PyGame paddle board not moving










4















The key events are being registered fine on the console. Also, my paddle is showing up which suggests that my paddle class called from another file works. However, I would like my paddle to move smoothly when the left arrow key or the right arrow key is pressed down so the user does not have to repeatedly click. However, with my current code, the paddle does not move at all. I've tried changing around the position of the if/else statement that changes position to no avail. What am I doing wrong here?



The main game:



import pygame
from pygame.locals import *

from Config import Config
from Paddle import Paddle

pygame.init()

#--Display settings
pygame.display.set_caption(Config['game']['caption'])
game_display = pygame.display.set_mode((Config['game']['display_width'],
Config['game']['display_height']))
clock = pygame.time.Clock()
paddle= Paddle(game_display)

x_change = 0
pressed_left = False
pressed_right = False

def event_handler():
for event in pygame.event.get():
print (event)
if (event.type == QUIT) or (event.type == KEYDOWN and event.key ==
K_ESCAPE):
pygame.quit()
quit()

#To move the paddle to the left and right
if event.type == KEYDOWN:
if event.key == K_LEFT:
pressed_left = True
elif event.key== K_RIGHT:
pressed_right = True

#If the key is up
if event.type == KEYUP:
if event.key == K_LEFT:
pressed_left = False
x_change = 0
elif event.key == K_RIGHT:
pressed_right = False
x_change = 0

#--This changes the position
if pressed_left:
x_change = -5
if pressed_right:
x_change = 5

while True:
event_handler()
game_display.fill(Config['colors']['white'])
paddle.draw()
paddle.movement(x_change)

pygame.display.update()
clock.tick(Config['game']['fps'])


And from my paddle.py that contains the Paddle class:



import pygame
from pygame.locals import *

from Config import Config

class Paddle:
def __init__(self, game_display):
self.x = (Config['game']['display_width'] * 0.45)
self.y = (Config['game']['display_height'] * 0.92)
self.game_display=game_display


def draw(self):
pygame.draw.rect(self.game_display, Config['colors']['red'],
[self.x, self.y, 40, 25])

def movement(self, x_change):
self.x += x_change









share|improve this question


























    4















    The key events are being registered fine on the console. Also, my paddle is showing up which suggests that my paddle class called from another file works. However, I would like my paddle to move smoothly when the left arrow key or the right arrow key is pressed down so the user does not have to repeatedly click. However, with my current code, the paddle does not move at all. I've tried changing around the position of the if/else statement that changes position to no avail. What am I doing wrong here?



    The main game:



    import pygame
    from pygame.locals import *

    from Config import Config
    from Paddle import Paddle

    pygame.init()

    #--Display settings
    pygame.display.set_caption(Config['game']['caption'])
    game_display = pygame.display.set_mode((Config['game']['display_width'],
    Config['game']['display_height']))
    clock = pygame.time.Clock()
    paddle= Paddle(game_display)

    x_change = 0
    pressed_left = False
    pressed_right = False

    def event_handler():
    for event in pygame.event.get():
    print (event)
    if (event.type == QUIT) or (event.type == KEYDOWN and event.key ==
    K_ESCAPE):
    pygame.quit()
    quit()

    #To move the paddle to the left and right
    if event.type == KEYDOWN:
    if event.key == K_LEFT:
    pressed_left = True
    elif event.key== K_RIGHT:
    pressed_right = True

    #If the key is up
    if event.type == KEYUP:
    if event.key == K_LEFT:
    pressed_left = False
    x_change = 0
    elif event.key == K_RIGHT:
    pressed_right = False
    x_change = 0

    #--This changes the position
    if pressed_left:
    x_change = -5
    if pressed_right:
    x_change = 5

    while True:
    event_handler()
    game_display.fill(Config['colors']['white'])
    paddle.draw()
    paddle.movement(x_change)

    pygame.display.update()
    clock.tick(Config['game']['fps'])


    And from my paddle.py that contains the Paddle class:



    import pygame
    from pygame.locals import *

    from Config import Config

    class Paddle:
    def __init__(self, game_display):
    self.x = (Config['game']['display_width'] * 0.45)
    self.y = (Config['game']['display_height'] * 0.92)
    self.game_display=game_display


    def draw(self):
    pygame.draw.rect(self.game_display, Config['colors']['red'],
    [self.x, self.y, 40, 25])

    def movement(self, x_change):
    self.x += x_change









    share|improve this question
























      4












      4








      4








      The key events are being registered fine on the console. Also, my paddle is showing up which suggests that my paddle class called from another file works. However, I would like my paddle to move smoothly when the left arrow key or the right arrow key is pressed down so the user does not have to repeatedly click. However, with my current code, the paddle does not move at all. I've tried changing around the position of the if/else statement that changes position to no avail. What am I doing wrong here?



