pygame events are stored in a queue, by default the most suggested way
shown in all tutorials “pumps” the queue, which removes all the
messages.
start up pygame # [1]
You don’t necessarily need a full
boilerplate [2]
to start looking at events, you just just need to pygame.init() and
to capture any keystrokes you need a window to capture them on, so you
will need a display running.
import pygame
pygame.init()
pygame.display.set_mode((854, 480))
get some events # [3]
Let’s use pygames normal event.get method to get events.
events = pygame.event.get()
printing the events reveal this
[
<Event(1541-JoyDeviceAdded {'device_index': 0, 'guid': '030000005e0400008e02000010010000'})>,
<Event(4352-AudioDeviceAdded {'which': 0, 'iscapture': 0})>,
<Event(4352-AudioDeviceAdded {'which': 1, 'iscapture': 0})>,
<Event(4352-AudioDeviceAdded {'which': 2, 'iscapture': 0})>,
<Event(4352-AudioDeviceAdded {'which': 0, 'iscapture': 1})>,
<Event(4352-AudioDeviceAdded {'which': 1, 'iscapture': 1})>,
<Event(32774-WindowShown {'window': None})>,
<Event(32777-WindowMoved {'x': 535, 'y': 302, 'window': None})>,
<Event(32770-VideoExpose {})>,
<Event(32776-WindowExposed {'window': None})>,
<Ev...