Handle Keypress

First event handler, keypress reverses direction.


import arcade

class MyGame(arcade.Window):
    def __init__(self, width, height, title, bg_color):
        super().__init__(width, height, title)
        self.width = width
        self.height = height
        self.position = 0
        self.velocity = 1
        self.radius = 30

    def reverse(self):
        self.velocity *= -1

    def on_draw(self):
        y = self.height / 2
        arcade.draw_circle_filled(self.position, y, 30, arcade.color.RED)

    def update(self, delta_time):
        self.position += self.velocity * delta_time

        # Did the circle hit the right/left side of screen?
        is_at_right = self.position > self.width - self.radius
        is_at_left = self.position < self.radius
        if is_at_right or is_at_left:

    def on_key_press(self, key, modifiers):
        if key == arcade.key.LEFT or key == arcade.key.RIGHT:

def main():
    game = MyGame(600, 600, 'Drawing Example', arcade.color.WHEAT)
    game.position = 1
    game.velocity = 200

if __name__ == '__main__':


  1. We make a method reverse that let’s us do the work for reversing without thinking much about it.
  2. Combine the two tests – right edge and left edge – into one if
  3. Add a method on_key_press, which Arcade calls whenever a key is pressed
  4. This method is known as a handler…it handles events
  5. Arcade passes information from the event, into this this method, as arguments
  6. You can use this to decide which key was pressed.


  1. Add an else that prints information about what key was pressed when it was not one of those two keys.
  2. No need for left or right…just have spacebar perform a reverse.