Python pygame 模块,K_d() 实例源码

我们从Python开源项目中,提取了以下23个代码示例,用于说明如何使用pygame.K_d()

项目:Jeff-Long-Run    作者:matthiasrigaud    | 项目源码 | 文件源码
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()
项目:backround-maker    作者:Fooliery887    | 项目源码 | 文件源码
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)
项目:pyweek-game-poor-man-medal-of-honor-game    作者:ReekenX    | 项目源码 | 文件源码
def movement(self, obstacles, offset, i):
        self.rect[i] += offset
        collisions = pg.sprite.spritecollide(self, obstacles, False)
        callback = pg.sprite.collide_mask
        while pg.sprite.spritecollideany(self, collisions, callback):
            self.rect[i] += (1 if offset<0 else -1)
            self.remainder[i] = 0
            rand_move = random.choice([pg.K_s, pg.K_a, pg.K_w, pg.K_d])
            while rand_move == self.direction:
                rand_move = random.choice([pg.K_s, pg.K_a, pg.K_w, pg.K_d])
                pass
            self.direction = rand_move
            if self.direction == pg.K_a:
                self.direction = pg.K_a
                self.vector = [-1, 0]
            elif self.direction == pg.K_w:
                self.direction = pg.K_w
                self.vector = [0, -1]
            elif self.direction == pg.K_s:
                self.direction = pg.K_s
                self.vector = [0, 1]
            elif self.direction == pg.K_d:
                self.direction = pg.K_d
                self.vector = [1, 0]
项目:aaai-platformer    作者:WarwickMasson    | 项目源码 | 文件源码
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()
项目:Physics-2.0    作者:rschwa6308    | 项目源码 | 文件源码
def __init__(self):
        self.down, self.map, self.val, self.scale = [0, 0, 0, 0], [pg.K_a, pg.K_w, pg.K_d, pg.K_s], V2(0, 0), 1
项目:neuroblast    作者:ActiveState    | 项目源码 | 文件源码
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
项目:Write-Chinese-Calligraphy-with-Palletizing-Robot-and-SVG-Files    作者:amjltc295    | 项目源码 | 文件源码
def generate_path(self, pointList, up_Z=-1, down_Z=-1):
        """ Generate path for a line of the image. """
        count = 0
        toEnd = NOT_ADJUST_THICKNESS
        start_point = self.robotCoorToPygameCoor( pointList[0] )
        for (x, y) in pointList:
            upZ = self.up_z if up_Z == -1 else up_Z
            downZ = self.down_z if down_Z == -1 else down_Z
            if_draw = True

            end_point = self.robotCoorToPygameCoor( (x, y) )
            pygame.draw.line(self.screen, BLACK, start_point, end_point, PYGAME_LINE_WIDTH)
            pygame.display.update()
            if not toEnd:
                pressed_key = self.pygame_wait()
                if (pressed_key == pygame.K_a):
                    downZ -= Z_THICK_ADJUST
                    pygame.draw.line(self.screen, BLACK, start_point, end_point, PYGAME_THICK_LINE_WIDTH)
                    pygame.display.update()
                elif (pressed_key == pygame.K_d):
                    downZ += Z_THIN_ADJUST
                    pygame.draw.line(self.screen, WHITE, start_point, end_point, PYGAME_LINE_WIDTH)
                    pygame.draw.line(self.screen, BLACK, start_point, end_point, PYGAME_THIN_LINE_WIDTH)
                elif (pressed_key == pygame.K_e):
                    toEnd = True
                elif (pressed_key == pygame.K_p):
                    pygame.draw.line(self.screen, WHITE, start_point, end_point, PYGAME_LINE_WIDTH)
                    if_draw = False
            start_point = end_point

