python类K_UP的实例源码

menu.py 文件源码 项目:LD39 作者: Bobsleigh 项目源码 文件源码 阅读 32 收藏 0 点赞 0 评论 0
def notify(self, event):
        if self.selected:
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_UP:
                    self.optionList[self.selector.vPos].deselect()
                    self.selector.moveUp()
                    self.optionList[self.selector.vPos].select()
                elif event.key == pygame.K_DOWN:
                    self.optionList[self.selector.vPos].deselect()
                    self.selector.moveDown()
                    self.optionList[self.selector.vPos].select()
                elif event.key == pygame.K_SPACE:
                    self.optionList[self.selector.vPos].doOption()
                elif event.key == pygame.K_RETURN:
                    self.optionList[self.selector.vPos].doOption()
client.py 文件源码 项目:ice-mud-game 作者: PyBargain 项目源码 文件源码 阅读 34 收藏 0 点赞 0 评论 0
def update(self, is_key_pressed, time, display):
        """
        ?????????????????????????????
        is_key_pressed      ?????????????ascii????????????
        time                ????
        display             ????????Display??
        """
        if (is_key_pressed(pygame.K_e)):
            if self.theme_changed:
                display.theme_index = (display.theme_index + 1) % len(self.themes)
                display.theme = self.themes[display.theme_index]
                self.theme_changed = False
        elif not self.theme_changed:
            self.theme_changed = True

        flag = False
        if (is_key_pressed(pygame.K_UP)):
            self._up(display, time)
            flag = True
        if (is_key_pressed(pygame.K_DOWN)):
            self._down(display, time)
            flag = True
        if (is_key_pressed(pygame.K_LEFT)):
            self._left(display, time)
            flag = True
        if (is_key_pressed(pygame.K_RIGHT)):
            self._right(display, time)
            flag = True
        if self.counter >= 3:
            self.counter = 0
            return flag
        else:
            self.counter += 1
            return False
gamestates.py 文件源码 项目:neuroblast 作者: ActiveState 项目源码 文件源码 阅读 36 收藏 0 点赞 0 评论 0
def update(self, screen, event_queue, dt,clock,joystick, netmodel, vizmodel):
        # Logos/titles
        screen.blit(self.logo,(screen.get_width() / 4 - 265,screen.get_height() * 3 / 4-500))
        screen.blit(self.intel,(screen.get_width() / 4 - 300,screen.get_height()-130))
        screen.blit(self.activestate,(screen.get_width() - 980,screen.get_height() - 130))

        nextState = self
        displaytext('Play', 32, screen.get_width() / 4 - 20, screen.get_height() * 3 / 4
                    - 80, WHITE, screen)
        displaytext('Train', 32, screen.get_width() / 4 - 20, screen.get_height() * 3 / 4
                    - 40, WHITE, screen)
        displaytext('Exit', 32, screen.get_width() / 4 - 20, screen.get_height() * 3 / 4,
                    WHITE, screen)
        displaytext(u'\u00bb', 32, screen.get_width() / 4 - 60, screen.get_height() * 3 / 4
                    - 40*self.menu_selection, WHITE, screen)

