Python pygame 模块,K_x() 实例源码

我们从Python开源项目中,提取了以下14个代码示例,用于说明如何使用pygame.K_x()

项目:Arkon    作者:UnkDevE    | 项目源码 | 文件源码
def run(self):
        while self.visible & this.drawing:
            # wait for event
            event = pygame.event.wait()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_DOWN:
                    self.select_previous()
                elif event.key == pygame.K_LEFT:
                    self.select_previous()
                elif event.key == pygame.K_RETURN:
                    self.activate()
                elif event.key == pygame.K_z:
                    self.activate()
                elif event.key == pygame.K_x:
                    self.previous_menu()
                elif event.key == pygame.K_RIGHT:
                    self.select_next()

    # runs self, as well as show.
项目:pyimgui    作者:swistakm    | 项目源码 | 文件源码
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
项目:third_person_im    作者:bstadie    | 项目源码 | 文件源码
def _Keyboard_Event(self, key, down=True):
        """
        Internal keyboard event, don't override this.

        Checks for the initial keydown of the basic testbed keys. Passes the
        unused ones onto the test via the Keyboard() function.
        """
        if down:
            if key == pygame.K_z:       # Zoom in
                self.viewZoom = min(2 * self.viewZoom, 500.0)
            elif key == pygame.K_x:     # Zoom out
                self.viewZoom = max(0.9 * self.viewZoom, 0.02)
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:rllabplusplus    作者:shaneshixiang    | 项目源码 | 文件源码
def _Keyboard_Event(self, key, down=True):
        """
        Internal keyboard event, don't override this.

        Checks for the initial keydown of the basic testbed keys. Passes the
        unused ones onto the test via the Keyboard() function.
        """
        if down:
            if key == pygame.K_z:       # Zoom in
                self.viewZoom = min(2 * self.viewZoom, 500.0)
            elif key == pygame.K_x:     # Zoom out
                self.viewZoom = max(0.9 * self.viewZoom, 0.02)
项目:Peppy    作者:project-owner    | 项目源码 | 文件源码
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)
项目:pytetris    作者:catalinc    | 项目源码 | 文件源码
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
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:gail-driver    作者:sisl    | 项目源码 | 文件源码
def _Keyboard_Event(self, key, down=True):
        """
        Internal keyboard event, don't override this.

        Checks for the initial keydown of the basic testbed keys. Passes the
        unused ones onto the test via the Keyboard() function.
        """
        if down:
            if key == pygame.K_z:       # Zoom in
                self.viewZoom = min(2 * self.viewZoom, 500.0)
            elif key == pygame.K_x:     # Zoom out
                self.viewZoom = max(0.9 * self.viewZoom, 0.02)
项目:rllab    作者:rll    | 项目源码 | 文件源码
def _Keyboard_Event(self, key, down=True):
        """
        Internal keyboard event, don't override this.

        Checks for the initial keydown of the basic testbed keys. Passes the
        unused ones onto the test via the Keyboard() function.
        """
        if down:
            if key == pygame.K_z:       # Zoom in
                self.viewZoom = min(2 * self.viewZoom, 500.0)
            elif key == pygame.K_x:     # Zoom out
                self.viewZoom = max(0.9 * self.viewZoom, 0.02)
项目:GameToy    作者:rukai    | 项目源码 | 文件源码
def keyEvent(self, event):
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_DOWN:
                self.down = 0
            if event.key == pygame.K_UP:
                self.up = 0
            if event.key == pygame.K_LEFT:
                self.left = 0
            if event.key == pygame.K_RIGHT:
                self.right = 0
            if event.key == pygame.K_a:
                self.start = 0
            if event.key == pygame.K_s:
                self.select = 0
            if event.key == pygame.K_x:
                self.b = 0
            if event.key == pygame.K_z:
                self.a = 0

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_DOWN:
                self.down = 1
            if event.key == pygame.K_UP:
                self.up = 1
            if event.key == pygame.K_LEFT:
                self.left = 1
            if event.key == pygame.K_RIGHT:
                self.right = 1
            if event.key == pygame.K_a:
                self.start = 1
            if event.key == pygame.K_s:
                self.select = 1
            if event.key == pygame.K_x:
                self.b = 1
            if event.key == pygame.K_z:
                self.a = 1
项目:maml_rl    作者:cbfinn    | 项目源码 | 文件源码
def _Keyboard_Event(self, key, down=True):
        """
        Internal keyboard event, don't override this.