            if if_draw:
                """ Move to the stating point. """
                if count == 0:
                    self.create_robot_point(x, y, upZ)
                self.create_robot_point(x, y, downZ)
                """ Move to the last point. """
                if count == len(pointList) -1:
                    self.create_robot_point(x, y, upZ)
            count += 1
项目:TicTacTio    作者:DevelopForLizardz    | 项目源码 | 文件源码
def setControls(self):
        """
        Setups the controls for the class. setGame must be called first in order for this to run correctly
        """

        self.controls = []
        self.values = [self.game.board.callable, self.game.board.mvCurUp, self.game.board.mvCurDown,
                       self.game.board.mvCurLeft, self.game.board.mvCurRight]
        if self.control_set == "arrows":
            self.keys = [pygame.K_RETURN, pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT]
        else:
            self.keys = [pygame.K_SPACE, pygame.K_w, pygame.K_s, pygame.K_a, pygame.K_d]

        for i in range(len(self.keys)):
            self.controls.append([self.keys[i], self.values[i]])
项目:pyweek-game-poor-man-medal-of-honor-game    作者:ReekenX    | 项目源码 | 文件源码
def __init__(self, rect, speed, direction=pg.K_d):
        pg.sprite.Sprite.__init__(self)
        self.rect = pg.Rect(rect)
        self.remainder = [0, 0]  #Adjust rect in integers; save remainders.
        self.mask = self.make_mask()
        self.speed = speed  #Pixels per second; not pixels per frame.
        self.direction = direction
        self.old_direction = None  #The Players previous direction every frame.
        self.direction_stack = []  #Held keys in the order they were pressed.
        self.redraw = False  #Force redraw if needed.
        self.image = None
        self.angle = -math.radians(135)
        self.lifes = 6

        self.weapon = False
        self.bullets_left = 0
        self.max_bullets = 8

        self.sprites = pg.image.load(settings.IMG_DIR + "/player_no_weapon.png").convert_alpha()

        self.frame  = 0
        self.frames = self.get_frames()
        self.animate_timer = 0.0
        self.animate_fps = 7.0
        self.walkframes = []
        self.adjust_images()
项目:pyweek-game-poor-man-medal-of-honor-game    作者:ReekenX    | 项目源码 | 文件源码
def make_frame_dict(self):
        frames = {pg.K_a: [self.frames[0], self.frames[1], self.frames[2], self.frames[3]],
                  pg.K_d: [self.frames[0], self.frames[1], self.frames[2], self.frames[3]],
                  pg.K_s: [self.frames[0], self.frames[1], self.frames[2], self.frames[3]],
                  pg.K_w: [self.frames[0], self.frames[1], self.frames[2], self.frames[3]]}
        return frames
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def init():
    add_key(pygame.K_w)
    add_key(pygame.K_s)
    add_key(pygame.K_a)
    add_key(pygame.K_d)
    add_key(pygame.K_c)
    add_key(pygame.K_r)
    add_key(pygame.K_q)
    add_key(pygame.K_e)
    add_key(pygame.K_g)
    add_key(pygame.K_t)


# Adds a new key to be tracked for input
项目:AIFun    作者:Plottel    | 项目源码 | 文件源码
def init():
    add_key(pygame.K_w)
    add_key(pygame.K_s)
    add_key(pygame.K_a)
    add_key(pygame.K_d)
    add_key(pygame.K_c)
    add_key(pygame.K_r)
    add_key(pygame.K_q)
    add_key(pygame.K_e)
    add_key(pygame.K_g)
    add_key(pygame.K_t)


