python类K_RETURN的实例源码

title_scene.py 文件源码 项目:PyCut 作者: FOSSRIT 项目源码 文件源码 阅读 41 收藏 0 点赞 0 评论 0
def ProcessInput(self, events, pressed_keys):
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                # Move to the next scene when the user pressed Enter
                pass

            if event.type == pygame.MOUSEBUTTONDOWN:
                self.start_button.isClicked(event)
                self.help_button.isClicked(event)
                self.difficulty_button.isClicked(event)

            if event.type == pygame.MOUSEBUTTONUP:
                self.start_button.isClicked(event)
                self.help_button.isClicked(event)
                self.difficulty_button.isClicked(event)

            if event.type == pygame.MOUSEMOTION:
                self.start_button.isHovered(event)
                self.help_button.isHovered(event)
                self.difficulty_button.isHovered(event)
carGame.py 文件源码 项目:SmartCar 作者: amarlearning 项目源码 文件源码 阅读 41 收藏 0 点赞 0 评论 0
def Kaboom(score):
    init()
    gameDisplay.blit(GameOver,(382,175))
    pygame.draw.rect(gameDisplay, white, (200, 400, 550, 50))
    text = smallfont.render("Press [RETURN] to continue and [Q] to quit", True, darkBlue)
    gameDisplay.blit(text, [370,400])
    text = smallfont.render("Score : " + str(score), True, red)
    gameDisplay.blit(text, [450,420])
    pygame.display.update()
    gameExit = True
    while gameExit:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN:
                    gameExit = False
                    gameloop()
                if event.key == pygame.K_q:
                    pygame.quit()
help_scene.py 文件源码 项目:PyCut 作者: FOSSRIT 项目源码 文件源码 阅读 34 收藏 0 点赞 0 评论 0
def ProcessInput(self, events, pressed_keys):
        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                # Move to the next scene when the user pressed Enter
                pass

            if event.type == pygame.MOUSEBUTTONDOWN:
                for button in self.buttons:
                    button.isClicked(event)

            if event.type == pygame.MOUSEBUTTONUP:
                for button in self.buttons:
                    button.isClicked(event)

            if event.type == pygame.MOUSEMOTION:
                for button in self.buttons:
                    button.isHovered(event)
difficulty_scene.py 文件源码 项目:PyCut 作者: FOSSRIT 项目源码 文件源码 阅读 30 收藏 0 点赞 0 评论 0
def ProcessInput(self, events, pressed_keys):
        """
        Process Input from user
        Inherited from SceneBase
                Args:   self
                        events - list of pygame events
                        pressed_keys
        """

        for event in events:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                # Move to the next scene when the user pressed Enter
                pass

            if event.type == pygame.MOUSEBUTTONDOWN:
                self.easy_button.isClicked(event)
                self.adv_button.isClicked(event)

            if event.type == pygame.MOUSEBUTTONUP:
                self.easy_button.isClicked(event)
                self.adv_button.isClicked(event)

            if event.type == pygame.MOUSEMOTION:
                self.easy_button.isHovered(event)
                self.adv_button.isHovered(event)
scene.py 文件源码 项目:project_xcape 作者: OthmanEmpire 项目源码 文件源码 阅读 33 收藏 0 点赞 0 评论 0
def handleEvent(self, event):
        self.collisionEngine.eventHandler(event)
        self.scene.handleEvent(event)

        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self.camera.duration = 0

        if event.type == self.SCENE_EVENT:
            if event.category == "complete":
                self._nextScene()
            if event.category == "transition":
                self._handleTransition(event)
            if event.category == "death":
                self._handleDeath()
            if event.category == "revive":
                self._handleRevive()

