我们从Python开源项目中,提取了以下50个代码示例,用于说明如何使用pygame.K_ESCAPE。
def turn(self): global board,whos_turn,n_of_turn for event in pygame.event.get(): if (event.type == pygame.MOUSEBUTTONDOWN): mouse_pos = pygame.mouse.get_pos() for i in range(3): for j in range(3): if (sqr_pos[i][j][0] < mouse_pos[0] and sqr_pos[i][j][0] + sqr_size[0] > mouse_pos[0] and sqr_pos[i][j][1] < mouse_pos[1] and sqr_pos[i][j][1] + sqr_size[1] > mouse_pos[ 1] and board[i*3+j] == NO_ONE): board[i*3+j] = whos_turn n_of_turn += 1 who_won(tuple(board) ,whos_turn, n_of_turn) reward_consider(winner,tuple(board),p1,p2) whos_turn = self.ID ^ 1 elif (event.type == pygame.K_ESCAPE): esc_pause() if (event.type == pygame.QUIT): sys.exit() # -------------------------------------------
def main(): pygame.init() screen = pygame.display.set_mode((500,500)) screen.fill((255, 0, 0)) s = pygame.Surface(screen.get_size(), pygame.SRCALPHA, 32) pygame.draw.line(s, (0,0,0), (250, 250), (250+200,250)) width = 1 for a_radius in range(width): radius = 200 pygame.gfxdraw.aacircle(s, 250, 250, radius-a_radius, (0, 0, 0)) screen.blit(s, (0, 0)) pygame.display.flip() try: while 1: event = pygame.event.wait() if event.type == pygame.QUIT: break if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE or event.unicode == 'q': break pygame.display.flip() finally: pygame.quit()
def handleEvent(self, event): if self.mode: self.mode.handleEvent(event) if event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE: self.pause = not self.pause if self.pause: self.messageScene("pause") else: self.messageScene("unpause") if event.type == self.SCENE_EVENT: if event.category == "start_game": if event.data == "solo": self.mode = SinglePlayer(self.screen) self.mode.startGame() if event.data == "coop": self.mode = MultiPlayer(self.screen) self.mode.startGame() if event.category == "no_mode": self.mode = None if event.category == "screen": self.screen = pg.display.get_surface()
def checkEvents(self): """ Check for pygame events (mainly keyboard/mouse events). Passes the events onto the GUI also. """ for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == pygame.K_ESCAPE): return False elif event.type == KEYDOWN: self._Keyboard_Event(event.key, down=True) elif event.type == KEYUP: self._Keyboard_Event(event.key, down=False) elif event.type == MOUSEBUTTONDOWN: if event.button == 4: self.viewZoom *= 1.1 elif event.button == 5: self.viewZoom /= 1.1 elif event.type == MOUSEMOTION: if self.rMouseDown: self.viewCenter -= (event.rel[0] / 5.0, -event.rel[1] / 5.0) return True
def __init__(self, key_list=None): """ :param Union[list,None] key_list: the list of keys to be added right away to our keyboard_registry dict """ super().__init__() # stores the keys that we would like to be registered as important # - key: pygame keyboard code (e.g. pygame.K_ESCAPE, pygame.K_UP, etc..) # - value: True if currently pressed, False otherwise # - needs to be ticked in order to yield up-to-date information (this will be done by a GameLoop playing a Screen) self.keyboard_registry = {} self.descriptions = {} if key_list is None: key_list = ["up", "down", "left", "right"] self.update_keys(key_list)
def manager(field): put_tile = False for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.dict["key"] == pygame.K_ESCAPE): sys.exit() elif event.type == pygame.KEYDOWN and (event.dict["key"] == pygame.K_RIGHT or event.dict["key"] == pygame.K_d): field.change_right_move(True) elif event.type == pygame.KEYUP and (event.dict["key"] == pygame.K_RIGHT or event.dict["key"] == pygame.K_d): field.change_right_move(False) elif event.type == pygame.KEYDOWN and (event.dict["key"] == pygame.K_LEFT or event.dict["key"] == pygame.K_q): field.change_left_move(True) elif event.type == pygame.KEYUP and (event.dict["key"] == pygame.K_LEFT or event.dict["key"] == pygame.K_q): field.change_left_move(False) elif event.type == pygame.MOUSEBUTTONDOWN and event.dict["button"] == 4: field.change_tile(1) elif event.type == pygame.MOUSEBUTTONDOWN and event.dict["button"] == 5: field.change_tile(-1) elif event.type == pygame.MOUSEBUTTONDOWN and event.dict["button"] == 1: field.put_tile()