# Adds a new key to be tracked for input
项目:Snakis    作者:fbessou    | 项目源码 | 文件源码
def __init__(self):
        self._mapping = [
                { # Player 
                    pygame.K_d:"right",
                    pygame.K_s:"down",
                    pygame.K_q:"left",
                    pygame.K_z:"up"
                },
                { # Player 1
                    pygame.K_RIGHT:"right",
                    pygame.K_DOWN:"down",
                    pygame.K_LEFT:"left",
                    pygame.K_UP:"up"
                }
        ]
项目:CoolesSpiel    作者:AlinaGri    | 项目源码 | 文件源码
def update(self, gamemap):
        '''
        updated die Playerbewegungen beim (knopfdruck events)
        Parameter:      Spielobjekt, gamemap
        return Value:   -
        '''
        keys = pygame.key.get_pressed()
        newRect = self.rect
        if keys[pygame.K_w]:
            newRect = self.rect.move(0, -self.speed)
            if gamemap.isRectValid(newRect):
                self.rect = newRect
        if keys[pygame.K_s]:
            newRect = self.rect.move(0, self.speed)
            if gamemap.isRectValid(newRect):
                self.rect = newRect
        if keys[pygame.K_a]:
            newRect = self.rect.move(-self.speed, 0)
            if gamemap.isRectValid(newRect):
                self.rect = newRect
        if keys[pygame.K_d]:
            newRect = self.rect.move(self.speed, 0)
            if gamemap.isRectValid(newRect):
                self.rect = newRect
        if keys[pygame.K_x]:
            print self.rect.center, self.room

    #def shot(self, xPos, yPos, eventPos):
项目:jackit    作者:vix597    | 项目源码 | 文件源码
def __init__(self):
        super(JackitConfigControls, self).__init__()
        self.up = pygame.K_w
        self.down = pygame.K_s
        self.left = pygame.K_a
        self.right = pygame.K_d
        self.jump = pygame.K_SPACE
        self.interact = pygame.K_e
        self.push = pygame.K_LSHIFT
        self.reset_code = pygame.K_q
        self.toggle_sound = pygame.K_m
        self.kill_self = pygame.K_k
        self.reset_game = pygame.K_n
项目:jackit    作者:vix597    | 项目源码 | 文件源码
def from_json(self, raw):
        '''
        Load the object from JSON loaded from config file
        '''

        # First pass make sure all are valid
        for key in raw:
            if isinstance(raw[key], str):
                if not hasattr(pygame, raw[key]):
                    raise ConfigError(
                        "Invalid control for {}. Must be a valid pygame key constant".format(key)
                    )
                else:
                    raw[key] = getattr(pygame, raw[key])
            elif isinstance(raw[key], int):
                pass
            else:
                raise ConfigError(
                    "Controls must be a valid pygame key constant as a string or integer"
                )

        # Check for duplicates
        values = list(raw.values())
        values_set = set(values)

        if len(values) != len(values_set):
            raise ConfigError("Cannot have duplicate controls")

        self.up = raw.get('up', getattr(pygame, 'K_w'))
        self.down = raw.get('down', getattr(pygame, 'K_s'))
        self.left = raw.get('left', getattr(pygame, 'K_a'))
        self.right = raw.get('right', getattr(pygame, 'K_d'))
        self.jump = raw.get('jump', getattr(pygame, 'K_SPACE'))
        self.interact = raw.get('interact', getattr(pygame, 'K_e'))
        self.push = raw.get("push", getattr(pygame, "K_LSHIFT"))
        self.reset_code = raw.get("reset_code", getattr(pygame, "K_q"))
        self.toggle_sound = raw.get("toggle_sound", getattr(pygame, "K_m"))
        self.kill_self = raw.get("kill_self", getattr(pygame, "K_k"))
        self.reset_game = raw.get("reset_game", getattr(pygame, "K_n"))
项目:Python-Platformer---Map-editor    作者:billy-yoyo    | 项目源码 | 文件源码
def update(self, button):
        keys = pygame.key.get_pressed()
        if focus == main:
            elapsed = min(1, self.cds.elapsed("move_keys"))
            if keys[pygame.K_LEFT] or keys[pygame.K_a]:
                self.offset[0] = self.offset[0] - (self.key_velocity[0] * elapsed)
                self.change = True
            if keys[pygame.K_RIGHT] or keys[pygame.K_d]:
                self.offset[0] = self.offset[0] + (self.key_velocity[0] * elapsed)
                self.change = True
            if keys[pygame.K_UP] or keys[pygame.K_w]:
                self.offset[1] = self.offset[1] - (self.key_velocity[1] * elapsed)
                self.change = True
            if keys[pygame.K_DOWN] or keys[pygame.K_s]:
                self.offset[1] = self.offset[1] + (self.key_velocity[1] * elapsed)
                self.change = True
            self.cds.start()

