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_SPACE。
def check_keyup_events(settings, event, screen, tile_map): player = tile_map.player if event.key == pygame.K_SPACE: if not player.idle_top: if player.falling == False: player.dy = settings.player_jump_velocity player.falling = True elif player.air_jumps < player.max_air_jumps: player.dy = settings.player_air_jump_velocity player.air_jumps += 1 if event.key == pygame.K_LEFT: if not player.idle_top: if player.dx != 0.0: player.dx = 0.0 if event.key == pygame.K_RIGHT: if not player.idle_top: if player.dx != 0.0: player.dx = 0.0
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
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 __init__(self, gameInstance): BaseController.__init__(self, gameInstance) keys = ( \ pygame.K_LEFT, #left pygame.K_RIGHT,#right pygame.K_UP, #acc pygame.K_DOWN, #brake pygame.K_LCTRL,#reverse pygame.K_r, #restart #pygame.K_ESC, #endGame pygame.K_RCTRL, #pygame.K_SPACE, \ ) self.keyToAction = dict() for key, action in zip(keys, self.gameInterface.gameInstance.actionsList): self.keyToAction.update({key: action}) self.keyToAction[pygame.K_RCTRL] = self.keyToAction[pygame.K_LCTRL]
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
def keyboard(self, key): """ Handle keyboard events. :key: key pressed """ global SCALE_FACTOR, MIN_MASS if key == pygame.K_SPACE: self.pause = not self.pause elif key == pygame.K_UP: self.pos_shift[1] -= int(self.height / 10) elif key == pygame.K_DOWN: self.pos_shift[1] += int(self.height / 10) elif key == pygame.K_LEFT: self.pos_shift[0] -= int(self.width / 10) elif key == pygame.K_RIGHT: self.pos_shift[0] += int(self.width / 10) elif key == pygame.K_EQUALS: SCALE_FACTOR /= 1.05 elif key == pygame.K_MINUS: SCALE_FACTOR *= 1.05 MIN_MASS = SCALE_FACTOR ** 3
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 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:
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 welcome(): pygame.init() screen = pygame.display.set_mode((X_SCREEN, Y_SCREEN)) screen.fill((255,255,255)) image = pygame.image.load(IMAGE_FOLDER + "/welcome.png") screen.blit(image,(0,0)) clock = pygame.time.Clock() while 1: deltat = clock.tick(FRAMES_PER_SECOND) for event in pygame.event.get(): if not hasattr(event, 'key'): continue #TODO: switch with dict if event.key == pygame.K_SPACE: main() pygame.display.flip()
def victory(): pygame.init() #font = pygame.font.Font("bithigh.ttf",15) font = pygame.font.SysFont("arial",20) pygame.key.set_repeat(1,10) screen = pygame.display.set_mode((X_SCREEN, Y_SCREEN)) screen.fill((255,255,255)) label = font.render("You won the game, try-hard. Spacebar",1,(0,0,0)) screen.blit(label,(20,20)) clock = pygame.time.Clock() while 1: deltat = clock.tick(FRAMES_PER_SECOND) for event in pygame.event.get(): if not hasattr(event, 'key'): continue #TODO: switch with dict if event.key == pygame.K_SPACE: main() pygame.display.flip()
def control_update(self): ''' Uses input from the keyboard to control the player. ''' keys_pressed = pygame.key.get_pressed() action_map = { pygame.K_SPACE: ('hop', INITIAL_HOP), pygame.K_l: ('leap', INITIAL_LEAP), pygame.K_d: ('run', 2), } action = ('run', 0) for key in action_map: if keys_pressed[key]: action = action_map[key] break reward, end_episode = self.simulator.update(action, DT, True) self.total += reward if end_episode: print 'Episode Reward:', self.total self.total = 0.0 self.simulator = Simulator()
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()
def check_keydown_events(event, ai_settings, screen, stats, sb, ship, aliens, bullets): """????""" if event.key == pygame.K_RIGHT: ship.moving_right = True if 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_q: stats.save_high_score() sys.exit() elif event.key == pygame.K_p and not stats.game_active: start_game(ai_settings, screen, stats, sb, ship, aliens, bullets)
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)
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 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
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()
def trata_tecla(vaca, tecla): if tecla == pg.K_SPACE: vaca.dx = -vaca.dx return vaca
def run(self): self.score = 0 while not self.finished: for event in pygame.event.get(): if event.type == pygame.QUIT: self.finished = True if event.type == pygame.KEYUP and event.key == pygame.K_SPACE: self.start_ticks = pygame.time.get_ticks() self.new_round() self._kinect.close() pygame.quit()
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 __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 check_keydown_events(event, ai_settings, screen,ship,bullets): """Respond to keypresses.""" 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_q: sys.exit()
def check_keydown_events(event, ai_settings, screen,ship,bullets): """Respond to keypresses.""" 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)
def check_keydown_events(event, ai_settings, screen, ship, bullets): """Respond to keypresses.""" 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_q: sys.exit()
def check_keydown_events(event, ai_settings, screen, ship, bullets): """Respond to keypresses.""" 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)
def check_keydown_events(event, ai_settings, screen,ship,bullets): """Respond to keypresses.""" if event.key == pygame.K_RIGHT: ship.moving_right = True elif event.key == pygame.K_LEFT: ship.moving_left = True #??????? ?? ???????????? ???add ???bullets ?????? elif event.key == pygame.K_SPACE: if len(bullets)<ai_settings.bullets_allowed: #?????? ????? bullets? new_bullet =Bullet(ai_settings, screen,ship) bullets.add(new_bullet)
def check_keydown_events(event, ai_settings, screen, ship, bullets): """Respond to keypresses.""" 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: # Create a new bullet and add it to the bullets group. new_bullet = Bullet(ai_settings, screen, ship) bullets.add(new_bullet)
def check_keydown_events(event, ai_settings, screen,ship,bullets): """Respond to keypresses.""" 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_q: sys.exit()