def manager(jeff, field, frame, level_select): for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.dict["key"] == pygame.K_ESCAPE): sys.exit() elif event.type == pygame.KEYDOWN and jeff.is_dead() and event.dict["key"] == pygame.K_r: jeff = Jeff.Jeff([300, Constant.GROUND_HEIGHT - 50]) field.reload_level() elif event.type == pygame.KEYDOWN and (jeff.is_dead() or field.is_level_ended()) and event.dict["key"] == pygame.K_m: jeff = Jeff.Jeff([300, Constant.GROUND_HEIGHT - 50]) frame = "MENU" elif event.type == pygame.KEYDOWN and field.is_level_ended() and event.dict["key"] == pygame.K_n: next_level = level_select.get_next_level(field.get_level_file()) if next_level != "": jeff = Jeff.Jeff([300, Constant.GROUND_HEIGHT - 50]) field.load_level(next_level) elif event.type == pygame.KEYDOWN and event.dict["key"] == pygame.K_SPACE: jeff.jump(True) elif event.type == pygame.KEYUP and event.dict["key"] == pygame.K_SPACE: jeff.jump(False) return jeff, frame
def getEvent(): """ retrieve events from the clock, such as button clicks :return (tuple): (string(messageName), messageParam0, ...) """ for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): return ('end', 0) elif event.type == pygame.KEYDOWN and event.key == 257: return ('buttonClick', 1) elif event.type == pygame.KEYDOWN and event.key == 258: return ('buttonClick', 2) elif event.type == pygame.KEYDOWN and event.key == 259: return ('buttonClick', 4) #elif event.type == pygame.KEYDOWN: # print event.key return None
def update( self, dt, fps=8 ): self.display_time( dt.hour, dt.minute ) pygame.display.flip() # handle exits was_quit = False for event in pygame.event.get(): if event.type == pygame.QUIT: was_quit = True elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: was_quit = True if not was_quit: self.clock.tick( fps ) return was_quit
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)
def Loop(self): # game loop while not self.Exit: if self.Level == "menu": # loop only goes here if the level is 'menu' for event in pygame.event.get(): # checking for any events if event.type == pygame.QUIT: # checks if someone tries to close the window self.Exit = True # stops the while-loop if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: self.Exit = True self.Draw() # black screen. draw all your things after this line grid.Draw() player1.Draw() player2.Draw() self.Tick() # refreshes the window. this is the end of the loop # you can use elifs here to make new levels else: self.Exit = True # if self.Level is not a valid level, it will terminate the while-loop ### FUNCTION DEFINITIONS ###
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()
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
def handleEvents(self, events): for event in events: if event.type == pygame.QUIT: self.game.forceQuit() return elif event.type == pygame.KEYDOWN: log.info('Got Key Event: '+str(event)) if event.key == pygame.K_ESCAPE: self.backToMenu() return elif event.key in settings.CONTROLS: self.doAction(settings.CONTROLS[event.key]) held_keys = pygame.key.get_pressed() for key, action in settings.HELD_CONTROLS.iteritems(): if held_keys[key]: self.doAction(action)
def pause(): paused = True message_to_screen("PAUSED", red, -100, mfont) message_to_screen("Continue - [ESC]/C", white, 0, sfont) message_to_screen("Exit - Q", white, 50, sfont) pygame.display.update() while paused: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_c or event.key == pygame.K_ESCAPE: paused = False elif event.key == pygame.K_q: pygame.quit() quit() # gameDisplay.fill(background) clock.tick(5)
