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Event Hooks
===========
Pygame Zero will automatically pick up and call event hooks that you define.
This approach saves you from having to implement the event loop machinery
yourself.
Game Loop Hooks
---------------
A typical game loop looks a bit like this::
while game_has_not_ended():
process_input()
update()
draw()
Input processing is a bit more complicated, but Pygame Zero allows you to
easily define the ``update()`` and ``draw()`` functions within your game
module.
.. function:: draw()
Called by Pygame Zero when it needs to redraw your game window.
``draw()`` must take no arguments.
Pygame Zero attempts to work out when the game screen needs to be redrawn
to avoid redrawing if nothing has changed. On each step of the game loop
it will draw the screen in the following situations:
* If you have defined an ``update()`` function (see below).
* If a clock event fires.
* If an input event has been triggered.
One way this can catch you out is if you attempt to modify or animate
something within the draw function. For example, this code is wrong: the
alien is not guaranteed to continue moving across the screen::
def draw():
alien.left += 1
alien.draw()
The correct code uses ``update()`` to modify or animate things and draw
simply to paint the screen::
def draw():
alien.draw()
def update():
alien.left += 1
.. function:: update() or update(dt)
Called by Pygame Zero to step your game logic. This will be called
repeatedly, 60 times a second.
There are two different approaches to writing an update function.
In simple games you can assume a small time step (a fraction of a second)
has elapsed between each call to ``update()``. Perhaps you don't even care
how big that time step is: you can just move objects by a fixed number of
pixels per frame (or accelerate them by a fixed constant, etc.)
A more advanced approach is to base your movement and physics calculations
on the actual amount of time that has elapsed between calls. This can give
smoother animation, but the calculations involved can be harder and you
must take more care to avoid unpredictable behaviour when the time steps
grow larger.
To use a time-based approach, you can change the update function to take a
single parameter. If your update function takes an argument, Pygame Zero
will pass it the elapsed time in seconds. You can use this to scale your
movement calculations.
Event Handling Hooks
--------------------
Similar to the game loop hooks, your Pygame Zero program can respond to input
events by defining functions with specific names.
Somewhat like in the case of ``update()``, Pygame Zero will inspect your
event handler functions to determine how to call them. So you don't need to
make your handler functions take arguments. For example, Pygame Zero will
be happy to call any of these variations of an ``on_mouse_down`` function::
def on_mouse_down():
print("Mouse button clicked")
def on_mouse_down(pos):
print("Mouse button clicked at", pos)
def on_mouse_down(button):
print("Mouse button", button, "clicked")
def on_mouse_down(pos, button):
print("Mouse button", button, "clicked at", pos)
It does this by looking at the names of the parameters, so they must be spelled
exactly as above. Each event hook has a different set of parameters that you
can use, as described below.
.. function:: on_mouse_down([pos], [button])
Called when a mouse button is depressed.
:param pos: A tuple (x, y) that gives the location of the mouse pointer
when the button was pressed.
:param button: A :class:`mouse` enum value indicating the button that was
pressed.
.. function:: on_mouse_up([pos], [button])
Called when a mouse button is released.
:param pos: A tuple (x, y) that gives the location of the mouse pointer
when the button was released.
:param button: A :class:`mouse` enum value indicating the button that was
released.
.. function:: on_mouse_move([pos], [rel], [buttons])
Called when the mouse is moved.
:param pos: A tuple (x, y) that gives the location that the mouse pointer
moved to.
:param rel: A tuple (delta_x, delta_y) that represent the change in the
mouse pointer's position.
:param buttons: A set of :class:`mouse` enum values indicating the buttons
that were depressed during the move.
To handle mouse drags, use code such as the following::
def on_mouse_move(rel, buttons):
if mouse.LEFT in buttons:
# the mouse was dragged, do something with `rel`
...
.. function:: on_key_down([key], [mod], [unicode])
Called when a key is depressed.
:param key: An integer indicating the key that was pressed (see
:ref:`below <buttons-and-keys>`).
:param unicode: Where relevant, the character that was typed. Not all keys
will result in printable characters - many may be control
characters. In the event that a key doesn't correspond to
a Unicode character, this will be the empty string.
:param mod: A bitmask of modifier keys that were depressed.
.. function:: on_key_up([key], [mod])
Called when a key is released.
:param key: An integer indicating the key that was released (see
:ref:`below <buttons-and-keys>`).
:param mod: A bitmask of modifier keys that were depressed.
.. function:: on_music_end()
Called when a :ref:`music track <music>` finishes.
Note that this will not be called if the track is configured to loop.
.. _buttons-and-keys:
Buttons and Keys
''''''''''''''''
Built-in objects ``mouse`` and ``keys`` can be used to determine which buttons
or keys were pressed in the above events.
Note that mouse scrollwheel events appear as button presses with the below
``WHEEL_UP``/``WHEEL_DOWN`` button constants.