      The main game:



      import pygame
      from pygame.locals import *

      from Config import Config
      from Paddle import Paddle

      pygame.init()

      #--Display settings
      pygame.display.set_caption(Config['game']['caption'])
      game_display = pygame.display.set_mode((Config['game']['display_width'],
      Config['game']['display_height']))
      clock = pygame.time.Clock()
      paddle= Paddle(game_display)

      x_change = 0
      pressed_left = False
      pressed_right = False

      def event_handler():
      for event in pygame.event.get():
      print (event)
      if (event.type == QUIT) or (event.type == KEYDOWN and event.key ==
      K_ESCAPE):
      pygame.quit()
      quit()

      #To move the paddle to the left and right
      if event.type == KEYDOWN:
      if event.key == K_LEFT:
      pressed_left = True
      elif event.key== K_RIGHT:
      pressed_right = True

      #If the key is up
      if event.type == KEYUP:
      if event.key == K_LEFT:
      pressed_left = False
      x_change = 0
      elif event.key == K_RIGHT:
      pressed_right = False
      x_change = 0

      #--This changes the position
      if pressed_left:
      x_change = -5
      if pressed_right:
      x_change = 5

      while True:
      event_handler()
      game_display.fill(Config['colors']['white'])
      paddle.draw()
      paddle.movement(x_change)

      pygame.display.update()
      clock.tick(Config['game']['fps'])


      And from my paddle.py that contains the Paddle class:



      import pygame
      from pygame.locals import *

      from Config import Config

      class Paddle:
      def __init__(self, game_display):
      self.x = (Config['game']['display_width'] * 0.45)
      self.y = (Config['game']['display_height'] * 0.92)
      self.game_display=game_display


      def draw(self):
      pygame.draw.rect(self.game_display, Config['colors']['red'],
      [self.x, self.y, 40, 25])

      def movement(self, x_change):
      self.x += x_change









      share|improve this question














      The key events are being registered fine on the console. Also, my paddle is showing up which suggests that my paddle class called from another file works. However, I would like my paddle to move smoothly when the left arrow key or the right arrow key is pressed down so the user does not have to repeatedly click. However, with my current code, the paddle does not move at all. I've tried changing around the position of the if/else statement that changes position to no avail. What am I doing wrong here?



      The main game:



      import pygame
      from pygame.locals import *

      from Config import Config
      from Paddle import Paddle

      pygame.init()

      #--Display settings
      pygame.display.set_caption(Config['game']['caption'])
      game_display = pygame.display.set_mode((Config['game']['display_width'],
      Config['game']['display_height']))
      clock = pygame.time.Clock()
      paddle= Paddle(game_display)

      x_change = 0
      pressed_left = False
      pressed_right = False

      def event_handler():
      for event in pygame.event.get():
      print (event)
      if (event.type == QUIT) or (event.type == KEYDOWN and event.key ==
      K_ESCAPE):
      pygame.quit()
      quit()

      #To move the paddle to the left and right
      if event.type == KEYDOWN:
      if event.key == K_LEFT:
      pressed_left = True
      elif event.key== K_RIGHT:
      pressed_right = True

      #If the key is up
      if event.type == KEYUP:
      if event.key == K_LEFT:
      pressed_left = False
      x_change = 0
      elif event.key == K_RIGHT:
      pressed_right = False
      x_change = 0

      #--This changes the position
      if pressed_left:
      x_change = -5
      if pressed_right:
      x_change = 5

      while True:
      event_handler()
      game_display.fill(Config['colors']['white'])
      paddle.draw()
      paddle.movement(x_change)

      pygame.display.update()
      clock.tick(Config['game']['fps'])


