On 1/15/2012 8:16 PM, Ian Mallett wrote:
On Sun, Jan 15, 2012 at 7:46 PM, Ryan Strunk ryan.str...@gmail.com wrote:
Hello everyone,
I am testing my understanding of the pygame.key module by creating a
program
that pans the sound of a car engine and raises/lowers its frequency. While
the
On Mon, Jan 16, 2012 at 20:22, Silver rockac...@gmail.com wrote:
On 1/15/2012 8:16 PM, Ian Mallett wrote:
On Sun, Jan 15, 2012 at 7:46 PM, Ryan Strunk ryan.str...@gmail.com wrote:
Hello everyone,
I am testing my understanding of the pygame.key module by creating a
program
that pans the
On 1/16/2012 11:35 AM, Radomir Dopieralski wrote:
On Mon, Jan 16, 2012 at 20:22, Silver rockac...@gmail.com wrote:
On 1/15/2012 8:16 PM, Ian Mallett wrote:
On Sun, Jan 15, 2012 at 7:46 PM, Ryan Strunk ryan.str...@gmail.com wrote:
Hello everyone,
I am testing my understanding of the
On 1/15/2012 8:16 PM, Ian Mallett wrote:
You should use pygame.key.get_pressed() to check whether the left/up
keys are pressed. Something like:
while pygame.event.get(): pass
key = pygame.key.get_pressed()
if key[K_LEFT]: #whatever
if key[K_UP]: #whatever
I understand the reasoning
On Mon, Jan 16, 2012 at 4:27 PM, Ryan Strunk ryan.str...@gmail.com wrote:
I understand the reasoning behind get_pressed. What's the significance of
while pygame.event.get(): pass
Oops. I meant: for event in pygame.event.get(): pass
Is that what you use instead of the for loop to step through
On Sun, Jan 15, 2012 at 7:46 PM, Ryan Strunk ryan.str...@gmail.com wrote:
Hello everyone,
I am testing my understanding of the pygame.key module by creating a
program
that pans the sound of a car engine and raises/lowers its frequency. While
the individual keys do exactly what they're