def main(): pygame.init() screen = pygame.display.set_mode((500,500)) screen.fill((255, 0, 0)) s = pygame.Surface(screen.get_size(), pygame.SRCALPHA, 32) pygame.gfxdraw.aacircle(s, 250, 250, 200, (0, 0, 0)) screen.blit(s, (0, 0)) pygame.display.flip() try: while 1: event = pygame.event.wait() if event.type == pygame.QUIT: break if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE or event.unicode == 'q': break pygame.display.flip() finally: pygame.quit()
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
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
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]
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
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
def run(self): cnt = 0 self.display_start() running = True while running: pygame.time.wait(1000) self.update_diplay() cnt += 1 if cnt >= 209: cnt = 0 self.update_current_data() if time.strftime("%d/%m") != self._system_data.current_date: self._system_data.current_date = time.strftime("%d/%m") self.update_daily_data() 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 pygame.quit()
def esc_pause(): pausing = True while (pausing): print("pause") for event in pygame.event.get(): if (event.type == pygame.K_ESCAPE): pausing= False
def check_keydown_events(settings, event, screen, tile_map): """Respond to key down events""" player = tile_map.player if event.key == pygame.K_ESCAPE: sys.exit() if event.key == pygame.K_a: generate_new_random_blob(settings, screen, settings.image_res.enemy_blob_images, tile_map) if event.key == pygame.K_r: reset_game(tile_map) if event.key == pygame.K_LEFT: if not player.idle_top: if player.dx == 0.0: player.dx = -1 * settings.player_dx player.facing_left = True if event.key == pygame.K_RIGHT: if not player.idle_top: if player.dx == 0.0: player.dx = settings.player_dx player.facing_left = False if event.key == pygame.K_F9: if settings.fullscreen == True: settings.fullscreen = False pygame.display.set_mode((800, 600)) else: settings.fullscreen = True pygame.display.set_mode((800, 600), pygame.FULLSCREEN)
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")
def handleEvent(self, event): if event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE: self.audio.state = "pause"
def check_keydown_events(event, ai_settings, screen, ship, bullets): if event.key == pygame.K_RIGHT: ship.moving_right = True elif event.key == pygame.K_LEFT: ship.moving_left = True elif event.key == pygame.K_SPACE: fire_bullet(ai_settings, screen, ship, bullets) elif event.key == pygame.K_ESCAPE: sys.exit()
def loop(): update_data() running = True while running: draw_to_tft() for event in pygame.event.get(): if event.type == pygame.QUIT: running = False quit_all() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False quit_all() elif event.key == pygame.K_SPACE: print('\nSPACE') quit_all()
def handle_key(self, time): """ ?????? """ for event in pygame.event.get(): if event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE: self.stop() self.state_changed = self.key_binding.update(lambda key: pygame.key.get_pressed()[key], time, self)
def main(): # create configuration object if android is not None or len(sys.argv) == 1: # Map the back button to the escape key. if android is not None: pygame.init() android.init() android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE) configo = classes.config.Config(android) # create the language object lang = classes.lang.Language(configo, path) # create the Thread objects and start the threads speaker = classes.speaker.Speaker(lang, configo, android) app = GamePlay(speaker, lang, configo) if android is None: speaker.start() app.run() elif len(sys.argv) == 2: if sys.argv[1] == "v" or sys.argv[1] == "version": from classes.cversion import ver print("eduactiv8-%s" % ver) else: print("Sorry arguments not recognized.")
