) to get mouse
movement (for camera/player control), and the event processing stuff for
clicks in menus.
When it's running slowly, sometimes... er..




any codes?





Here's a sample program that exhibits this behaviour...

Moving the mouse across the window and pressing the button may result in
the BUTTONDOWN or BUTTONUP events being lost.

Holding down the mouse button while the mouse is still seems to generate
a whole bunch of BUTTONDOWN events (until you move the mouse or release
the button)



import pygame

pygame.init()

screen = pygame.display.set_mode((640,480))
gamequit = 0
while gamequit == 0:
   remainingEvents = pygame.event.get()
   for event in remainingEvents:
       if event.type == pygame.QUIT:
           gamequit = 1
       if event.type == pygame.KEYDOWN:
           if event.key == pygame.K_ESCAPE:
               gamequit = 1
   if event.type == pygame.MOUSEBUTTONDOWN:
       print event
   if event.type == pygame.MOUSEBUTTONUP:
       print event

   (rx,ry) = pygame.mouse.get_rel()
#    if (rx != 0) and (ry != 0):
#        print rx,ry

#    pygame.time.wait(0)
   pygame.time.wait(40)
   pygame.display.flip()

pygame.quit()







x.x !!
You know, you're right!

Wow.. and i didn't even notice !

(the block of code was originally much longer ^_^,and indented in a few to handle a few keyress events)

I just made this copy (and cleared out unrelated bits) to demonstrate the problem.

(but didn't read it over too much ^_^)

Thank you.

*grumble.. stupid silly me problem (x.x)*

heh..

Now the inventory in my game (prototype) should work smoother ^_^