Simple keymapping frustration

Hi, this should be super simple, but I’m having a hell of a time getting my “s” key to do anything in this code. I’ve changed roaming-ralph around, and have been working on some simple stuff. I wanted to change the “s” key command from moving the camera angle to the right, to a targeting system. I haven’t been able to remap the “s” key to do anything though. I’m testing if right now just to see if I can get the “s” key to perform sys.exit. here’s the code, hopefully it’s something simple i’m overlooking and not something crazy that makes me change tons of code. The areas i’m currently working are shown with #************

import direct.directbase.DirectStart
from panda3d.core import CollisionTraverser,CollisionNode
from panda3d.core import CollisionHandlerQueue,CollisionRay
from panda3d.core import Filename,AmbientLight,DirectionalLight
from panda3d.core import PandaNode,NodePath,Camera,TextNode
from panda3d.core import Vec3,Vec4,BitMask32
from direct.gui.OnscreenText import OnscreenText
from direct.actor.Actor import Actor
from direct.showbase.DirectObject import DirectObject
import random, sys, os, math

SPEED = 0.5

# Function to put instructions on the screen.
def addInstructions(pos, msg):
    return OnscreenText(text=msg, style=1, fg=(1,1,1,1),
                        pos=(-1.3, pos), align=TextNode.ALeft, scale = .05)

# Function to put title on the screen.
def addTitle(text):
    return OnscreenText(text=text, style=1, fg=(1,1,1,1),
                        pos=(1.3,-0.95), align=TextNode.ARight, scale = .07)

class World(DirectObject):

    def __init__(self):
        
        self.keyMap = {"left":0, "right":0, "forward":0, "backward":0, "cam-left":0, "select-target":0}
        base.win.setClearColor(Vec4(0,0,0,1))

        # Post the instructions

        self.title = addTitle("Panda3D Tutorial: Roaming Ralph (Walking on Uneven Terrain)")
        self.inst1 = addInstructions(0.95, "[ESC]: Quit")
        self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left")
        self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right")
        self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward")
        self.inst5 = addInstructions(0.70, "[Down Arrow]: Ralph Runs Backwards")
        
        #**********************************instructions for target system.
        self.inst6 = addInstructions(0.65, "[S]: Select Target for Ralph")
        
        # Set up the environment
        #
        # This environment model contains collision meshes.  If you look
        # in the egg file, you will see the following:
        #
        #    <Collide> { Polyset keep descend }
        #
        # This tag causes the following mesh to be converted to a collision
        # mesh -- a mesh which is optimized for collision, not rendering.
        # It also keeps the original mesh, so there are now two copies ---
        # one optimized for rendering, one for collisions.  

        self.environ = loader.loadModel("models/world")      
        self.environ.reparentTo(render)
        self.environ.setPos(0,0,0)
        
        # Create the main character, Ralph

        ralphStartPos = self.environ.find("**/start_point").getPos()
        self.ralph = Actor("models/ralph",
                                 {"run":"models/ralph-run",
                                  "walk":"models/ralph-walk"})
        self.ralph.reparentTo(render)
        self.ralph.setScale(.2)
        self.ralph.setPos(ralphStartPos)
        
        #create bear target
        self.bear = Actor("models/osito")
        self.bear.reparentTo(render)
        self.bear.setScale(1)
        self.bear.setPos(5,25,3.5)
        self.bear.lookAt(180,0,0)
        
        # Create a floater object.  We use the "floater" as a temporary
        # variable in a variety of calculations.
        
        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        # Accept the control keys for movement and rotation

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left",1])
        self.accept("arrow_right", self.setKey, ["right",1])
        self.accept("arrow_up", self.setKey, ["forward",1])
        self.accept("arrow_down", self.setKey, ["backward",1])
        self.accept("s", self.setKey, ["select-target",1])
       