        # Each game state processes its own input queue in its own way to avoid messy input logic
        for event in event_queue:
            if event.type == pygame.KEYDOWN or event.type == pygame.JOYBUTTONDOWN:
                if (event.type == pygame.KEYDOWN and (event.key == pygame.K_DOWN)) or (event.type == pygame.JOYBUTTONDOWN and (event.button == 1)) or (event.type == pygame.JOYAXISMOTION and (event.axis == 1 or event.value >= DEADZONE)):
                    self.menu_selection -= 1
                    if self.menu_selection == -1:
                        self.menu_selection = 2
                if (event.type == pygame.KEYDOWN and (event.key == pygame.K_UP)) or (event.type == pygame.JOYBUTTONDOWN and (event.button == 0)) or (event.type == pygame.JOYAXISMOTION and (event.axis == 1 or event.value <= -DEADZONE)):
                    self.menu_selection += 1
                    if self.menu_selection == 3:
                        self.menu_selection = 0
                if (event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN) or (event.type == pygame.JOYBUTTONDOWN and event.button == 11):
                    if self.menu_selection == 2:
                        nextState = Play(False)
                    elif self.menu_selection == 1:
                        nextState = Play(True)
                    else:
                        nextState = None
                if (event.type == pygame.KEYDOWN and event.key == pygame.K_x):
                    self.ExportModel()
                if (event.type == pygame.KEYDOWN and event.key == pygame.K_d):
                    self.DumpData()
                if (event.type == pygame.KEYDOWN and event.key == pygame.K_w):
                    self.DumpWeights()
        return nextState
car_parking_env.py 文件源码 项目:rllabplusplus 作者: shaneshixiang 项目源码 文件源码 阅读 41 收藏 0 点赞 0 评论 0
def action_from_keys(self, keys):
        go = np.zeros(self.action_dim)
        if keys[pygame.K_LEFT]:
            go[-1] = self.max_deg
        if keys[pygame.K_RIGHT]:
            go[-1] = -self.max_deg
        if keys[pygame.K_UP]:
            go[0] = 10
        if keys[pygame.K_DOWN]:
            go[0] = -10
        return go
game072.py 文件源码 项目:eduActiv8 作者: imiolek-ireneusz 项目源码 文件源码 阅读 25 收藏 0 点赞 0 评论 0
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if self.show_msg == False:
            if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
                self.auto_check_reset()
            if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT:
                self.home_sqare_switch(self.board.active_ship + 1)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
                self.home_sqare_switch(self.board.active_ship - 1)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
                self.home_sqare_switch(self.board.active_ship - self.sumn1n2sl + 1)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
                self.home_sqare_switch(self.board.active_ship + self.sumn1n2sl)
            elif event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and not self.correct:
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                else:
                    char = event.unicode
                    if (len(char) > 0 and lhv < 2 and char in self.digits):
                        self.home_square.value = char
                        if self.auto_select:
                            self.home_sqare_switch(self.board.active_ship + 1)
                    else:
                        self.home_square.value = ""

                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True

            elif event.type == pygame.MOUSEBUTTONUP:
                self.home_sqare_switch(self.board.active_ship)
match.py 文件源码 项目:pyDino 作者: lucaspbordignon 项目源码 文件源码 阅读 32 收藏 0 点赞 0 评论 0
def run(self):
        # Setup
        for event in pygame.event.get():
            if (event.type == pygame.QUIT):
                return (False, '', None)
            if (event.type == pygame.KEYDOWN):
                if (event.key == pygame.K_UP and not self.dino.is_jumping()):
                    self.dino.set_movement(8)
                    self.dino.set_jumping(True)
                if (event.key == pygame.K_DOWN):
                    self.dino.set_movement(-5)
                if (event.key == pygame.K_h):
                    if self.dino.get_coins() > 4:
                        self.dino.set_coins(self.dino.get_coins() - 5)
                        self.powers.append(power(self.dino.get_position()))

        # Movement
        self.move_all_objects()

        # Enemies
        if (self.enemy.check_hitted(self.dino) and not self.enemy.get_hitted()):
            del self.enemy
            self.enemy = enemy(self.screen_size, self.ground_limit)
            self.dino.set_lives(1, type='decrement')
            if (not self.dino.get_lives()):
                return(True, 'game_over', None)

        # Prize
        self.check_prize_hitted()

        # Objects to show
        objects_to_show = {}
        objects_to_show['lives'] = self.dino.get_lives()
        objects_to_show['coins'] = self.dino.get_coins()
        objects_to_show['power'] = self.powers
        objects_to_show['char'] = self.dino
        objects_to_show['enemy'] = self.enemy
        objects_to_show['prize'] = self.prize
        self.clock.tick(self.difficulty * 60)
        return (True, 'match_running', objects_to_show)
game_choice.py 文件源码 项目:tetris_table 作者: choffee 项目源码 文件源码 阅读 40 收藏 0 点赞 0 评论 0
def button_event(self, button):
        if button == 1:
            return pygame.K_LEFT
        elif button == 3:
            return pygame.K_RIGHT
        elif button == 2:
            return pygame.K_UP
        elif button == 0:
            return pygame.K_DOWN
robot.py 文件源码 项目:mobipi 作者: estevaofon 项目源码 文件源码 阅读 41 收藏 0 点赞 0 评论 0
def __init__(self):
        self.PIN_STATUS = 0
        self.PINS = [16, 18]
        self.K_UP = pygame.K_UP
        self.foward = 0
        self.right = 0
        self.left = 0
        self.DEBUG = 0
players.py 文件源码 项目:TicTacTio 作者: DevelopForLizardz 项目源码 文件源码 阅读 39 收藏 0 点赞 0 评论 0
def setControls(self):
        """
        Setups the controls for the class. setGame must be called first in order for this to run correctly
        """