            if self.cds.check("save_load"):
                if keys[pygame.K_q]:
                    save(fnbox.text)
                    self.cds.start()
                if keys[pygame.K_e]:
                    load(fnbox.text)
                    self.cds.start()
                if keys[pygame.K_r]:
                    self.new()

        if self.mmb_down and self.cds.check("navigate"):
            mpos = pygame.mouse.get_pos()
            diffx = (mpos[0] - self.mmb_start[0]) / 10
            diffy = (mpos[1] - self.mmb_start[1]) / 10
            self.offset = [ self.offset[0] + diffx, self.offset[1] + diffy ]
            self.cds.start()
            self.change = True
项目:gluttonous_snake    作者:tandf    | 项目源码 | 文件源码
def check_key_down(event, stats, snake_head, snake_parts, foods):
    if event.key == pygame.K_ESCAPE:
        sys.exit()
    elif event.key == pygame.K_p:
        if stats.game_active:
            if stats.pause_game:
                stats.pause_game = False
            else:
                stats.pause_game = True
        else:
            stats.game_active = True
            stats.first_start = False

            initialize_game(stats, snake_head, snake_parts, foods)

    elif not stats.moved and not stats.pause_game:
        if event.key == pygame.K_s:
            if snake_head.facing != "up":
                snake_head.facing = "down"
                stats.moved = True
        elif event.key == pygame.K_w:
            if snake_head.facing != "down":
                snake_head.facing = "up"
                stats.moved = True
        elif event.key == pygame.K_a:
            if snake_head.facing != "right":
                snake_head.facing = "left"
                stats.moved = True
        elif event.key == pygame.K_d:
            if snake_head.facing != "left":
                snake_head.facing = "right"
                stats.moved = True
项目:LD39    作者:Bobsleigh    | 项目源码 | 文件源码
def handleInput(self, sprite, event):
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
                sprite.updateSpeedRight()
                sprite.rightPressed = True
            elif event.key == pygame.K_LEFT or event.key == pygame.K_a:
                sprite.updateSpeedLeft()
                sprite.leftPressed = True
            elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
                sprite.updateSpeedDown()
                sprite.downPressed = True
            elif event.key == pygame.K_UP or event.key == pygame.K_w:
                sprite.updateSpeedUp()
                sprite.upPressed = True
            elif event.key == pygame.K_LSHIFT:
                sprite.leftShiftPressed = True

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
                sprite.rightPressed = False
            elif event.key == pygame.K_LEFT or event.key == pygame.K_a:
                sprite.leftPressed = False
            elif event.key == pygame.K_UP or event.key == pygame.K_w:
                sprite.upPressed = False
            elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
                sprite.downPressed = False
            elif event.key == pygame.K_LSHIFT:
                sprite.leftShiftPressed = False
            elif event.key == pygame.K_SPACE:
                sprite.spacePressed = False

        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button == MOUSE_LEFT:
                sprite.leftMousePressed = True
            elif event.button == MOUSE_RIGHT:
                sprite.rightMousePressed = True

        elif event.type == pygame.MOUSEBUTTONUP:
            if event.button == MOUSE_LEFT:
                sprite.leftMousePressed = False
            elif event.button == MOUSE_RIGHT:
                sprite.rightMousePressed = False
项目:python-game-dev    作者:arindam-modak    | 项目源码 | 文件源码
def process(bug,FPS,total_frames):

