import pygame
events = pygame.event.get()
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
location -= 1
if event.key == pygame.K_RIGHT:
location += 1
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
print("left")
if pygame.mouse.get_pressed()[0]:
# do something when the left mouse button is pressed
keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
# do something when the a key is pressed
# Outside loop
pressed = False
# Inside loop
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a and not pressed: #K_a can be replaced by any key
# Do something
pressed = True
elif event.key != pygame.K_a:
pressed = False
import pygame as pg
## Basically there are 3 ways to check keyboard inputs:
## 1. If key its BEING PRESSED:
keys = pg.key.get_pressed()
if keys[pg.K_UP] or keys[ord('w')]:
pass #do something while UP or 'w' is being pressed
## 2. if key was PRESSED ONCE:
while True:
for event in pg.event.get():
if event.type == pg.KEYDOWN:
if event.key == pg.K_RIGHT:
pass #do something when RIGHT is pressed
## 3. if key was RELEASED:
while True:
for event in pg.event.get():
if event.type == pg.KEYUP
if event.key == pg.K_w:
pass #do something when 'w' is released
letters = {x: pygame.key.key_code(x) for x in "abcdefghijklmnopqrstuvwxyz"}
touche = pygame.key.get-pressed()
for (l, value) in letters.items() :
if touche[value] :
print(f"The letter {l} has been pressed ;)")