        Checks for the initial keydown of the basic testbed keys. Passes the
        unused ones onto the test via the Keyboard() function.
        """
        if down:
            if key == pygame.K_z:       # Zoom in
                self.viewZoom = min(2 * self.viewZoom, 500.0)
            elif key == pygame.K_x:     # Zoom out
                self.viewZoom = max(0.9 * self.viewZoom, 0.02)
项目:SelfDrivingRCCar    作者:sidroopdaska    | 项目源码 | 文件源码
def steer(self):
        complex_cmd = False

        while self.send_inst:
            for event in pygame.event.get():
                if event.type == KEYDOWN or complex_cmd:
                    key_input = pygame.key.get_pressed()
                    complex_cmd = False

                    # complex car controls
                    if key_input[pygame.K_UP] and key_input[pygame.K_RIGHT]:
                        print("Forward Right")
                        complex_cmd = True
                        self.ser.write(b'5')

                    elif key_input[pygame.K_UP] and key_input[pygame.K_LEFT]:
                        print("Forward Left")
                        complex_cmd = True
                        self.ser.write(b'6')

                    elif key_input[pygame.K_DOWN] and key_input[pygame.K_RIGHT]:
                        print("Reverse Right")
                        complex_cmd = True
                        self.ser.write(b'7')

                    elif key_input[pygame.K_DOWN] and key_input[pygame.K_LEFT]:
                        print("Reverse Left")
                        complex_cmd = True
                        self.ser.write(b'8')

                    # simple car controls
                    elif key_input[pygame.K_UP]:
                        print("Forward")
                        self.ser.write(b'1')

                    elif key_input[pygame.K_DOWN]:
                        print("Reverse")
                        self.ser.write(b'2')

                    elif key_input[pygame.K_RIGHT]:
                        print("Right")
                        self.ser.write(b'3')

                    elif key_input[pygame.K_LEFT]:
                        print("Left")
                        self.ser.write(b'4')

                    # exit
                    elif key_input[pygame.K_x] or key_input[pygame.K_q]:
                        self.close_serial_connection()
                        break

                elif event.type == pygame.KEYUP:
                    self.ser.write(b'0')

                elif event.type == pygame.QUIT:
                    self.close_serial_connection()
                    break
项目:spassouno-py    作者:OfficineArduinoTorino    | 项目源码 | 文件源码
def keyboard_interaction():
    global current_text_tag,last_time_text,animation_speed,NEXT_CRITICAL_ACTION
    if IS_RASPBERRY:
        check_hardware_buttons()
    for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    exit()
                elif event.key == pygame.K_SPACE:
                    camera.save_frame(frameManager)
                    current_text_tag="scattato"
                elif event.key == pygame.K_UP:
                    NEXT_CRITICAL_ACTION="changetosession"+str(frameManager.current_session+1)
                    current_text_tag="cambio sessione"
                elif event.key == pygame.K_DOWN:
                    NEXT_CRITICAL_ACTION="changetosession"+str(frameManager.current_session-1)
                    current_text_tag="cambio sessione"
                elif event.key == pygame.K_x:
                    frameManager.remove_frame()
                    current_text_tag="rimosso"
                elif event.key == pygame.K_s:
                    NEXT_CRITICAL_ACTION="save"
                    current_text_tag="saving"
                elif event.key == pygame.K_r:
                    camera.ruota()
                elif event.key == pygame.K_DELETE:
                    frameManager.delete_all()
                elif event.key == pygame.K_BACKSPACE:
                    frameManager.delete_current_scene()
                elif event.key == pygame.K_p:
                    animation_speed/=2.0
                    if animation_speed<0.003125:
                        animation_speed=0.003125
                elif event.key == pygame.K_o:
                    animation_speed*=2.0
                    if animation_speed>3.2:
                        animation_speed=3.2
                else:
                    for n in range(10):
                        if event.key == pygame.__dict__["K_"+str(n)]:
                            nf=n-1
                            if nf<0:
                                nf=9
                            NEXT_CRITICAL_ACTION="changetosession"+str(nf)
                            current_text_tag="cambio sessione"
                last_time_text=time.time()