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In pygame, the pygame.event.get() function retrieves and removes events from the event queue. However, multiple event loops can lead to event loss and delays.
Consider the following code snippet from a pygame game:
def check_input(self): for event in pygame.event.get(): if (event.type == pygame.KEYUP) and (event.key == pygame.K_SPACE): print ('boop') self.shootThrottle = 0
The check_input function runs every loop and attempts to handle events. However, its performance is hindered by the slow nature of pygame.event.get(). As a result, the game experiences event loss and delays.
The root issue lies in the misconception that pygame.event.get() acts as a real-time event listener. Instead, it only retrieves events that have already occurred.
To resolve this problem, one must avoid multiple pygame.event.get() loops and instead retrieve events once per frame, which can be distributed to multiple loops or functions:
def handle_events(event_list): for event in event_list: # Event handling logic while run: event_list = pygame.event.get() # First event loop # ... # Second event loop # ... # Call event handling function handle_events(event_list)
This ensures that all events are processed promptly, eliminating the problem of event loss and delay.
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