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
def pause(milliseconds, allowEsc=True): keys = pygame.key.get_pressed() current_time = pygame.time.get_ticks() waittime = current_time + milliseconds while not (current_time > waittime or (keys[pygame.K_ESCAPE] and allowEsc)): pygame.event.clear() keys = pygame.key.get_pressed() if (keys[pygame.K_ESCAPE] and allowEsc): pygame.quit() sys.exit() current_time = pygame.time.get_ticks()
def endWait(): print("Press ESC to quit") keys = pygame.key.get_pressed() current_time = pygame.time.get_ticks() waittime = 0 while not keys[pygame.K_ESCAPE]: current_time = pygame.time.get_ticks() if current_time > waittime: pygame.event.clear() keys = pygame.key.get_pressed() waittime += 20 pygame.quit()
def updateDisplay(): global bgSurface spriteRects = spriteGroup.draw(screen) textboxRects = textboxGroup.draw(screen) pygame.display.update() keys = pygame.key.get_pressed() if (keys[pygame.K_ESCAPE]): pygame.quit() sys.exit() spriteGroup.clear(screen, bgSurface) textboxGroup.clear(screen, bgSurface)
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
def __pygame(title, message): try: import pygame, pygame.font 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 = 0, 0, 0 backg = 200, 200, 200 liteg = 255, 255, 255 ok = font.render('Ok', 1, foreg) screen.fill(backg) okbox = ok.get_rect().inflate(20, 10) okbox.centerx = screen.get_rect().centerx okbox.bottom = screen.get_rect().bottom - 10 screen.fill(liteg, okbox) screen.blit(ok, okbox.inflate(-20, -10)) pos = [20, 20] for text in message.split('\n'): msg = font.render(text, 1, foreg) screen.blit(msg, pos) pos[1] += font.get_height() pygame.display.flip() while 1: e = pygame.event.wait() if (e.type == pygame.QUIT or e.type == pygame.MOUSEBUTTONDOWN or pygame.KEYDOWN and e.key in (pygame.K_ESCAPE, pygame.K_SPACE, pygame.K_RETURN)): break pygame.quit() except pygame.error: raise ImportError
def main(self): """ Start the game :return: None """ logging.info("Starting game") self.board.initUI() winner = None while not self.exit: for event in pygame.event.get(): if event.type == pygame.QUIT: self.exit = True elif not self.gameOver: currentPlayer = self.players[self.turn] move = currentPlayer.getMove() self.turn = 'x' if self.turn == 'o' else 'o' winner = self.board.checkForWin(move)[0] if winner in ['x', 'o', 't']: logging.info("Game has ended with status: {}".format(winner)) self.gameOver = True self.board.displayWinner(self.board.checkForWin(move)) else: if event.type == pygame.KEYDOWN: if event.key in [pygame.K_RETURN, pygame.K_SPACE]: self.gameOver = False self.board.reset() self.board.initUI() elif event.key in [pygame.K_ESCAPE, pygame.K_DELETE, pygame.K_BACKSPACE]: self.exit = True pygame.display.flip() self.clock.tick(self.fps) self.exit = False self.gameOver = False self.board.reset() return winner
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)
def events(): closed = False quit = False for event in pygame.event.get(): if event.type == pygame.QUIT: closed = True if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: quit = True return {"quit_to_main_menu": quit, "closed": closed, "clicked": pygame.mouse.get_pressed()[0], "mouse_pos": np.array(pygame.mouse.get_pos())}
def handleEvents(self): #do event stuff #basic setup that allows quitting for event in pygame.event.get(): if event.type == pygame.QUIT: self.game.forceQuit() return elif event.type == pygame.KEYDOWN: log.info('Got Key Event: '+str(event)) if event.key == pygame.K_ESCAPE: self.game.forceQuit() return
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.game.gotoState('main_menu') return elif event.key == pygame.K_RETURN: self.doJoinServer() return else: self.ip_entry.handleKey(event.key)
def handle_event(self, event): if event.type == pygame.KEYDOWN: if event.key in [pygame.K_ESCAPE]: self.parent.trigger_exit_to_main()
def __init__(self, main_menu): self.parent = main_menu.parent self.main_menu = main_menu self.teams = self.parent.teams self.parent.event_handler.register_key_listener(self.handle_keypress) self.title = text_renderer.render_title("Teams", colours.COLOUR_WHITE) self.title_position = ( (self.parent.resolution[0] - self.title.get_width())// 2, 15 ) self.directions = { pygame.K_RIGHT : [1], pygame.K_LEFT : [-1], pygame.K_ESCAPE : [3], pygame.K_BACKSPACE : [3] } self.animation = None menu_region = (self.parent.resolution[0], 600 ) self.menu = TeamViewer(menu_region, self.teams) self.menu.register_finished_callback(self.finished)