python类K_DOWN的实例源码

viewer.py 文件源码 项目:generals-bot 作者: harrischristiansen 项目源码 文件源码 阅读 28 收藏 0 点赞 0 评论 0
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
highway_telop.py 文件源码 项目:cs6244_motionplanning 作者: chenmin1107 项目源码 文件源码 阅读 28 收藏 0 点赞 0 评论 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()
menus.py 文件源码 项目:project_xcape 作者: OthmanEmpire 项目源码 文件源码 阅读 27 收藏 0 点赞 0 评论 0
def handleEvent(self, event):
        if event.type == pg.KEYDOWN:

            if event.key == pg.K_UP:
                self.arrow.moveUp()
            if event.key == pg.K_DOWN:
                self.arrow.moveDown()

            if event.key == pg.K_RETURN:
                self.audio.state = "enter"
                if self.arrow.index == 0:
                    self.messageMenu("transition", "blank_menu")
                    self.messageCutScene("transition", "office_cutscene")
                if self.arrow.index == 1:
                    self.messageMenu("transition", "blank_menu")
                    self.messageScene("start_game", "coop")
                if self.arrow.index == 2:
                    self.messageMenu("transition", "options_menu")
                if self.arrow.index == 3:
                    quit()
player.py 文件源码 项目:Tutoriales_juegos_Python 作者: tidus747 项目源码 文件源码 阅读 27 收藏 0 点赞 0 评论 0
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')
main_menu.py 文件源码 项目:tensorflow_dqn_supermario 作者: JSDanielPark 项目源码 文件源码 阅读 25 收藏 0 点赞 0 评论 0
def update_cursor(self, keys):
        """Update the position of the cursor"""
        input_list = [pg.K_RETURN, pg.K_a, pg.K_s]

        if self.cursor.state == c.PLAYER1:
            self.cursor.rect.y = 358
            if keys[pg.K_DOWN]:
                self.cursor.state = c.PLAYER2
            for input in input_list:
                if keys[input]:
                    self.reset_game_info()
                    self.done = True
        elif self.cursor.state == c.PLAYER2:
            self.cursor.rect.y = 403
            if keys[pg.K_UP]:
                self.cursor.state = c.PLAYER1
box2d_viewer.py 文件源码 项目:third_person_im 作者: bstadie 项目源码 文件源码 阅读 38 收藏 0 点赞 0 评论 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)
ObjectMenu.py 文件源码 项目:LD39 作者: Bobsleigh 项目源码 文件源码 阅读 33 收藏 0 点赞 0 评论 0
def notify(self, event):
        if self.isActivated:
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_UP:
                    self.optionList[self.selector.selectedIndex].deselect()
                    self.selector.moveUp()
                    self.scrollUp()
                    self.optionList[self.selector.selectedIndex].select()
                elif event.key == pygame.K_DOWN:
                    self.optionList[self.selector.selectedIndex].deselect()
                    self.selector.moveDown()
                    self.scrollDown()
                    self.optionList[self.selector.selectedIndex].select()
                elif event.key == pygame.K_SPACE:
                    self.chosenOptionIndex = self.selectedIndex()
                    self.isActivated = False
                elif event.key == pygame.K_RETURN:
                    self.chosenOptionIndex = self.selectedIndex()
                    self.isActivated = False
box2d_viewer.py 文件源码 项目:rllabplusplus 作者: shaneshixiang 项目源码 文件源码 阅读 27 收藏 0 点赞 0 评论 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)
sjh.py 文件源码 项目:freddie 作者: kunkkakada 项目源码 文件源码 阅读 31 收藏 0 点赞 0 评论 0
def main():
    global DISPLAYSURF, font, menufont


    pygame.init()
    font = pygame.font.Font('etc/INVASION2000.ttf', 25)
    menufont = pygame.font.Font('etc/INVASION2000.ttf', 15)
    DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
    pygame.display.set_caption('Ski Jump Henri 1.0')

    while True: # main game loop
        #header = 

        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            #elif event.type == KEYDOWN and event.key == pygame.K_DOWN:



        for h in hills:
            player_jump(h)
gameController.py 文件源码 项目:python-fsm 作者: axelhj 项目源码 文件源码 阅读 41 收藏 0 点赞 0 评论 0
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]
main_menu.py 文件源码 项目:team-brisket-pyweek21 作者: AjaxVM 项目源码 文件源码 阅读 29 收藏 0 点赞 0 评论 0
def handleEvents(self, events):
        for event in events:
            if event.type == pygame.QUIT:
                self.doQuit()
                return
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    self.doQuit()
                    return