      And from my paddle.py that contains the Paddle class:



      import pygame
      from pygame.locals import *

      from Config import Config

      class Paddle:
      def __init__(self, game_display):
      self.x = (Config['game']['display_width'] * 0.45)
      self.y = (Config['game']['display_height'] * 0.92)
      self.game_display=game_display


      def draw(self):
      pygame.draw.rect(self.game_display, Config['colors']['red'],
      [self.x, self.y, 40, 25])

      def movement(self, x_change):
      self.x += x_change






      python-3.x pygame






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 15 '18 at 2:42









      Hasanat JahanHasanat Jahan

      2314




      2314






















          2 Answers
          2






          active

          oldest

          votes


















          1














          Let's look at a simpler example. Try running this program.



          pressed_left = False
          def event_handler():
          pressed_left = True

          event_handler()

          print(pressed_left)


          While you expected the program to print True, it prints False. This happens due to the way variable scoping works in python. When you try to modify a variable in a function that isn't defined in that function itself, python defines a new variable instead of looking for a global one.
          So, the pressed_left = True line in event_handler() just creates a new pressed_left variable that exists solely in the event_handler function without modifying the global one.



          To solve this, you need to declare the variable as global in the function. Try running this program.



          pressed_left = False
          def event_handler():
          global pressed_left
          pressed_left = True

          event_handler()

          print(pressed_left)





          share|improve this answer























          • I added this because this solution makes sense. However, pressed_left and pressed_right are still being registered as False and the key presses, while registered, don't change the value of the varibles to from False to True. Thank you for this much though!

            – Hasanat Jahan
            Nov 16 '18 at 4:53











          • @HasanatJahan What does your code look like now?

            – merlyn
            Nov 16 '18 at 4:54











          • I changed the top of the event_handler function to include the global declarations.Sorry, I'm trying to get the formatting right:

            – Hasanat Jahan
            Nov 16 '18 at 4:56







          • 1





            @HasanatJahan Why is the x_change update not part of event handler function. It's not run in the loop either.

            – merlyn
            Nov 16 '18 at 5:04






          • 1





            I just changed it the x_change update inside the event handler function and it worked. The paddle is moving. Thank you kind wizard.

            – Hasanat Jahan
            Nov 16 '18 at 5:07


















          0














          change your keys to something like this



          key = pygame.key.pressed()

          if key[pygame.K_left]:
          pygame movement





          share|improve this answer























          • Why is this a better alternative? Why would this solve the problem of pressed_left and pressed_right as being registered as false?

            – Hasanat Jahan
            Nov 16 '18 at 4:51











          • because the player will constantly move until the ey as stopped being pressed

            – Dextron
            Nov 16 '18 at 6:48










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          2 Answers
          2






          active

          oldest

          votes








          2 Answers
          2






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          1














          Let's look at a simpler example. Try running this program.



          pressed_left = False
          def event_handler():
          pressed_left = True

          event_handler()

          print(pressed_left)


          While you expected the program to print True, it prints False. This happens due to the way variable scoping works in python. When you try to modify a variable in a function that isn't defined in that function itself, python defines a new variable instead of looking for a global one.
          So, the pressed_left = True line in event_handler() just creates a new pressed_left variable that exists solely in the event_handler function without modifying the global one.



          To solve this, you need to declare the variable as global in the function. Try running this program.



          pressed_left = False
          def event_handler():
          global pressed_left
          pressed_left = True

          event_handler()

          print(pressed_left)





          share|improve this answer























          • I added this because this solution makes sense. However, pressed_left and pressed_right are still being registered as False and the key presses, while registered, don't change the value of the varibles to from False to True. Thank you for this much though!

            – Hasanat Jahan
            Nov 16 '18 at 4:53











          • @HasanatJahan What does your code look like now?

            – merlyn
            Nov 16 '18 at 4:54











          • I changed the top of the event_handler function to include the global declarations.Sorry, I'm trying to get the formatting right:

            – Hasanat Jahan
            Nov 16 '18 at 4:56







          • 1





            @HasanatJahan Why is the x_change update not part of event handler function. It's not run in the loop either.

            – merlyn
            Nov 16 '18 at 5:04






          • 1





            I just changed it the x_change update inside the event handler function and it worked. The paddle is moving. Thank you kind wizard.

            – Hasanat Jahan
            Nov 16 '18 at 5:07















          1














          Let's look at a simpler example. Try running this program.



          pressed_left = False
          def event_handler():
          pressed_left = True

          event_handler()

          print(pressed_left)


          While you expected the program to print True, it prints False. This happens due to the way variable scoping works in python. When you try to modify a variable in a function that isn't defined in that function itself, python defines a new variable instead of looking for a global one.
          So, the pressed_left = True line in event_handler() just creates a new pressed_left variable that exists solely in the event_handler function without modifying the global one.



