def _handleKeypress(self, key):
if self._clicked == None or self._moveEvent == None:
return False
column = self._clicked[0]
row = self._clicked[1]
target = None
if key == pygame.K_LEFT:
if column > 0:
target = (column-1, row)
elif key == pygame.K_RIGHT:
if column < self._map.cols - 1:
target = (column+1, row)
elif key == pygame.K_UP:
if row > 0:
target = (column, row-1)
elif key == pygame.K_DOWN:
if row < self._map.rows - 1:
target = (column, row+1)
if target != None:
self._moveEvent(self._clicked, target)
self._clicked = target
python类K_RIGHT的实例源码
def check_keyup_events(settings, event, screen, tile_map):
player = tile_map.player
if event.key == pygame.K_SPACE:
if not player.idle_top:
if player.falling == False:
player.dy = settings.player_jump_velocity
player.falling = True
elif player.air_jumps < player.max_air_jumps:
player.dy = settings.player_air_jump_velocity
player.air_jumps += 1
if event.key == pygame.K_LEFT:
if not player.idle_top:
if player.dx != 0.0:
player.dx = 0.0
if event.key == pygame.K_RIGHT:
if not player.idle_top:
if player.dx != 0.0:
player.dx = 0.0
def keyboard_loop(self):
while not rospy.is_shutdown():
acc = 0
yaw = 0
keys = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type==pygame.QUIT:
sys.exit()
if(keys[pygame.K_UP]):
acc = self.acc
elif(keys[pygame.K_DOWN]):
acc = -self.acc
if(keys[pygame.K_LEFT]):
yaw = self.yaw
elif(keys[pygame.K_RIGHT]):
yaw = -self.yaw
self.send_control(acc, yaw)
self.rate.sleep()
def handle_event(self, event):
if event.type == pygame.QUIT:
game_over = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
self.update('left')
if event.key == pygame.K_RIGHT:
self.update('right')
if event.key == pygame.K_UP:
self.update('up')
if event.key == pygame.K_DOWN:
self.update('down')
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
self.update('stand_left')
if event.key == pygame.K_RIGHT:
self.update('stand_right')
if event.key == pygame.K_UP:
self.update('stand_up')
if event.key == pygame.K_DOWN:
self.update('stand_down')
def CheckKeys(self):
"""
Check the keys that are evaluated on every main loop iteration.
I.e., they aren't just evaluated when first pressed down
"""
pygame.event.pump()
self.keys = keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.viewCenter -= (0.5, 0)
elif keys[pygame.K_RIGHT]:
self.viewCenter += (0.5, 0)
if keys[pygame.K_UP]:
self.viewCenter += (0, 0.5)
elif keys[pygame.K_DOWN]:
self.viewCenter -= (0, 0.5)
if keys[pygame.K_HOME]:
self.viewZoom = 1.0
self.viewCenter = (0.0, 20.0)
def update(self):
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
#speed=8
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -speed
if keystate[pygame.K_RIGHT]:
self.speedx = speed
self.rect.x += self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def CheckKeys(self):
"""
Check the keys that are evaluated on every main loop iteration.
I.e., they aren't just evaluated when first pressed down
"""
pygame.event.pump()
self.keys = keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.viewCenter -= (0.5, 0)
elif keys[pygame.K_RIGHT]:
self.viewCenter += (0.5, 0)
if keys[pygame.K_UP]:
self.viewCenter += (0, 0.5)
elif keys[pygame.K_DOWN]:
self.viewCenter -= (0, 0.5)
if keys[pygame.K_HOME]:
self.viewZoom = 1.0
self.viewCenter = (0.0, 20.0)
def manager(field):
put_tile = False
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.dict["key"] == pygame.K_ESCAPE):
sys.exit()
elif event.type == pygame.KEYDOWN and (event.dict["key"] == pygame.K_RIGHT or event.dict["key"] == pygame.K_d):
field.change_right_move(True)
elif event.type == pygame.KEYUP and (event.dict["key"] == pygame.K_RIGHT or event.dict["key"] == pygame.K_d):
field.change_right_move(False)
elif event.type == pygame.KEYDOWN and (event.dict["key"] == pygame.K_LEFT or event.dict["key"] == pygame.K_q):
field.change_left_move(True)
elif event.type == pygame.KEYUP and (event.dict["key"] == pygame.K_LEFT or event.dict["key"] == pygame.K_q):
field.change_left_move(False)
elif event.type == pygame.MOUSEBUTTONDOWN and event.dict["button"] == 4:
field.change_tile(1)
elif event.type == pygame.MOUSEBUTTONDOWN and event.dict["button"] == 5:
field.change_tile(-1)
elif event.type == pygame.MOUSEBUTTONDOWN and event.dict["button"] == 1:
field.put_tile()
def __init__(self, gameInstance):
BaseController.__init__(self, gameInstance)
keys = ( \
pygame.K_LEFT, #left
pygame.K_RIGHT,#right
pygame.K_UP, #acc
pygame.K_DOWN, #brake
pygame.K_LCTRL,#reverse
pygame.K_r, #restart
#pygame.K_ESC, #endGame
pygame.K_RCTRL,
#pygame.K_SPACE,
\
)
self.keyToAction = dict()
for key, action in zip(keys, self.gameInterface.gameInstance.actionsList):
self.keyToAction.update({key: action})
self.keyToAction[pygame.K_RCTRL] = self.keyToAction[pygame.K_LCTRL]
def touch_handler(self, event):
#handle keypresses...
