def update(self, frameNumber, editor):
for event, pos in editor.context.events:
if event.type == pygame.KEYDOWN:
bone = editor.getActiveBone()
key = event.key
if key == pygame.K_i:
if bone:
if event.mod & pygame.KMOD_ALT:
if bone.name in self.frames[frameNumber].keys:
del self.frames[frameNumber].keys[bone.name]
else:
key = self.frames[frameNumber].getBoneKey(bone.name)
copyKeyData(bone, key)
self.dirty = True
elif key == pygame.K_o:
if bone:
data = self.getBoneData(bone.name)
data.repeat = not data.repeat
self.dirty = True
elif key == pygame.K_p:
if bone:
data = self.getBoneData(bone.name)
data.reversed = not data.reversed
self.dirty = True
python类K_i()的实例源码
def event_loop(self):
for event in pg.event.get():
self.keys = pg.key.get_pressed()
if event.type == pg.QUIT or self.keys[pg.K_ESCAPE]:
self.done = True
self.closed = True
elif event.type == pg.KEYDOWN and self.keys[pg.K_i]:
# import pdb
# pdb.set_trace()
print 'Player at: '
print self.player.rect
print self.player.rect.x
print self.player.rect.y
print 'Camera at: '
print self.camera.state
print 'Painting at: '
print [(self.mouse[0], self.mouse[1]), (self.player.rect.centerx + abs(self.camera.state.x), self.player.rect.centery + abs(self.camera.state.y))]
print 'Angle:'
print self.angle
elif event.type == pg.KEYDOWN:
self.player.add_direction(event.key)
elif event.type == pg.KEYUP:
self.player.pop_direction(event.key)
if event.type == pg.MOUSEBUTTONDOWN and event.button == 1:
if self.player.bullets_left > 0 and self.player.weapon:
self.player_bullets.add(Bullet(self.player.rect.center, self.angle))
self.player.bullets_left -= 1
elif event.type == pg.MOUSEMOTION:
self.get_angle(event.pos)