.. class:: mouse
A built-in enumeration of buttons that can be received by the
``on_mouse_*`` handlers.
.. attribute:: LEFT
.. attribute:: MIDDLE
.. attribute:: RIGHT
.. attribute:: WHEEL_UP
.. attribute:: WHEEL_DOWN
.. class:: keys
A built-in enumeration of keys that can be received by the ``on_key_*``
handlers.
.. attribute:: BACKSPACE
.. attribute:: TAB
.. attribute:: CLEAR
.. attribute:: RETURN
.. attribute:: PAUSE
.. attribute:: ESCAPE
.. attribute:: SPACE
.. attribute:: EXCLAIM
.. attribute:: QUOTEDBL
.. attribute:: HASH
.. attribute:: DOLLAR
.. attribute:: AMPERSAND
.. attribute:: QUOTE
.. attribute:: LEFTPAREN
.. attribute:: RIGHTPAREN
.. attribute:: ASTERISK
.. attribute:: PLUS
.. attribute:: COMMA
.. attribute:: MINUS
.. attribute:: PERIOD
.. attribute:: SLASH
.. attribute:: K_0
.. attribute:: K_1
.. attribute:: K_2
.. attribute:: K_3
.. attribute:: K_4
.. attribute:: K_5
.. attribute:: K_6
.. attribute:: K_7
.. attribute:: K_8
.. attribute:: K_9
.. attribute:: COLON
.. attribute:: SEMICOLON
.. attribute:: LESS
.. attribute:: EQUALS
.. attribute:: GREATER
.. attribute:: QUESTION
.. attribute:: AT
.. attribute:: LEFTBRACKET
.. attribute:: BACKSLASH
.. attribute:: RIGHTBRACKET
.. attribute:: CARET
.. attribute:: UNDERSCORE
.. attribute:: BACKQUOTE
.. attribute:: A
.. attribute:: B
.. attribute:: C
.. attribute:: D
.. attribute:: E
.. attribute:: F
.. attribute:: G
.. attribute:: H
.. attribute:: I
.. attribute:: J
.. attribute:: K
.. attribute:: L
.. attribute:: M
.. attribute:: N
.. attribute:: O
.. attribute:: P
.. attribute:: Q
.. attribute:: R
.. attribute:: S
.. attribute:: T
.. attribute:: U
.. attribute:: V
.. attribute:: W
.. attribute:: X
.. attribute:: Y
.. attribute:: Z
.. attribute:: DELETE
.. attribute:: KP0
.. attribute:: KP1
.. attribute:: KP2
.. attribute:: KP3
.. attribute:: KP4
.. attribute:: KP5
.. attribute:: KP6
.. attribute:: KP7
.. attribute:: KP8
.. attribute:: KP9
.. attribute:: KP_PERIOD
.. attribute:: KP_DIVIDE
.. attribute:: KP_MULTIPLY
.. attribute:: KP_MINUS
.. attribute:: KP_PLUS
.. attribute:: KP_ENTER
.. attribute:: KP_EQUALS
.. attribute:: UP
.. attribute:: DOWN
.. attribute:: RIGHT
.. attribute:: LEFT
.. attribute:: INSERT
.. attribute:: HOME
.. attribute:: END
.. attribute:: PAGEUP
.. attribute:: PAGEDOWN
.. attribute:: F1
.. attribute:: F2
.. attribute:: F3
.. attribute:: F4
.. attribute:: F5
.. attribute:: F6
.. attribute:: F7
.. attribute:: F8
.. attribute:: F9
.. attribute:: F10
.. attribute:: F11
.. attribute:: F12
.. attribute:: F13
.. attribute:: F14
.. attribute:: F15
.. attribute:: NUMLOCK
.. attribute:: CAPSLOCK
.. attribute:: SCROLLOCK
.. attribute:: RSHIFT
.. attribute:: LSHIFT
.. attribute:: RCTRL
.. attribute:: LCTRL
.. attribute:: RALT
.. attribute:: LALT
.. attribute:: RMETA
.. attribute:: LMETA
.. attribute:: LSUPER
.. attribute:: RSUPER
.. attribute:: MODE
.. attribute:: HELP
.. attribute:: PRINT
.. attribute:: SYSREQ
.. attribute:: BREAK
.. attribute:: MENU
.. attribute:: POWER
.. attribute:: EURO
.. attribute:: LAST
Additionally you can access a set of constants that represent modifier keys:
.. class:: keymods
Constants representing modifier keys that may have been depressed during
an ``on_key_up``/``on_key_down`` event.
.. attribute:: LSHIFT
.. attribute:: RSHIFT
.. attribute:: SHIFT
.. attribute:: LCTRL
.. attribute:: RCTRL
.. attribute:: CTRL
.. attribute:: LALT
.. attribute:: RALT
.. attribute:: ALT
.. attribute:: LMETA
.. attribute:: RMETA
.. attribute:: META
.. attribute:: NUM
.. attribute:: CAPS
.. attribute:: MODE
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