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_BACKSPACE:
self.panel.text.del_letter()
elif event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER:
self.panel.new_line()
elif event.key == pygame.K_ESCAPE:
self.close(None)
elif event.key == pygame.K_LEFT:
self.panel.text.cursor_left()
elif event.key == pygame.K_RIGHT:
self.panel.text.cursor_right()
elif len(event.unicode) > 0:
self.panel.text.add_letter(event.unicode)
super(Keyboard,self).touch_handler(event)
def check_events(ship):
"""???? 126 ????ship ??ship"""
#??elif event.type == pygame.KEYDOWN:
#???? ???? ????? ??
for event in pygame.event.get():
if event.type == pygame.QUIT:
#event.type == pygame.QUIT: ?????????
sys.exit()
'''???? ?? 1262?? ???????? ?????
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
ship.rect.centerx += 1
'''
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
ship.moving_right = False
def check_events(ship):
"""???? 126 ????ship ??ship"""
#??elif event.type == pygame.KEYDOWN:
#???? ???? ????? ??
for event in pygame.event.get():
if event.type == pygame.QUIT:
#event.type == pygame.QUIT: ?????????
sys.exit()
'''???? ?? 1262?? ???????? ?????
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
ship.rect.centerx += 1
'''
#??down ???? ?????????? ??? ??? ?? ? ????? ? ? ????
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
ship.moving_right = True
if event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def handle_event(self, event):
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.root.trigger_exit_to_main()
elif event.key == pygame.K_p:
self.toggle_pause()
elif not self.paused:
if event.key == pygame.K_SPACE:
self.skip_turn = True
elif event.key == pygame.K_RETURN:
self.skip_game = True
elif event.key in [pygame.K_LEFT, pygame.K_1]:
self.parent.battle.award_victory(1)
self.skip_game = True
elif event.key in [pygame.K_RIGHT, pygame.K_2]:
self.parent.battle.award_victory(2)
self.skip_game = True
def keyboard(self, key):
"""
Handle keyboard events.
:key: key pressed
"""
global SCALE_FACTOR, MIN_MASS
if key == pygame.K_SPACE:
self.pause = not self.pause
elif key == pygame.K_UP:
self.pos_shift[1] -= int(self.height / 10)
elif key == pygame.K_DOWN:
self.pos_shift[1] += int(self.height / 10)
elif key == pygame.K_LEFT:
self.pos_shift[0] -= int(self.width / 10)
elif key == pygame.K_RIGHT:
self.pos_shift[0] += int(self.width / 10)
elif key == pygame.K_EQUALS:
SCALE_FACTOR /= 1.05
elif key == pygame.K_MINUS:
SCALE_FACTOR *= 1.05
MIN_MASS = SCALE_FACTOR ** 3
def handle_events():
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(0)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
player_one.speed = 10
if event.key == pygame.K_RIGHT:
player_one.angular_speed = 5
if event.key == pygame.K_LEFT:
player_one.angular_speed = -5
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
player_one.speed = 0
if event.key == pygame.K_RIGHT:
player_one.angular_speed = 0
if event.key == pygame.K_LEFT:
player_one.angular_speed = 0
def run(self):
while self.visible & this.drawing:
# wait for event
event = pygame.event.wait()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
self.select_previous()
elif event.key == pygame.K_LEFT:
self.select_previous()
elif event.key == pygame.K_RETURN:
self.activate()
elif event.key == pygame.K_z:
self.activate()
elif event.key == pygame.K_x:
self.previous_menu()
elif event.key == pygame.K_RIGHT:
self.select_next()