            if event.category == "pause":
                if self.lives != 0:
                    self.pause = True
                    self.messageMenu("transition", "pause_menu")
            if event.category == "unpause":
                self.pause = False
                self._loadUI(self.maxLives, self.lives)
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()
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 31 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
ObjectMenu.py 文件源码 项目:LD39 作者: Bobsleigh 项目源码 文件源码 阅读 31 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
game004.py 文件源码 项目:eduActiv8 作者: imiolek-ireneusz 项目源码 文件源码 阅读 29 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 and event.key != pygame.K_RETURN:
                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]
                elif not self.board.grid[4][18]:
                    char = event.unicode
                    if len(char) > 0 and lhv < 2 and char in self.digits:
                        self.home_square.value += char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
            elif event.type == pygame.MOUSEMOTION and self.drag:
                if self.board.grid[4][18]:
                    self.home_square.value = ""
                    self.home_square.update_me = True
            elif event.type == pygame.MOUSEBUTTONUP:
                for each in self.board.units:
                    if each.is_door is True:
                        self.board.all_sprites_list.move_to_front(each)
game088.py 文件源码 项目:eduActiv8 作者: imiolek-ireneusz 项目源码 文件源码 阅读 33 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 and event.key != pygame.K_RETURN:
                char = event.unicode
                if len(char) > 0:
                    if char == self.middle.value:
                        if len(self.right.value) > 0:
                            self.left.value += char
                            next_letter = self.right.value[0]
                            self.middle.value = next_letter
                            self.right.value = self.right.value[1:]
                            self.kbrd.get_btns_to_hl(next_letter)
                            self.mainloop.sfx.play(15)
                        elif len(self.middle.value) > 0:
                            self.left.value += char
                            self.middle.value = ""
                            self.check_entry()
                        for each in [self.left, self.middle, self.right]:
                            each.update_me = True
                    else:
                        self.mainloop.sfx.play(16)

                self.mainloop.redraw_needed[0] = True
game077.py 文件源码 项目:eduActiv8 作者: imiolek-ireneusz 项目源码 文件源码 阅读 28 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 and event.key != pygame.K_RETURN:
                char = event.unicode
                if len(char) > 0:
                    if char == self.middle.value:
                        if len(self.right.value) > 0:
                            self.left.value += char
                            next_letter = self.right.value[0]
                            self.middle.value = next_letter
                            self.right.value = self.right.value[1:]
                            self.kbrd.get_btns_to_hl(next_letter)
                            self.mainloop.sfx.play(15)
                        elif len(self.middle.value) > 0:
                            self.left.value += char
                            self.middle.value = ""
                            self.check_entry()
                        for each in [self.left, self.middle, self.right]:
                            each.update_me = True
                    else:
                        self.mainloop.sfx.play(16)

                self.mainloop.redraw_needed[0] = True
game035.py 文件源码 项目:eduActiv8 作者: imiolek-ireneusz 项目源码 文件源码 阅读 31 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 and event.key != pygame.K_RETURN:
                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]
                elif not self.board.grid[4][18]:
                    char = event.unicode
                    if len(char) > 0 and char in self.digits:
                        self.home_square.value = char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
            elif event.type == pygame.MOUSEMOTION and self.drag:
                if self.board.grid[4][18]:
                    self.home_square.value = ""
                    self.home_square.update_me = True
            elif event.type == pygame.MOUSEBUTTONUP:
                for each in self.board.units:
                    if each.is_door is True:
                        self.board.all_sprites_list.move_to_front(each)
game034.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 and event.key != pygame.K_RETURN:
                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]
                elif not self.board.grid[4][16]:
                    char = event.unicode
                    if len(char) > 0 and char in self.digits:
                        self.home_square.value = char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
            elif event.type == pygame.MOUSEMOTION and self.drag:
                if self.board.grid[4][16]:
                    self.home_square.value = ""
                    self.home_square.update_me = True
            elif event.type == pygame.MOUSEBUTTONUP:
                for each in self.board.units:
                    if each.is_door is True:
                        self.board.all_sprites_list.move_to_front(each)
game083.py 文件源码 项目:eduActiv8 作者: imiolek-ireneusz 项目源码 文件源码 阅读 32 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 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 < 5 and char in self.digits):
                        self.home_square.value += char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True