                elif event.key == pygame.K_DOWN:
                    self.current_option += 1
                    if self.current_option >= len(self.options):
                        self.current_option = 0
                elif event.key == pygame.K_UP:
                    self.current_option -= 1
                    if self.current_option < 0:
                        self.current_option = len(self.options)-1
                elif event.key == pygame.K_RETURN:
                    self.currentOptionExecute()
                    return
display_manager.py 文件源码 项目:Heap-Project-1 作者: stacompsoc 项目源码 文件源码 阅读 21 收藏 0 点赞 0 评论 0
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
game.py 文件源码 项目:Arkon 作者: UnkDevE 项目源码 文件源码 阅读 22 收藏 0 点赞 0 评论 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 27 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
box2d_viewer.py 文件源码 项目:gail-driver 作者: sisl 项目源码 文件源码 阅读 26 收藏 0 点赞 0 评论 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)
sim.py 文件源码 项目:planet-hopper 作者: reddit-pygame 项目源码 文件源码 阅读 40 收藏 0 点赞 0 评论 0
def get_event(self, event):
        if event.type == pg.QUIT:
            self.quit = True
        elif event.type == pg.KEYUP:
            if event.key == pg.K_ESCAPE:
                self.quit = True
            elif event.key == pg.K_SPACE:
                self.running_sim = not self.running_sim
            elif event.key == pg.K_UP:
                if self.tick_index < len(self.tick_lengths) - 1:
                    self.tick_index += 1
                    self.tick_length = self.tick_lengths[self.tick_index]
            elif event.key == pg.K_DOWN:
                if self.tick_index > 0:
                    self.tick_index -= 1
                    self.tick_length = self.tick_lengths[self.tick_index]
tetris.py 文件源码 项目:c64-remakes 作者: DealPete 项目源码 文件源码 阅读 26 收藏 0 点赞 0 评论 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()
controller.py 文件源码 项目:Kuai 作者: Duroktar 项目源码 文件源码 阅读 34 收藏 0 点赞 0 评论 0
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
pygame.py 文件源码 项目:pyimgui 作者: swistakm 项目源码 文件源码 阅读 36 收藏 0 点赞 0 评论 0
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
box2d_viewer.py 文件源码 项目:rllab 作者: rll 项目源码 文件源码 阅读 25 收藏 0 点赞 0 评论 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)
box2d_viewer.py 文件源码 项目:maml_rl 作者: cbfinn 项目源码 文件源码 阅读 31 收藏 0 点赞 0 评论 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)
teleop.py 文件源码 项目:cs6244_motionplanning 作者: chenmin1107 项目源码 文件源码 阅读 30 收藏 0 点赞 0 评论 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_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()
menus.py 文件源码 项目:project_xcape 作者: OthmanEmpire 项目源码 文件源码 阅读 30 收藏 0 点赞 0 评论 0
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")
Physics 2.0.py 文件源码 项目:Physics-2.0 作者: rschwa6308 项目源码 文件源码 阅读 36 收藏 0 点赞 0 评论 0
def __init__(self, dims):
        self.position, self.velocity, self.dims, self.scale, self.map = V2(0, 0), V2(0, 0), dims, 1, [pg.K_RIGHT,
                                                                                                      pg.K_LEFT,
                                                                                                      pg.K_UP,
                                                                                                      pg.K_DOWN]
car_parking_env.py 文件源码 项目:third_person_im 作者: bstadie 项目源码 文件源码 阅读 24 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
sftext.py 文件源码 项目:sftext 作者: LukeMS 项目源码 文件源码 阅读 31 收藏 0 点赞 0 评论 0
def on_key_press(self, event):
        if event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
            self.scroll(50)
        elif event.type == pygame.KEYDOWN and event.key == pygame.K_PAGEUP:
            self.scroll(500)
        elif event.type == pygame.KEYDOWN and event.key == pygame.K_HOME:
            self.scroll('home')

        elif event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
            self.scroll(-50)
        elif event.type == pygame.KEYDOWN and event.key == pygame.K_PAGEDOWN:
            self.scroll(-500)
        elif event.type == pygame.KEYDOWN and event.key == pygame.K_END:
            self.scroll('end')
DialogBox.py 文件源码 项目:LD39 作者: Bobsleigh 项目源码 文件源码 阅读 26 收藏 0 点赞 0 评论 0
def notify(self, event):
        if self.isActivated:
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_UP:
                    pass
                elif event.key == pygame.K_DOWN:
                    pass
                elif event.key == pygame.K_SPACE:
                    self.isActivated = False
                elif event.key == pygame.K_RETURN:
                    pass
menu.py 文件源码 项目:LD39 作者: Bobsleigh 项目源码 文件源码 阅读 26 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 26 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


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