        self.controls = []
        self.values = [self.game.board.callable, self.game.board.mvCurUp, self.game.board.mvCurDown,
                       self.game.board.mvCurLeft, self.game.board.mvCurRight]
        if self.control_set == "arrows":
            self.keys = [pygame.K_RETURN, pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]
        else:
            self.keys = [pygame.K_SPACE, pygame.K_w, pygame.K_s, pygame.K_a, pygame.K_d]

        for i in range(len(self.keys)):
            self.controls.append([self.keys[i], self.values[i]])
main_menu.py 文件源码 项目:OfMagesAndMagic 作者: munnellg 项目源码 文件源码 阅读 47 收藏 0 点赞 0 评论 0
def __init__(self, main_menu):
        self.parent     = main_menu.parent
        self.main_menu  = main_menu
        self.settings   = self.parent.settings

        self.parent.event_handler.register_key_listener(self.handle_keypress)
        self.title = text_renderer.render_title("Options", colours.COLOUR_WHITE)

        self.title_position = (
            (self.parent.resolution[0] - self.title.get_width())// 2,
            15
        )

        self.directions = {
            pygame.K_UP        : [-1,  0],
            pygame.K_DOWN      : [ 1,  0],
            pygame.K_RIGHT     : [ 0,  1],
            pygame.K_LEFT      : [ 0, -1],
            pygame.K_SPACE     : [ 0,  2],
            pygame.K_RETURN    : [ 0,  2],
            pygame.K_ESCAPE    : [ 0,  3],
            pygame.K_BACKSPACE : [ 0,  3]
        }
        self.animation = None
        self.menu = SettingsMenu(self.settings)

        self.menu.register_finished_callback(self.finished)
main_menu.py 文件源码 项目:OfMagesAndMagic 作者: munnellg 项目源码 文件源码 阅读 38 收藏 0 点赞 0 评论 0
def __init__(self, main_menu):
        self.parent     = main_menu.parent
        self.main_menu  = main_menu
        self.title_banner = main_menu.title_banner
        self.parent.event_handler.register_key_listener(self.handle_keypress)
        self.main_menu.menu.selected = 0
        self.animation = None

        self.directions = {
            pygame.K_UP   : -1,
            pygame.K_DOWN : 1
        }
sprites.py 文件源码 项目:Pygames 作者: christat 项目源码 文件源码 阅读 25 收藏 0 点赞 0 评论 0
def update(self, dt, game):
        key = pygame.key.get_pressed()
        if key[pygame.K_UP]:
            self.rect.y -= self.vel * dt
        if key[pygame.K_DOWN]:
            self.rect.y += self.vel * dt
        self.collider(game)


#AI Paddle, same as paddle but with pseudo AI for updating position
textscroller_vertical.py 文件源码 项目:nautical-combat 作者: horstjens 项目源码 文件源码 阅读 37 收藏 0 点赞 0 评论 0
def run(self):
        """The mainloop
        """
        #self.paint() 
        running = True
        while running:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    running = False 
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        running = False
                    if event.key==pygame.K_UP:
                        #print(m.active_itemnumber)
                        self.offset_y += 50
                        #self.sound2.play()
                    if event.key==pygame.K_DOWN:
                        self.offset_y -= 50
                    if event.key==pygame.K_LEFT:
                        self.x += self.dy
                    if event.key == pygame.K_RIGHT:
                        self.x -= self.dy
                    if event.key == pygame.K_PAGEUP:
                        self.offset_y += self.height
                    if event.key == pygame.K_PAGEDOWN:
                        self.offset_y -= self.height


            milliseconds = self.clock.tick(self.fps)
            seconds = milliseconds / 1000.0 # important for python2
            self.offset_y -= seconds * 10 # scroll 10 pixels / second
            if self.offset_y * -1 > self.text_height:
                running = False
            self.playtime += milliseconds / 1000.0
            self.paint()
            pygame.display.flip()
            self.screen.blit(self.background, (0, 0))