# runs self, as well as show.
pygame_tutorial_3.py 文件源码
项目:uit-inf-1400-2017.github.io
作者: uit-inf-1400-2017
项目源码
文件源码
阅读 28
收藏 0
点赞 0
评论 0
def handle_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
self.up_pressed = True
elif event.key == pygame.K_DOWN:
self.down_pressed = True
elif event.key == pygame.K_LEFT:
self.left_pressed = True
elif event.key == pygame.K_RIGHT:
self.right_pressed = True
elif event.key == pygame.K_ESCAPE:
exit()
elif event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
self.up_pressed = False
elif event.key == pygame.K_DOWN:
self.down_pressed = False
elif event.key == pygame.K_LEFT:
self.left_pressed = False
elif event.key == pygame.K_RIGHT:
self.right_pressed = False
def CheckKeys(self):
"""
Check the keys that are evaluated on every main loop iteration.
I.e., they aren't just evaluated when first pressed down
"""
pygame.event.pump()
self.keys = keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.viewCenter -= (0.5, 0)
elif keys[pygame.K_RIGHT]:
self.viewCenter += (0.5, 0)
if keys[pygame.K_UP]:
self.viewCenter += (0, 0.5)
elif keys[pygame.K_DOWN]:
self.viewCenter -= (0, 0.5)
if keys[pygame.K_HOME]:
self.viewZoom = 1.0
self.viewCenter = (0.0, 20.0)
def get_input():
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
if event.type == pygame.KEYDOWN:
if state.state == "playing":
if event.key == pygame.K_LEFT:
if valid(state.X - 1, state.Y, state.piece.forms[state.form]):
state.X -= 1
if event.key == pygame.K_RIGHT:
if valid(state.X + 1, state.Y, state.piece.forms[state.form]):
state.X += 1
if event.key == pygame.K_SPACE:
new_form = state.form - 1
if new_form < 0: new_form = 3
if valid(state.X, state.Y, state.piece.forms[new_form]):
state.form = new_form
if event.key == pygame.K_DOWN:
state.state = "falling"
if state.state == "lost":
if event.key in [pygame.K_SPACE, pygame.K_RETURN]:
state.start_game()
def run(self):
while not self.is_done:
time.sleep(0.01)
x, y = pygame.mouse.get_pos()
events = pygame.event.get()
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
Kuai.emit('key-up', x, y)
if event.key == pygame.K_DOWN:
Kuai.emit('key-down', x, y)
if event.key == pygame.K_LEFT:
Kuai.emit('key-left', x, y)
if event.key == pygame.K_RIGHT:
Kuai.emit('key-right', x, y)
if event.key == pygame.K_ESCAPE:
Kuai.emit('key-escape')
pass
def _map_keys(self):
key_map = self.io.key_map
key_map[imgui.KEY_TAB] = pygame.K_TAB
key_map[imgui.KEY_LEFT_ARROW] = pygame.K_LEFT
key_map[imgui.KEY_RIGHT_ARROW] = pygame.K_RIGHT
key_map[imgui.KEY_UP_ARROW] = pygame.K_UP
key_map[imgui.KEY_DOWN_ARROW] = pygame.K_DOWN
key_map[imgui.KEY_PAGE_UP] = pygame.K_PAGEUP
key_map[imgui.KEY_PAGE_DOWN] = pygame.K_PAGEDOWN
key_map[imgui.KEY_HOME] = pygame.K_HOME
key_map[imgui.KEY_END] = pygame.K_END
key_map[imgui.KEY_DELETE] = pygame.K_DELETE
key_map[imgui.KEY_BACKSPACE] = pygame.K_BACKSPACE
key_map[imgui.KEY_ENTER] = pygame.K_RETURN
key_map[imgui.KEY_ESCAPE] = pygame.K_ESCAPE
key_map[imgui.KEY_A] = pygame.K_a
key_map[imgui.KEY_C] = pygame.K_c
key_map[imgui.KEY_V] = pygame.K_v
key_map[imgui.KEY_X] = pygame.K_x
key_map[imgui.KEY_Y] = pygame.K_y
key_map[imgui.KEY_Z] = pygame.K_z
def CheckKeys(self):
"""
Check the keys that are evaluated on every main loop iteration.
I.e., they aren't just evaluated when first pressed down
"""
pygame.event.pump()
self.keys = keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.viewCenter -= (0.5, 0)
elif keys[pygame.K_RIGHT]:
self.viewCenter += (0.5, 0)
if keys[pygame.K_UP]:
self.viewCenter += (0, 0.5)
elif keys[pygame.K_DOWN]:
self.viewCenter -= (0, 0.5)
if keys[pygame.K_HOME]:
self.viewZoom = 1.0
self.viewCenter = (0.0, 20.0)
def CheckKeys(self):
"""
Check the keys that are evaluated on every main loop iteration.