          To solve this, you need to declare the variable as global in the function. Try running this program.



          pressed_left = False
          def event_handler():
          global pressed_left
          pressed_left = True

          event_handler()

          print(pressed_left)





          share|improve this answer























          • I added this because this solution makes sense. However, pressed_left and pressed_right are still being registered as False and the key presses, while registered, don't change the value of the varibles to from False to True. Thank you for this much though!

            – Hasanat Jahan
            Nov 16 '18 at 4:53











          • @HasanatJahan What does your code look like now?

            – merlyn
            Nov 16 '18 at 4:54











          • I changed the top of the event_handler function to include the global declarations.Sorry, I'm trying to get the formatting right:

            – Hasanat Jahan
            Nov 16 '18 at 4:56







          • 1





            @HasanatJahan Why is the x_change update not part of event handler function. It's not run in the loop either.

            – merlyn
            Nov 16 '18 at 5:04






          • 1





            I just changed it the x_change update inside the event handler function and it worked. The paddle is moving. Thank you kind wizard.

            – Hasanat Jahan
            Nov 16 '18 at 5:07













          1












          1








          1







          Let's look at a simpler example. Try running this program.



          pressed_left = False
          def event_handler():
          pressed_left = True

          event_handler()

          print(pressed_left)


          While you expected the program to print True, it prints False. This happens due to the way variable scoping works in python. When you try to modify a variable in a function that isn't defined in that function itself, python defines a new variable instead of looking for a global one.
          So, the pressed_left = True line in event_handler() just creates a new pressed_left variable that exists solely in the event_handler function without modifying the global one.



          To solve this, you need to declare the variable as global in the function. Try running this program.



          pressed_left = False
          def event_handler():
          global pressed_left
          pressed_left = True

          event_handler()

          print(pressed_left)





          share|improve this answer













          Let's look at a simpler example. Try running this program.



          pressed_left = False
          def event_handler():
          pressed_left = True

          event_handler()

          print(pressed_left)


          While you expected the program to print True, it prints False. This happens due to the way variable scoping works in python. When you try to modify a variable in a function that isn't defined in that function itself, python defines a new variable instead of looking for a global one.
          So, the pressed_left = True line in event_handler() just creates a new pressed_left variable that exists solely in the event_handler function without modifying the global one.



          To solve this, you need to declare the variable as global in the function. Try running this program.



          pressed_left = False
          def event_handler():
          global pressed_left
          pressed_left = True

          event_handler()

          print(pressed_left)






          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 15 '18 at 4:08









          merlynmerlyn

          1,77211323




          1,77211323












          • I added this because this solution makes sense. However, pressed_left and pressed_right are still being registered as False and the key presses, while registered, don't change the value of the varibles to from False to True. Thank you for this much though!

            – Hasanat Jahan
            Nov 16 '18 at 4:53











          • @HasanatJahan What does your code look like now?

            – merlyn
            Nov 16 '18 at 4:54











          • I changed the top of the event_handler function to include the global declarations.Sorry, I'm trying to get the formatting right:

            – Hasanat Jahan
            Nov 16 '18 at 4:56







          • 1





            @HasanatJahan Why is the x_change update not part of event handler function. It's not run in the loop either.

            – merlyn
            Nov 16 '18 at 5:04






          • 1





            I just changed it the x_change update inside the event handler function and it worked. The paddle is moving. Thank you kind wizard.

            – Hasanat Jahan
            Nov 16 '18 at 5:07

















          • I added this because this solution makes sense. However, pressed_left and pressed_right are still being registered as False and the key presses, while registered, don't change the value of the varibles to from False to True. Thank you for this much though!

            – Hasanat Jahan
            Nov 16 '18 at 4:53











          • @HasanatJahan What does your code look like now?

            – merlyn
            Nov 16 '18 at 4:54











          • I changed the top of the event_handler function to include the global declarations.Sorry, I'm trying to get the formatting right:

            – Hasanat Jahan
            Nov 16 '18 at 4:56







          • 1





            @HasanatJahan Why is the x_change update not part of event handler function. It's not run in the loop either.

