我们从Python开源项目中,提取了以下10个代码示例,用于说明如何使用pygame.K_e()。
def update(self, is_key_pressed, time, display): """ ????????????????????????????? is_key_pressed ?????????????ascii???????????? time ???? display ????????Display?? """ if (is_key_pressed(pygame.K_e)): if self.theme_changed: display.theme_index = (display.theme_index + 1) % len(self.themes) display.theme = self.themes[display.theme_index] self.theme_changed = False elif not self.theme_changed: self.theme_changed = True flag = False if (is_key_pressed(pygame.K_UP)): self._up(display, time) flag = True if (is_key_pressed(pygame.K_DOWN)): self._down(display, time) flag = True if (is_key_pressed(pygame.K_LEFT)): self._left(display, time) flag = True if (is_key_pressed(pygame.K_RIGHT)): self._right(display, time) flag = True if self.counter >= 3: self.counter = 0 return flag else: self.counter += 1 return False
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
def updateKeys(self, event): if event.type == pygame.KEYDOWN: if event.key == K_r: keys["r"] = True elif event.key == pygame.K_e: keys["e"] = True elif event.key == pygame.K_p: keys["p"] = True elif event.key == pygame.K_n: keys["n"] = True if event.type == pygame.KEYUP: if event.key == pygame.K_r: keys["r"] = False elif event.key == pygame.K_e: keys["e"] = False elif event.key == pygame.K_p: keys["p"] = False elif event.key == pygame.K_n: keys["n"] = False if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: # Left Mouse keys["mouseL"] = True if event.button == 3: # Right Mouse keys["mouseR"] = True if event.type == pygame.MOUSEBUTTONUP: if event.button == 1: # Left Mouse keys["mouseL"] = False if event.button == 3: # Right Mouse keys["mouseR"] = False keys["mousePos"] = pygame.mouse.get_pos()
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
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
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"))
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
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)
def handle_mouse_input(tileset): tile = None if tileset.is_at_mouse_pos(): tile = tileset.tile_at_mouse_pos() # Add column to Tileset if Input.key_typed(pygame.K_c): tileset.add_columns(1) # Add row to Tileset if Input.key_typed(pygame.K_r): tileset.add_rows(1) # Make Tile at mouse position not passable if Input.left_mouse_down: if tileset.is_at_mouse_pos(): tile.passable = False tile.color = Renderer.COLOR_BLACK # Make Tile at mouse position passable if Input.right_mouse_down: if tileset.is_at_mouse_pos(): tile.passable = True tile.color = (128, 128, 128) if Input.key_typed(pygame.K_q): if tileset.is_at(Input.mouse_x(), Input.mouse_y()): tile.passable = True tile.color = Renderer.COLOR_GREEN GenAlg.start_node = tile TileInteractor.start_node = tile if Input.key_typed(pygame.K_e): if tileset.is_at_mouse_pos(): tile.passable = True tile.color = Renderer.COLOR_RED GenAlg.end_node = tile TileInteractor.end_node = tile if Input.key_typed(pygame.K_g): GenAlg.init() # This is used for framerate