python类K_DOWN的实例源码

car_parking_env.py 文件源码 项目:rllabplusplus 作者: shaneshixiang 项目源码 文件源码 阅读 39 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 28 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.py 文件源码 项目:pytetris 作者: catalinc 项目源码 文件源码 阅读 31 收藏 0 点赞 0 评论 0
def process_input(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if self.state.paused:
                    if event.key == pygame.K_r:
                        self.state.paused = False
                if self.state.game_over:
                    if event.key == pygame.K_r:
                        self.state = State(self.ROWS, self.COLS)
                    if event.key == pygame.K_ESCAPE:
                        sys.exit()
                if self.state.running:
                    if event.key == pygame.K_DOWN:
                        self.state.move_piece(board.DIRECTION_DOWN)
                    if event.key == pygame.K_LEFT:
                        self.state.move_piece(board.DIRECTION_LEFT)
                    if event.key == pygame.K_RIGHT:
                        self.state.move_piece(board.DIRECTION_RIGHT)
                    if event.key == pygame.K_x:
                        self.state.rotate_piece()
                    if event.key == pygame.K_z:
                        self.state.rotate_piece(True)
                    if event.key == pygame.K_SPACE:
                        self.state.drop_piece()
                    if event.key == pygame.K_p:
                        self.state.paused = True
Main.py 文件源码 项目:catcom 作者: Meepasaurus 项目源码 文件源码 阅读 23 收藏 0 点赞 0 评论 0
def move(self, eventKey):
        #print eventKey
        if eventKey == pygame.K_LEFT:
            self.x -= 35
            self.col -= 1
        elif eventKey == pygame.K_RIGHT:
            self.x += 35
            self.col += 1
        elif eventKey == pygame.K_DOWN:
            self.y += 20
players.py 文件源码 项目:TicTacTio 作者: DevelopForLizardz 项目源码 文件源码 阅读 25 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 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.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 36 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 23 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 26 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 26 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 22 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 41 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 26 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 29 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 26 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
listbox.py 文件源码 项目:CoolesSpiel 作者: AlinaGri 项目源码 文件源码 阅读 25 收藏 0 点赞 0 评论 0
def update(self, *args):
        """
        Handles the selection

        parameters: tuple arguments for the update (first argument should be an instance pygame.event.Event)
        return values: -
        """
        if len(args) > 0 and self.isActive():
            event = args[0]
            if event.type == pygame.KEYDOWN and self.isFocused():
                if event.key == pygame.K_UP:
                    self.moveCursor(-1)
                elif event.key == pygame.K_DOWN:
                    self.moveCursor(1)
                elif event.key == pygame.K_BACKSPACE or event.key == pygame.K_DELETE:
                    if self.isEditable():
                        if self._selection == self._cursor:
                            self.delete(self._selection - 1, CURSOR)
                            self.moveCursor(-1)
                        else:
                            self.delete(SELECTION, CURSOR)
                            self.setCursor(self._selection)
            elif event.type == pygame.MOUSEBUTTONUP:
                if self.rect.collidepoint(event.pos):
                    self.setSelection(CURSOR, self._posToIndex(event.pos[1] - self.rect.y))
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if self.rect.collidepoint(event.pos):
                    self.setCursor(self._posToIndex(event.pos[1] - self.rect.y))

        super(Listbox, self).update(*args)
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 no other GUI elements are visible or not in battle
        while this.drawing & (not (this.text_box_visible | this.text_menu_visible | this.inbattle)):
            pygame.event.pump()

            event = pygame.event.poll()

            if event.type == pygame.KEYDOWN:
                # get keys pressed using pygame.key.get_pressed() as it is more continous than events.
                if event.key == pygame.K_LCTRL:
                    # seperate hide and show buttons as they would counteract eachother.
                    self.player_menu.show()
                elif event.key == pygame.K_z:
                    self.activate()
                elif event.key == pygame.K_f:
                    # quick testing key to find if the battles work has to be with a background
                    #  where Lucidia Bright is present.
                    battle(self, this.onscreen_sprites["Lucida Bright"])

            pygame.time.delay(5)

            keys = pygame.key.get_pressed()

            if keys[pygame.K_UP]:
                self.facing("backward")
                self.move(0, -1)
            elif keys[pygame.K_DOWN]:
                self.facing("forward")
                self.move(0, 1)
            elif keys[pygame.K_LEFT]:
                self.facing("left")
                self.move(-1, 0)
            elif keys[pygame.K_RIGHT]:
                self.facing("right")
                self.move(1, 0)
labyrinth_explorer.py 文件源码 项目:labyrinth-explorer 作者: ryukinix 项目源码 文件源码 阅读 24 收藏 0 点赞 0 评论 0
def game():
    setup()
    running = True
    start = time()
    while running:

        clock.tick(60)

        for e in pygame.event.get():
            if e.type == pygame.QUIT:
                running = False
            if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
                running = False

        # Move the player if an arrow key is pressed
        key = pygame.key.get_pressed()
        if key[pygame.K_LEFT]:
            player.move(-2, 0)
        if key[pygame.K_RIGHT]:
            player.move(2, 0)
        if key[pygame.K_UP]:
            player.move(0, -2)
        if key[pygame.K_DOWN]:
            player.move(0, 2)

        # Just added this to make it slightly fun ;)
        if player.rect.colliderect(end_rect):
            raise SystemExit("You win! @{:2f}s".format(time() - start))
        if computer.rect.colliderect(end_rect):
            raise SystemExit("You lost! The computer wins")
        # Draw the scene
        screen.fill(BLACK)
        computer.run()
        for wall in walls:
            pygame.draw.rect(screen, WHITE, wall.rect)
        pygame.draw.rect(screen, RED, end_rect)
        pygame.draw.rect(screen, GREEN, player.rect)
        pygame.draw.rect(screen, YELLOW, computer.rect)
        draw_counter(time() - start)
        pygame.display.flip()
car_parking_env.py 文件源码 项目:gail-driver 作者: sisl 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


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