        #**************if s is down, select-target is true
        self.accept("s", self.setKey, ["select-target",1])
       
        self.accept("arrow_left-up", self.setKey, ["left",0])
        self.accept("arrow_right-up", self.setKey, ["right",0])
        self.accept("arrow_up-up", self.setKey, ["forward",0])
        self.accept("arrow_down-up", self.setKey, ["backward",0])
        
        #******************if s is up, select-target is false
        self.accept("s-up", self.setKey, ["select-target",0])

        taskMgr.add(self.move,"moveTask")

        # Game state variables
        self.isMoving = False

        # Set up the camera
        
        base.disableMouse()
        #base.camera.setPos(self.ralph.getX(),self.ralph.getY()+5,2)
        
        # We will detect the height of the terrain by creating a collision
        # ray and casting it downward toward the terrain.  One ray will
        # start above ralph's head, and the other will start above the camera.
        # A ray may hit the terrain, or it may hit a rock or a tree.  If it
        # hits the terrain, we can detect the height.  If it hits anything
        # else, we rule that the move is illegal.

        self.cTrav = CollisionTraverser()

        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0,0,1000)
        self.ralphGroundRay.setDirection(0,0,-1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)

        self.camGroundRay = CollisionRay()
        self.camGroundRay.setOrigin(0,0,1000)
        self.camGroundRay.setDirection(0,0,-1)
        self.camGroundCol = CollisionNode('camRay')
        self.camGroundCol.addSolid(self.camGroundRay)
        self.camGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)

        # Uncomment this line to see the collision rays
        #self.ralphGroundColNp.show()
        #self.camGroundColNp.show()
       
        # Uncomment this line to show a visual representation of the 
        # collisions occuring
        #self.cTrav.showCollisions(render)
        
        # Create some lighting
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))
    
    #Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value
    

    # Accepts arrow keys to move either the player or the menu cursor,
    # Also deals with grid checking and collision detection
    def move(self, task):

        # save ralph's initial position so that we can restore it,
        # in case he falls off the map or runs into something.
        
        if(self.keyMap["select-target"]!=0):
            sys.exit

        startpos = self.ralph.getPos()

        # If a move-key is pressed, move ralph in the specified direction.

        if (self.keyMap["left"]!=0):
            self.ralph.setH(self.ralph.getH() + 300 * globalClock.getDt())
        if (self.keyMap["right"]!=0):
            self.ralph.setH(self.ralph.getH() - 300 * globalClock.getDt())
        if (self.keyMap["forward"]!=0):
            self.ralph.setY(self.ralph, -25 * globalClock.getDt())
        if (self.keyMap["backward"]!=0):
            self.ralph.setY(self.ralph, 10 * globalClock.getDt())
        
        # If ralph is moving, loop the run animation.
        # If he is standing still, stop the animation.

        if (self.keyMap["forward"]!=0) or (self.keyMap["left"]!=0) or (self.keyMap["right"]!=0) or (self.keyMap["backward"]!=0):
            if self.isMoving is False:
                self.ralph.loop("run")
                self.isMoving = True
        else:
            if self.isMoving:
                self.ralph.stop()
                self.ralph.pose("walk",5)
                self.isMoving = False

        # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust ralph's Z coordinate.  If ralph's ray hit terrain,
        # update his Z. If it hit anything else, or didn't hit anything, put
        # him back where he was last frame.

        entries = []
        for i in range(self.ralphGroundHandler.getNumEntries()):
            entry = self.ralphGroundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(),
                                     x.getSurfacePoint(render).getZ()))
        if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"):
            self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())
        else:
            self.ralph.setPos(startpos)
       

        base.camera.reparentTo(self.ralph)
        base.camera.setPos(self.ralph, 0, 30, 8)
        base.camera.setHpr(0,180,180)

        return task.cont

w = World()
run()

You forgot to call the method. When you write sys.exit, that’s just a pointer to the method to exit. You need to call it by using sys.exit() instead.

I apologize for even posting this…I was executing my newest draft of this, while editing a backup…herp derp. Thanks for the response though!