    # processing
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_e:
                classes.BugAttack.fire = not classes.BugAttack.fire

    keys = pygame.key.get_pressed()

    if keys[pygame.K_d]:
        classes.Bug.going_right = True
        bug.image = pygame.image.load("images/bug2right.png")
        bug.velx = 5
    elif keys[pygame.K_a]:
        classes.Bug.going_right = False
        bug.image = pygame.image.load("images/bug2left.png")
        bug.velx = -5
    else:
        bug.velx = 0

    if keys[pygame.K_w]:
        bug.jumping = True

    if keys[pygame.K_SPACE]:
        if classes.Game.end == True:
            classes.Game.end = False
        if classes.Game.start == False:
            classes.Game.start = True
            for fly in classes.Fly.List:
                fly.destroy(classes.Fly)
            for attack in classes.BugAttack.List:
                attack.destroy()
            classes.Fly.count = 0

        else:
            def direction():
                if classes.Bug.going_right:
                    p.velx = 6
                else:
                    p.image = pygame.transform.flip(p.image, True, False)
                    p.velx = -6
            if (classes.BugAttack.fire):
                p = classes.BugAttack(bug.rect.x,bug.rect.y, "images/fire2.gif")
                direction()
                p.velx = p.velx/3.0
            else:
                p = classes.BugAttack(bug.rect.x,bug.rect.y, "images/bolt.gif")
                direction()
    if classes.Game.start == True:        
        spawn(FPS,total_frames)
        collisions(bug)
项目:dasRepo    作者:MrGloriousFast    | 项目源码 | 文件源码
def userInput(camera, display):
    deltaT = display.deltaT
    #keyboard down presses
    pressed = pygame.key.get_pressed()    

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            quit()

        if event.type == pygame.KEYDOWN:
            if event.key ==pygame.K_ESCAPE:
                pygame.quit()
                quit()

        if event.type == pygame.MOUSEMOTION:

            x, y = event.rel
            event.pos = (display.w/2,display.h/2)

            #look around
            if( abs(x)>1 ):
                camera.turnRight( -x*deltaT)
            if( abs(y)>1 ):
                camera.turnUp(    -y*deltaT)

            #capture mouse
            pygame.mouse.set_pos(display.w/2., display.w/2)
            pygame.event.get(pygame.MOUSEMOTION) #steal the new mouse event and do nothing with it to reset it
            #print()
            #print(camera.posWorld.getString())
            #print(camera.view())

    #back forth
    if pressed[pygame.K_w]:
        camera.forward(deltaT)
    if pressed[pygame.K_s]:
        camera.forward(-deltaT)

    #up, down
    if pressed[pygame.K_SPACE]:
        camera.upward(-deltaT)
    if pressed[pygame.K_LSHIFT]:
        camera.upward(deltaT)

    #left right
    if pressed[pygame.K_a]:
        camera.sideward(deltaT)
    if pressed[pygame.K_d]:
        camera.sideward(-deltaT)

    #change openGL polygon mode
    if pressed[pygame.K_1]:
        glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)
    if pressed[pygame.K_2]:
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
    if pressed[pygame.K_3]:
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)