            – merlyn
            Nov 16 '18 at 5:04






          • 1





            I just changed it the x_change update inside the event handler function and it worked. The paddle is moving. Thank you kind wizard.

            – Hasanat Jahan
            Nov 16 '18 at 5:07
















          I added this because this solution makes sense. However, pressed_left and pressed_right are still being registered as False and the key presses, while registered, don't change the value of the varibles to from False to True. Thank you for this much though!

          – Hasanat Jahan
          Nov 16 '18 at 4:53





          I added this because this solution makes sense. However, pressed_left and pressed_right are still being registered as False and the key presses, while registered, don't change the value of the varibles to from False to True. Thank you for this much though!

          – Hasanat Jahan
          Nov 16 '18 at 4:53













          @HasanatJahan What does your code look like now?

          – merlyn
          Nov 16 '18 at 4:54





          @HasanatJahan What does your code look like now?

          – merlyn
          Nov 16 '18 at 4:54













          I changed the top of the event_handler function to include the global declarations.Sorry, I'm trying to get the formatting right:

          – Hasanat Jahan
          Nov 16 '18 at 4:56






          I changed the top of the event_handler function to include the global declarations.Sorry, I'm trying to get the formatting right:

          – Hasanat Jahan
          Nov 16 '18 at 4:56





          1




          1





          @HasanatJahan Why is the x_change update not part of event handler function. It's not run in the loop either.

          – merlyn
          Nov 16 '18 at 5:04





          @HasanatJahan Why is the x_change update not part of event handler function. It's not run in the loop either.

          – merlyn
          Nov 16 '18 at 5:04




          1




          1





          I just changed it the x_change update inside the event handler function and it worked. The paddle is moving. Thank you kind wizard.

          – Hasanat Jahan
          Nov 16 '18 at 5:07





          I just changed it the x_change update inside the event handler function and it worked. The paddle is moving. Thank you kind wizard.

          – Hasanat Jahan
          Nov 16 '18 at 5:07













          0














          change your keys to something like this



          key = pygame.key.pressed()

          if key[pygame.K_left]:
          pygame movement





          share|improve this answer























          • Why is this a better alternative? Why would this solve the problem of pressed_left and pressed_right as being registered as false?

            – Hasanat Jahan
            Nov 16 '18 at 4:51











          • because the player will constantly move until the ey as stopped being pressed

            – Dextron
            Nov 16 '18 at 6:48















          0














          change your keys to something like this



          key = pygame.key.pressed()

          if key[pygame.K_left]:
          pygame movement





          share|improve this answer























          • Why is this a better alternative? Why would this solve the problem of pressed_left and pressed_right as being registered as false?

            – Hasanat Jahan
            Nov 16 '18 at 4:51











          • because the player will constantly move until the ey as stopped being pressed

            – Dextron
            Nov 16 '18 at 6:48













          0












          0








          0







          change your keys to something like this



          key = pygame.key.pressed()

          if key[pygame.K_left]:
          pygame movement





          share|improve this answer













          change your keys to something like this



          key = pygame.key.pressed()

          if key[pygame.K_left]:
          pygame movement






          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 15 '18 at 6:22









          DextronDextron

          789




          789












          • Why is this a better alternative? Why would this solve the problem of pressed_left and pressed_right as being registered as false?

            – Hasanat Jahan
            Nov 16 '18 at 4:51











          • because the player will constantly move until the ey as stopped being pressed

            – Dextron
            Nov 16 '18 at 6:48

















          • Why is this a better alternative? Why would this solve the problem of pressed_left and pressed_right as being registered as false?

            – Hasanat Jahan
            Nov 16 '18 at 4:51











          • because the player will constantly move until the ey as stopped being pressed

            – Dextron
            Nov 16 '18 at 6:48
















          Why is this a better alternative? Why would this solve the problem of pressed_left and pressed_right as being registered as false?

          – Hasanat Jahan
          Nov 16 '18 at 4:51





          Why is this a better alternative? Why would this solve the problem of pressed_left and pressed_right as being registered as false?

          – Hasanat Jahan
          Nov 16 '18 at 4:51













          because the player will constantly move until the ey as stopped being pressed

          – Dextron
          Nov 16 '18 at 6:48





          because the player will constantly move until the ey as stopped being pressed

          – Dextron
          Nov 16 '18 at 6:48

















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