            elif event.type == pygame.MOUSEBUTTONUP:
                self.home_square.update_me = True
                if self.board.active_ship == self.home_square.unit_id:
                    self.home_square.perm_outline_width = 5
                    self.home_square = self.ans_h
                    self.board.active_ship = self.home_square.unit_id
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
game031.py 文件源码 项目:eduActiv8 作者: imiolek-ireneusz 项目源码 文件源码 阅读 31 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 and event.key != pygame.K_RETURN:
                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 char in self.digits:
                        if len(char) > 0 and lhv < self.max_len:
                            self.home_square.value += char
                        else:
                            self.home_square.value = char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
game080.py 文件源码 项目:eduActiv8 作者: imiolek-ireneusz 项目源码 文件源码 阅读 31 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 and event.key != pygame.K_RETURN:
                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 char in self.digits:
                        if len(char) > 0 and lhv < 3:
                            self.home_square.value += char
                        else:
                            self.home_square.value = char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
loginscreen.py 文件源码 项目:eduActiv8 作者: imiolek-ireneusz 项目源码 文件源码 阅读 36 收藏 0 点赞 0 评论 0
def onKeyDown(self, event):
        if not self.select_item:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_DELETE:
                pass
            elif event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER and event.key != pygame.K_TAB:
                lhv = len(self.value)
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        if self.ls.lang.ltr_text:
                            self.value = self.value[0:lhv - 1]
                        else:
                            self.value = self.value[1:lhv]
                else:
                    char = event.unicode
                    if len(char) > 0 and lhv < 21:
                        if self.ls.lang.ltr_text:
                            self.value = self.value + char
                        else:
                            self.value = char + self.value
                self.ls.reload_selects()
                self.ls.set_scrollbar_top(self.ls.scroll_min_top)
            elif event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER or event.key == pygame.K_TAB:
                self.nextFocus()

            self.update_trigger()
keyboard.py 文件源码 项目:tingbot-gui 作者: furbrain 项目源码 文件源码 阅读 42 收藏 0 点赞 0 评论 0
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)
game_over.py 文件源码 项目:pyDino 作者: lucaspbordignon 项目源码 文件源码 阅读 34 收藏 0 点赞 0 评论 0
def show(self):
        """
        Shows the game over panel.
        """
        self.display.set_screen_caption('Game Over')
        for event in pygame.event.get():
            if (event.type == pygame.KEYDOWN):
                if (event.key == pygame.K_RETURN):
                    return (True, "main_menu", None)
                if (event.key == pygame.K_s):
                    return (True, "save_progress", None)
            if (event.type == pygame.QUIT):
                return (False, '', None)

        self.display.display_single_image(self.resources['game_over_msg'],
                                          self.resources['game_over_pos'])
        self.display.display_single_image(self.resources['game_over_char'],
                                          self.resources['game_over_pos'])
        self.display.display_single_image(self.resources['press_enter'],
                                          self.resources['press_enter_pos'])
        self.display.display_single_image(self.resources['save_msg'],
                                          self.resources['save_msg_pos'])
        return (True, 'game_over', None)
pygame_functions.py 文件源码 项目:Pygame_Functions 作者: StevePaget 项目源码 文件源码 阅读 27 收藏 0 点赞 0 评论 0
def textBoxInput(textbox):
    # starts grabbing key inputs, putting into textbox until enter pressed
    global keydict
    textbox.text = ""
    while True:
        updateDisplay()
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN:
                    textbox.clear()
                    return textbox.text
                elif event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
                else:
                    textbox.update(event)
            elif event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
pygame_functions.py 文件源码 项目:Pygame_Functions 作者: StevePaget 项目源码 文件源码 阅读 31 收藏 0 点赞 0 评论 0
def textBoxInput(textbox):
    # starts grabbing key inputs, putting into textbox until enter pressed
    global keydict
    textbox.text = ""
    while True:
        updateDisplay()
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN:
                    textbox.clear()
                    return textbox.text
                elif event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
                else:
                    textbox.update(event)
            elif event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
Text_to_screen.py 文件源码 项目:backround-maker 作者: Fooliery887 项目源码 文件源码 阅读 33 收藏 0 点赞 0 评论 0
def ask(self,question):
        word=""
        Text(self.game).draw_text2(self.default,question,green,wth//2,50) #example asking name
        pygame.display.flip()
        done = True
        while done:
            for event in pygame.event.get():
                if event.type==pygame.QUIT:
                    pygame.quit()
                    quit()
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_a:
                        word+=str(chr(event.key))
                    if event.key == pygame.K_b:
                        word+=chr(event.key)
                    if event.key == pygame.K_c:
                        word+=chr(event.key)
                    if event.key == pygame.K_d:
                        word+=chr(event.key)
                    if event.key == pygame.K_RETURN:
                        done=False
                    #events...
        return Text(self.game).draw_text2(self.default,word,green,wth//2,100)
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 35 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
in_game.py 文件源码 项目:OfMagesAndMagic 作者: munnellg 项目源码 文件源码 阅读 31 收藏 0 点赞 0 评论 0
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
sequenceSlideshow.py 文件源码 项目:PhotoPi 作者: JulienLegrand 项目源码 文件源码 阅读 26 收藏 0 点赞 0 评论 0
def ShowPhoto(photoFile):
    screen = pygameEngine.GetScreen()
    image = pygame.image.load(photoFile).convert()
    image = pygame.transform.scale(image, (config.WIDTH,config.HEIGHT))
    screen.blit(image, (0,0))
    pygame.display.update()
    sleep(1)
    pygameEngine.ShowNavButtons()

