python类K_RETURN的实例源码

game_scene.py 文件源码 项目:PyCut 作者: FOSSRIT 项目源码 文件源码 阅读 28 收藏 0 点赞 0 评论 0
def ProcessInput(self, events, pressed_keys):
        """
        Process input from user
        Inherits from SceneBase
                Args:   self
                        events - 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:
                for button in self.buttons:
                    button.isClicked(event)
                if self.leveling_up:
                    self.continue_button.isClicked(event)

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

            if event.type == pygame.MOUSEMOTION:
                #for button in self.buttons:
                #    button.isHovered(event)
                if self.leveling_up:
                    self.continue_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 30 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.key == pg.K_SPACE:
                self._swapCameraFollow()

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

            if event.category == "pause":
                isAlive = all([live != 0 for live in self.lives])
                if isAlive:
                    self.pause = True
                    self.messageMenu("transition", "pause_menu")
            if event.category == "unpause":
                self.pause = False
                self._loadUI(self.maxLives, self.lives)
collision.py 文件源码 项目:project_xcape 作者: OthmanEmpire 项目源码 文件源码 阅读 28 收藏 0 点赞 0 评论 0
def eventHandler(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self.resolveDoorCollisions()

            try:
                p1, p2 = self.scene.players
                p1Jump = p1.keybinds["coop_jump"]
                p2Jump = p2.keybinds["coop_jump"]
                if event.key == p1Jump or event.key == p2Jump:
                    self.resolvePlayerCollisions(30)
                    self.audio.state = "explosion"
            except ValueError:
                pass
cutscenes.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_RETURN:
                self._messageNextScene()
cutscenes.py 文件源码 项目:project_xcape 作者: OthmanEmpire 项目源码 文件源码 阅读 39 收藏 0 点赞 0 评论 0
def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self.messageCutScene("transition", "jail_cutscene")
cutscenes.py 文件源码 项目:project_xcape 作者: OthmanEmpire 项目源码 文件源码 阅读 29 收藏 0 点赞 0 评论 0
def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self._messageStart()
menus.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):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self._sendMessage()
menus.py 文件源码 项目:project_xcape 作者: OthmanEmpire 项目源码 文件源码 阅读 38 收藏 0 点赞 0 评论 0
def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self._sendMessage()
menus.py 文件源码 项目:project_xcape 作者: OthmanEmpire 项目源码 文件源码 阅读 26 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")
menus.py 文件源码 项目:project_xcape 作者: OthmanEmpire 项目源码 文件源码 阅读 47 收藏 0 点赞 0 评论 0
def handleEvent(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self.messageMenu("transition", "main_menu")
                self.messageScene("no_mode")
DialogBox.py 文件源码 项目:LD39 作者: Bobsleigh 项目源码 文件源码 阅读 39 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 30 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()
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):
        nextState = self        
        self.name = gameover.enter_text(event_queue,screen, 8)
        for event in event_queue:
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_RETURN:
                    self.name = gameover.pressed
                    leaderboard.StoreScore(self.name,self.score)
                    nextState = Leaderboard(self.name)                    
        return nextState
gamestates.py 文件源码 项目:neuroblast 作者: ActiveState 项目源码 文件源码 阅读 43 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
game085.py 文件源码 项目:eduActiv8 作者: imiolek-ireneusz 项目源码 文件源码 阅读 40 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 len(char) > 0 and lhv < 3 and char in self.digits:
                        self.home_square.value += char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
game087.py 文件源码 项目:eduActiv8 作者: imiolek-ireneusz 项目源码 文件源码 阅读 37 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 len(char) > 0 and lhv < self.sollen and char in self.digits:
                        self.home_square.value += char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
game072.py 文件源码 项目:eduActiv8 作者: imiolek-ireneusz 项目源码 文件源码 阅读 26 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)
loginscreen.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 onKeyDown(self, event):
        if event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER:
            self.fsubmit()
            self.update_trigger()
dispatcher.py 文件源码 项目:Peppy 作者: project-owner 项目源码 文件源码 阅读 39 收藏 0 点赞 0 评论 0
def init_rotary_encoders(self):
        """ Rotary encoders (RE) initializer.  

        This is executed only if RE enabled in config.txt. Two REs are configured this way:
        1. Volume Control: GPIO16 - Volume Up, GPIO26 - Volume Down, GPIO13 - Mute
        2. Tuning: GPIO12 - Move Right, GPIO6 - Move Left, GPIO5 - Select
        RE events will be wrapped into keyboard events with the following assignment:
        Volume Up - '+' key on numeric keypad, Volume Down - '-' key on keypad, Mute - 'x' key         
        """        
        if not self.config[USAGE][USE_ROTARY_ENCODERS]:
            return        
        from event.rotary import RotaryEncoder 
        RotaryEncoder(16, 26, 13, pygame.K_KP_PLUS, pygame.K_KP_MINUS, pygame.K_x)
        RotaryEncoder(12, 6, 5, pygame.K_RIGHT, pygame.K_LEFT, pygame.K_RETURN)
cli.py 文件源码 项目:solarwolf 作者: pygame 项目源码 文件源码 阅读 27 收藏 0 点赞 0 评论 0
def __pygamebox(title, message):
    try:
        import pygame
        pygame.quit() #clean out anything running
        pygame.display.init()
        pygame.font.init()
        screen = pygame.display.set_mode((460, 140))
        pygame.display.set_caption(title)
        font = pygame.font.Font(None, 18)
        foreg, backg, liteg = (0, 0, 0), (180, 180, 180), (210, 210, 210)
        ok = font.render('Ok', 1, foreg, liteg)
        okbox = ok.get_rect().inflate(200, 10)
        okbox.centerx = screen.get_rect().centerx
        okbox.bottom = screen.get_rect().bottom - 10
        screen.fill(backg)
        screen.fill(liteg, okbox)
        screen.blit(ok, okbox.inflate(-200, -10))
        pos = [10, 10]
        for text in message.split('\n'):
            if text:
                msg = font.render(text, 1, foreg, backg)
                screen.blit(msg, pos)
            pos[1] += font.get_height()
        pygame.display.flip()
        stopkeys = pygame.K_ESCAPE, pygame.K_SPACE, pygame.K_RETURN, pygame.K_KP_ENTER
        while 1:
            e = pygame.event.wait()
            if e.type == pygame.QUIT or \
                       (e.type == pygame.KEYDOWN and e.key in stopkeys) or \
                       (e.type == pygame.MOUSEBUTTONDOWN and okbox.collidepoint(e.pos)):
                break
        pygame.quit()
    except pygame.error:
        raise ImportError


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