9.22: The Event Handling Loop
- Page ID
- 14641
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\(\newcommand{\avec}{\mathbf a}\) \(\newcommand{\bvec}{\mathbf b}\) \(\newcommand{\cvec}{\mathbf c}\) \(\newcommand{\dvec}{\mathbf d}\) \(\newcommand{\dtil}{\widetilde{\mathbf d}}\) \(\newcommand{\evec}{\mathbf e}\) \(\newcommand{\fvec}{\mathbf f}\) \(\newcommand{\nvec}{\mathbf n}\) \(\newcommand{\pvec}{\mathbf p}\) \(\newcommand{\qvec}{\mathbf q}\) \(\newcommand{\svec}{\mathbf s}\) \(\newcommand{\tvec}{\mathbf t}\) \(\newcommand{\uvec}{\mathbf u}\) \(\newcommand{\vvec}{\mathbf v}\) \(\newcommand{\wvec}{\mathbf w}\) \(\newcommand{\xvec}{\mathbf x}\) \(\newcommand{\yvec}{\mathbf y}\) \(\newcommand{\zvec}{\mathbf z}\) \(\newcommand{\rvec}{\mathbf r}\) \(\newcommand{\mvec}{\mathbf m}\) \(\newcommand{\zerovec}{\mathbf 0}\) \(\newcommand{\onevec}{\mathbf 1}\) \(\newcommand{\real}{\mathbb R}\) \(\newcommand{\twovec}[2]{\left[\begin{array}{r}#1 \\ #2 \end{array}\right]}\) \(\newcommand{\ctwovec}[2]{\left[\begin{array}{c}#1 \\ #2 \end{array}\right]}\) \(\newcommand{\threevec}[3]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \end{array}\right]}\) \(\newcommand{\cthreevec}[3]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \end{array}\right]}\) \(\newcommand{\fourvec}[4]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \\ #4 \end{array}\right]}\) \(\newcommand{\cfourvec}[4]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \\ #4 \end{array}\right]}\) \(\newcommand{\fivevec}[5]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \\ #4 \\ #5 \\ \end{array}\right]}\) \(\newcommand{\cfivevec}[5]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \\ #4 \\ #5 \\ \end{array}\right]}\) \(\newcommand{\mattwo}[4]{\left[\begin{array}{rr}#1 \amp #2 \\ #3 \amp #4 \\ \end{array}\right]}\) \(\newcommand{\laspan}[1]{\text{Span}\{#1\}}\) \(\newcommand{\bcal}{\cal B}\) \(\newcommand{\ccal}{\cal C}\) \(\newcommand{\scal}{\cal S}\) \(\newcommand{\wcal}{\cal W}\) \(\newcommand{\ecal}{\cal E}\) \(\newcommand{\coords}[2]{\left\{#1\right\}_{#2}}\) \(\newcommand{\gray}[1]{\color{gray}{#1}}\) \(\newcommand{\lgray}[1]{\color{lightgray}{#1}}\) \(\newcommand{\rank}{\operatorname{rank}}\) \(\newcommand{\row}{\text{Row}}\) \(\newcommand{\col}{\text{Col}}\) \(\renewcommand{\row}{\text{Row}}\) \(\newcommand{\nul}{\text{Nul}}\) \(\newcommand{\var}{\text{Var}}\) \(\newcommand{\corr}{\text{corr}}\) \(\newcommand{\len}[1]{\left|#1\right|}\) \(\newcommand{\bbar}{\overline{\bvec}}\) \(\newcommand{\bhat}{\widehat{\bvec}}\) \(\newcommand{\bperp}{\bvec^\perp}\) \(\newcommand{\xhat}{\widehat{\xvec}}\) \(\newcommand{\vhat}{\widehat{\vvec}}\) \(\newcommand{\uhat}{\widehat{\uvec}}\) \(\newcommand{\what}{\widehat{\wvec}}\) \(\newcommand{\Sighat}{\widehat{\Sigma}}\) \(\newcommand{\lt}{<}\) \(\newcommand{\gt}{>}\) \(\newcommand{\amp}{&}\) \(\definecolor{fillinmathshade}{gray}{0.9}\)for event in pygame.event.get(): # event handling loop if event.type == QUIT: terminate() elif event.type == KEYDOWN: if event.key in (K_UP, K_w): moveDown = False moveUp = True elif event.key in (K_DOWN, K_s): moveUp = False moveDown = True elif event.key in (K_LEFT, K_a): moveRight = False moveLeft = True if playerObj['facing'] != LEFT: # change player image playerObj['surface'] = pygame.transform.scale(L_SQUIR_IMG, (playerObj['size'], playerObj['size'])) playerObj['facing'] = LEFT elif event.key in (K_RIGHT, K_d): moveLeft = False moveRight = True if playerObj['facing'] != RIGHT: # change player image playerObj['surface'] = pygame.transform.scale(R_SQUIR_IMG, (playerObj['size'], playerObj['size'])) playerObj['facing'] = RIGHT elif winMode and event.key == K_r: return elif event.type == KEYUP: # stop moving the player's squirrel if event.key in (K_LEFT, K_a): moveLeft = False elif event.key in (K_RIGHT, K_d): moveRight = False elif event.key in (K_UP, K_w): moveUp = False elif event.key in (K_DOWN, K_s): moveDown = False elif event.key == K_ESCAPE: terminate()
The first thing that is checked in the event handling loop is if the QUIT
event has been generated. If so, then the program should be terminated.
If the up or down arrow keys have been pressed (or their WASD equivalents), then the move variable (moveRight
, moveDown
, etc.) for that direction should be set to True
and the move variable for the opposite direction should be set to False
.
The moveLeft
and moveRight
variables should also be set when the left or right arrow keys are pressed. Also, the value in playerObj['facing']
should be updated to either LEFT
or RIGHT
. If the player squirrel is now facing a new direction, the playerObj['surface']
value should be replaced with a correctly scaled image of the squirrel facing the new direction.
Line 15 [229] is run if the left arrow key was pressed and checks if the player squirrel was facing right. If that was so, then a new scaled Surface object of the player squirrel image is stored in playerObj['surface']
. The code in line 18's [232] elif
statement handles the opposite case.
If the player has won the game by growing large enough (in which case, winMode
will be set to True
) and the R key has been pressed, then runGame()
should return. This will end the current game, and a new game will start the next time that runGame()
gets called.
If the player lets up on any of the arrow or WASD keys, then the code should set the move variable for that direction to False
. This will stop the squirrel from moving in that direction any more.
If the key that was pressed was the Esc key, then terminate the program.