I.e., they aren't just evaluated when first pressed down
"""
pygame.event.pump()
self.keys = keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.viewCenter -= (0.5, 0)
elif keys[pygame.K_RIGHT]:
self.viewCenter += (0.5, 0)
if keys[pygame.K_UP]:
self.viewCenter += (0, 0.5)
elif keys[pygame.K_DOWN]:
self.viewCenter -= (0, 0.5)
if keys[pygame.K_HOME]:
self.viewZoom = 1.0
self.viewCenter = (0.0, 20.0)
def check_keydown_events(event, ai_settings, screen, stats, sb, ship, aliens, bullets):
"""????"""
if event.key == pygame.K_RIGHT:
ship.moving_right = True
if event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_q:
stats.save_high_score()
sys.exit()
elif event.key == pygame.K_p and not stats.game_active:
start_game(ai_settings, screen, stats, sb, ship, aliens, bullets)
def check_keyup_events(event, ship):
"""????"""
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_keydown_events(settings, event, screen, tile_map):
"""Respond to key down events"""
player = tile_map.player
if event.key == pygame.K_ESCAPE:
sys.exit()
if event.key == pygame.K_a:
generate_new_random_blob(settings, screen, settings.image_res.enemy_blob_images, tile_map)
if event.key == pygame.K_r:
reset_game(tile_map)
if event.key == pygame.K_LEFT:
if not player.idle_top:
if player.dx == 0.0:
player.dx = -1 * settings.player_dx
player.facing_left = True
if event.key == pygame.K_RIGHT:
if not player.idle_top:
if player.dx == 0.0:
player.dx = settings.player_dx
player.facing_left = False
if event.key == pygame.K_F9:
if settings.fullscreen == True:
settings.fullscreen = False
pygame.display.set_mode((800, 600))
else:
settings.fullscreen = True
pygame.display.set_mode((800, 600), pygame.FULLSCREEN)
def keyboard_loop(self):
while not rospy.is_shutdown():
acc = 0
yaw = 0
keys = pygame.key.get_pressed()
for event in pygame.event.get():
if event.type==pygame.QUIT:sys.exit()
if(keys[pygame.K_s]):
self.send_highway_start(1)
if(keys[pygame.K_t]):
self.send_highway_start(2)
if(keys[pygame.K_UP]):
acc = self.acc
elif(keys[pygame.K_DOWN]):
acc = -self.acc
if(keys[pygame.K_LEFT]):
yaw = self.yaw
elif(keys[pygame.K_RIGHT]):
yaw = -self.yaw
if(keys[pygame.K_r]):
state = 1
self.send_record_state(state)
elif(keys[pygame.K_q]):
state = 2
self.send_record_state(state)
elif(keys[pygame.K_p]):
state = 0
self.send_record_state(state)
self.send_control(acc, yaw)
self.rate.sleep()
def handleEvent(self, event):
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
self.effect.timeStartDarken = self.effect.time
self.effect.timeEndDarken = self.effect.time + self.dt
self.audio.state = "exit"
if event.key == pg.K_UP:
self.arrow.moveUp()
if event.key == pg.K_DOWN:
self.arrow.moveDown()
if self.arrow.index == 0:
if event.key == pg.K_RIGHT:
self.backgroundSetting.next()
if event.key == pg.K_LEFT:
self.backgroundSetting.previous()
if event.key == pg.K_RETURN:
if self.backgroundSetting.index == 0:
self.render.flip(True, False)
if self.backgroundSetting.index == 1:
self.render.flip(False, True)
if self.arrow.index == 1:
if event.key == pg.K_RIGHT:
self.fullscreenSetting.next()
if event.key == pg.K_LEFT:
self.fullscreenSetting.previous()
if event.key == pg.K_RETURN:
if self.fullscreenSetting.index == 0:
pg.display.set_mode((settings.WIDTH, settings.HEIGHT))
if self.fullscreenSetting.index == 1:
pg.display.set_mode((settings.WIDTH, settings.HEIGHT),
pg.FULLSCREEN)
self.messageMenu("screen")
self.messageScene("screen")
self.messageCutScene("screen")
def check_keydown_events(event, ai_settings, screen, ship, bullets):
if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
fire_bullet(ai_settings, screen, ship, bullets)
elif event.key == pygame.K_ESCAPE:
sys.exit()
def check_keyup_events(event, ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False