#start the main
项目:c64-remakes    作者:DealPete    | 项目源码 | 文件源码
def get_input():
    for event in pygame.event.get():
        if event.type == pygame.QUIT: sys.exit()
        if event.type == pygame.KEYUP and event.key == pygame.K_s:
            state.falling[0] = False
        if event.type == pygame.KEYUP and event.key == pygame.K_DOWN:
            state.falling[1] = False
        if event.type == pygame.KEYDOWN:
            if state.state == "playing":
                if event.key == pygame.K_p:
                    state.state = "paused"
                if event.key == pygame.K_a:
                    if valid(state.X[0] - 1, state.Y[0], state.piece[0].form, 0):
                        state.X[0] -= 1
                if event.key == pygame.K_d:
                    if valid(state.X[0] + 1, state.Y[0], state.piece[0].form, 0):
                        state.X[0] += 1
                if event.key == pygame.K_LEFT:
                    if valid(state.X[1] - 1, state.Y[1], state.piece[1].form, 1):
                        state.X[1] -= 1
                if event.key == pygame.K_RIGHT:
                    if valid(state.X[1] + 1, state.Y[1], state.piece[1].form, 1):
                        state.X[1] += 1
                if event.key == pygame.K_w:
                    new_form = Polyomino.rotate_right(state.piece[0].form,
                        state.piece[0].size)
                    if valid(state.X[0], state.Y[0], new_form, 0):
                        state.piece[0].form = new_form
                if event.key == pygame.K_UP:
                    new_form = Polyomino.rotate_right(state.piece[1].form,
                        state.piece[1].size)
                    if valid(state.X[1], state.Y[1], new_form, 1):
                        state.piece[1].form = new_form
                if event.key == pygame.K_s:
                    state.falling[0] = True
                if event.key == pygame.K_DOWN:
                    state.falling[1] = True
            elif state.state == "paused":
                if event.key == pygame.K_p:
                    state.state = "playing"
            elif state.state == "entering high score":
                if event.key == pygame.K_BACKSPACE and state.cursorpos > 0:
                    state.cursorpos -= 1
                    state.hiscores[state.scorepos][0] = \
                        state.hiscores[state.scorepos][0][:state.cursorpos]
                elif event.key == pygame.K_RETURN:
                    scorefile = open("hiscores_duo.csv", "w")
                    writer = csv.writer(scorefile, dialect = csv.unix_dialect)
                    for row in state.hiscores:
                        writer.writerow(row)
                    scorefile.close()
                    state.start_game()
                elif (event.unicode.isalpha() or event.key == pygame.K_SPACE) \
                    and state.cursorpos < INFO_WIDTH - 3 - len(str(state.score)):
                    state.hiscores[state.scorepos][0] = \
                        state.hiscores[state.scorepos][0][:state.cursorpos] \
                        + event.unicode
                    state.cursorpos += 1
            elif state.state == "lost":
                if event.key in [pygame.K_SPACE, pygame.K_RETURN]:
                    state.start_game()
项目:WasIstDasFuer1Drone    作者:magnusja    | 项目源码 | 文件源码
def handle_controls(drone, event, pid):

    # takeoff / land
    if event.key == pygame.K_RETURN:
        drone.takeoff()
    elif event.key == pygame.K_SPACE:
        drone.land()
    # emergency
    elif event.key == pygame.K_BACKSPACE:
         drone.reset()
    # forward / backward
    elif event.key == pygame.K_w:
        drone.move_forward()
    elif event.key == pygame.K_s:
        drone.move_backward()
    # left / right
    elif event.key == pygame.K_a:
        drone.move_left()
    elif event.key == pygame.K_d:
        drone.move_right()
    # up / down
    elif event.key == pygame.K_UP:
        drone.move_up()
    elif event.key == pygame.K_DOWN:
        drone.move_down()
    # turn left / turn right
    elif event.key == pygame.K_LEFT:
        drone.turn_left()
    elif event.key == pygame.K_RIGHT:
        drone.turn_right()
    # speed
    elif event.key == pygame.K_1:
        drone.speed = 0.1
    elif event.key == pygame.K_2:
        drone.speed = 0.2
    elif event.key == pygame.K_3:
        drone.speed = 0.3
    elif event.key == pygame.K_4:
        drone.speed = 0.4
    elif event.key == pygame.K_5:
        drone.speed = 0.5
    elif event.key == pygame.K_6:
        drone.speed = 0.6
    elif event.key == pygame.K_7:
        drone.speed = 0.7
    elif event.key == pygame.K_8:
        drone.speed = 0.8
    elif event.key == pygame.K_9:
        drone.speed = 0.9
    elif event.key == pygame.K_0:
        drone.speed = 1.0
    elif event.key == pygame.K_u:
        pid.enabled = True