        #pygame.quit()
        return
player_inputs.py 文件源码 项目:Snakis 作者: fbessou 项目源码 文件源码 阅读 39 收藏 0 点赞 0 评论 0
def __init__(self):
        self._mapping = [
                { # Player 
                    pygame.K_d:"right",
                    pygame.K_s:"down",
                    pygame.K_q:"left",
                    pygame.K_z:"up"
                },
                { # Player 1
                    pygame.K_RIGHT:"right",
                    pygame.K_DOWN:"down",
                    pygame.K_LEFT:"left",
                    pygame.K_UP:"up"
                }
        ]
main.py 文件源码 项目:tutorials 作者: krzyszti 项目源码 文件源码 阅读 40 收藏 0 点赞 0 评论 0
def on_event(self, event):
        print(event)
        if event.type == pygame.QUIT:
            self._running = False
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                self._running = False
            if event.key == pygame.K_UP:
                self.y -= 5
            if event.key == pygame.K_DOWN:
                self.y += 5
            if event.key == pygame.K_RIGHT:
                self.x += 5
            if event.key == pygame.K_LEFT:
                self.x -= 5
Player.py 文件源码 项目:Boardgame 作者: RensMo 项目源码 文件源码 阅读 42 收藏 0 点赞 0 评论 0
def Update(self):
        keys = pygame.key.get_pressed()

        if keys[pygame.K_LEFT] and self.Tile.Left != None:
            self.Tile = self.Tile.Left
        elif keys[pygame.K_RIGHT] and self.Tile.Right != None:
            self.Tile = self.Tile.Right

        if keys[pygame.K_UP] and self.Tile.Up != None:
            self.Tile = self.Tile.Up
        elif keys[pygame.K_DOWN] and self.Tile.Down != None:
            self.Tile = self.Tile.Down
Player.py 文件源码 项目:Boardgame 作者: RensMo 项目源码 文件源码 阅读 32 收藏 0 点赞 0 评论 0
def Update(self):
        keys = pygame.key.get_pressed()

        if keys[pygame.K_LEFT] and self.Tile.Left != None:
            self.Tile = self.Tile.Left
        elif keys[pygame.K_RIGHT] and self.Tile.Right != None:
            self.Tile = self.Tile.Right

        if keys[pygame.K_UP] and self.Tile.Up != None:
            self.Tile = self.Tile.Up
        elif keys[pygame.K_DOWN] and self.Tile.Down != None:
            self.Tile = self.Tile.Down
Player.py 文件源码 项目:Boardgame 作者: RensMo 项目源码 文件源码 阅读 42 收藏 0 点赞 0 评论 0
def Update(self):
        keys = pygame.key.get_pressed()

        if keys[pygame.K_LEFT] and self.Tile.Left != None:
            self.Tile = self.Tile.Left
        elif keys[pygame.K_RIGHT] and self.Tile.Right != None:
            self.Tile = self.Tile.Right

        if keys[pygame.K_UP] and self.Tile.Up != None:
            self.Tile = self.Tile.Up
        elif keys[pygame.K_DOWN] and self.Tile.Down != None:
            self.Tile = self.Tile.Down
Player.py 文件源码 项目:Boardgame 作者: RensMo 项目源码 文件源码 阅读 35 收藏 0 点赞 0 评论 0
def Update(self):
        keys = pygame.key.get_pressed()

        if keys[pygame.K_LEFT] and self.Tile.Left != None:
            self.Tile = self.Tile.Left
        elif keys[pygame.K_RIGHT] and self.Tile.Right != None:
            self.Tile = self.Tile.Right

        if keys[pygame.K_UP] and self.Tile.Up != None:
            self.Tile = self.Tile.Up
        elif keys[pygame.K_DOWN] and self.Tile.Down != None:
            self.Tile = self.Tile.Down
game.py 文件源码 项目:Flappy 作者: lucaspbordignon 项目源码 文件源码 阅读 47 收藏 0 点赞 0 评论 0
def play(self):
        """Initialize the software."""
        self.load_score_images()
        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    return 0
                if not self.pipes_stop:
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_UP:
                            self.y_increase = -5

            # Initialize the bird and the background.
            self.screen.blit(self.background_img, (0, 0))

            self.y_increase += 0.25  # Simulates gravity acceleration

            self.pipes()  # Update pipes

            # Count the score.
            self.score()

            if self.bird_dies():
                # Bird dies
                self.bird()
                self.gameover()
                pygame.display.flip()
                return 1
                self.y_increase = 0
                self.pipes_stop = True
            else:
                self.pipes_stop = False

            self.bird()
            self.y_bird += self.y_increase

            # Update the screen.
            pygame.display.flip()
            self.clock.tick(60)


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