Re: [Tutor] Keyboard Module

2011-10-18 Thread Alan Gauld
On 18/10/11 02:25, Ryan Strunk wrote: And its not that huge that it should stop you using it. Thanks for the clarification on that. Would there be any benefit to using Pygame in addition to other libraries for game development, It would not be unusual to use other libraries with PyGame. Bu

Re: [Tutor] Keyboard Module

2011-10-18 Thread Wayne Werner
On Mon, Oct 17, 2011 at 8:25 PM, Ryan Strunk wrote: > > Bloated carries the connotation of unnecessary code, but pygame provides > a lot of functionality. You may not need it all, and using pygame may > require you to import more than you need. But thats not quite the same > as saying pygame is b

Re: [Tutor] Keyboard Module

2011-10-17 Thread Ryan Strunk
> So use raw wx key events. They include key down,up and press events. I'll give this a shot. Thank you. > Bloated carries the connotation of unnecessary code, but pygame provides a lot of functionality. You may not need it all, and using pygame may require you to import more than you need. But

Re: [Tutor] Keyboard Module

2011-10-12 Thread Alan Gauld
On 12/10/11 02:32, Ryan Strunk wrote: The keyboard module I currently have access to is a wrapper for the wx keyboard handler, which is fine, but it prevents me from holding one key and pressing another. So use raw wx key events. They include key down,up and press events. I thought of using

[Tutor] Keyboard Module

2011-10-11 Thread Ryan Strunk
Hello everyone, I'm still hard at work on this boxing game; I know, I think it's taking forever too. I've recently run into some trouble with my current keyboard handler, and I'm hoping someone here might have a recommendation as to what I could use to handle keyboard input for this and future proj