    i = 0
    while True:
        # get one pygame event
        event = pygame.event.poll()

        # handle events
        # Button 1 = Quit
        if (event.type == pygame.MOUSEBUTTONUP and event.button == 1) or (event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE) or GPIO.input(config.GPIO_NUMBER_BUTTON_1):
            return -1
        # Button 2 = Cycle old photos
        if (event.type == pygame.MOUSEBUTTONUP and event.button == 3) or (event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN) or GPIO.input(config.GPIO_NUMBER_BUTTON_2):
            return 1
        # Button Esc or Q = Quit keys
        if event.type == pygame.KEYDOWN and (event.key == pygame.K_ESCAPE or event.key == pygame.K_q) :
            return -1
main.py 文件源码 项目:SNEK_SneksReckoning 作者: bardlean86 项目源码 文件源码 阅读 37 收藏 0 点赞 0 评论 0
def title():
    """
    This shows the title screen before the game starts
    """
    screen.blit(graphics.img_title_screen, (0, 0))
    video.update()
    sounds.music_play('title_music.ogg')
    while True:
        ev = pg.event.poll()
        if ev.type == pg.KEYDOWN and ev.key == pg.K_RETURN:
            sounds.startgame()
            break
    sounds.music_stop()
    screen.fill(colors.Black)
    pg.time.delay(1000)
    letter_by_letter('I came to eat apples')
    pg.time.wait(1000)
    letter_by_letter('and chew bubblegum...')
    pg.time.wait(3000)
    sounds.begin()
    letter_by_letter('And I\'m all out of gum.')
    screen.fill(colors.Black)
    pg.time.delay(2000)
TicTacToe.py 文件源码 项目:Python-DataStructuresAndAlgorithms 作者: nikist97 项目源码 文件源码 阅读 40 收藏 0 点赞 0 评论 0
def process_input(self, events):
        if not self.end_state[0]:
            for event in events:
                if event.type == pygame.MOUSEBUTTONDOWN:
                    if event.button == 1:
                        mouse_position = pygame.mouse.get_pos()
                        x = int(mouse_position[0] / self.square_width)
                        y = int(mouse_position[1] / self.square_width)
                        if (x, y) not in self.players[1].positions:
                            if self.players[0].add_position(x, y, self.minimax_board):
                                computer_position = pruned_minimax(self.minimax_board)
                                if not end_state(self.minimax_board)[0]:
                                    self.players[1].add_position(computer_position[0][0], computer_position[0][1],
                                                                 self.minimax_board, 1)
        else:
            for event in events:
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_RETURN:
                        self.clear()
                    elif event.key == pygame.K_SPACE:
                        self.clear(True)

    # the update method checks if the board is in an end state:
game.py 文件源码 项目:Arkon 作者: UnkDevE 项目源码 文件源码 阅读 30 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.
tetris.py 文件源码 项目:c64-remakes 作者: DealPete 项目源码 文件源码 阅读 30 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()
pygame.py 文件源码 项目:pyimgui 作者: swistakm 项目源码 文件源码 阅读 30 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


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